using gl32 shaders for other runnables

This commit is contained in:
minjaesong
2023-02-28 22:59:32 +09:00
parent e13cfd37b0
commit 2474583a86
9 changed files with 12 additions and 13 deletions

View File

@@ -14,8 +14,8 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.sudoplay.joise.Joise
import com.sudoplay.joise.module.*
import net.torvald.unsafe.UnsafeHelper
import net.torvald.random.HQRNG
import net.torvald.terrarum.DefaultGL32Shaders
import net.torvald.terrarum.concurrent.*
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.inUse
@@ -27,7 +27,6 @@ import java.util.concurrent.Future
import kotlin.math.cos
import kotlin.math.sin
import kotlin.random.Random
import kotlin.coroutines.*
const val NOISEBOX_WIDTH = 768
const val NOISEBOX_HEIGHT = 512
@@ -61,7 +60,7 @@ class WorldgenNoiseSandbox : ApplicationAdapter() {
override fun create() {
font = BitmapFont() // use default because fuck it
batch = SpriteBatch()
batch = SpriteBatch(1000, DefaultGL32Shaders.createSpriteBatchShader())
camera = OrthographicCamera(NOISEBOX_WIDTH.toFloat(), NOISEBOX_HEIGHT.toFloat())
camera.setToOrtho(false) // some elements are pre-flipped, while some are not. The statement itself is absolutely necessary to make edge of the screen as the origin
camera.update()