mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-19 15:04:05 +09:00
Flippin' eck
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@@ -3,7 +3,6 @@ package net.torvald.terrarum.modulebasegame
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.graphics.glutils.FloatFrameBuffer
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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@@ -43,7 +42,7 @@ import kotlin.system.exitProcess
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*/
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object IngameRenderer : Disposable {
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/** for non-private use, use with care! */
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lateinit var batch: SpriteBatch
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lateinit var batch: FlippingSpriteBatch
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private lateinit var camera: OrthographicCamera
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private lateinit var blurWriteQuad: Mesh
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@@ -234,8 +233,8 @@ object IngameRenderer : Disposable {
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prepLightmapRGBA()
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BlocksDrawer.renderData()
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drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
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drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
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drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
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drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
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drawOverlayActors(actorsRenderOverlay)
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}
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@@ -360,7 +359,7 @@ object IngameRenderer : Disposable {
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//batch.shader = if (App.getConfigBoolean("fx_dither")) IngameRenderer.shaderBayer else null
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batch.shader = null
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batch.draw(mixedOutTex, 0f, 0f)
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batch.drawFlipped(mixedOutTex, 0f, 0f)
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}
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@@ -423,6 +422,7 @@ object IngameRenderer : Disposable {
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actorsRenderMiddle: List<ActorWithBody>?,
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actorsRenderMidTop: List<ActorWithBody>?,
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actorsRenderFront : List<ActorWithBody>?,
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actorsOverlay : List<ActorWithBody>?,
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particlesContainer: CircularArray<ParticleBase>?
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) {
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fboRGB.inAction(null, null) { clearBuffer() }
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@@ -466,6 +466,7 @@ object IngameRenderer : Disposable {
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setCameraPosition(0f, 0f)
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BlocksDrawer.drawFront(batch.projectionMatrix) // blue coloured filter of water, etc.
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batch.shader = null
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batch.inUse {
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FeaturesDrawer.drawEnvOverlay(batch)
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}
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@@ -520,6 +521,7 @@ object IngameRenderer : Disposable {
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actorsRenderMiddle: List<ActorWithBody>?,
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actorsRenderMidTop: List<ActorWithBody>?,
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actorsRenderFront : List<ActorWithBody>?,
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actorsOverlay : List<ActorWithBody>?,
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particlesContainer: CircularArray<ParticleBase>?
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) {
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fboA.inAction(null, null) {
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@@ -591,6 +593,8 @@ object IngameRenderer : Disposable {
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lightTex.regionWidth * lightmapDownsample,
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lightTex.regionHeight * lightmapDownsample
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)
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}
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@@ -602,7 +606,7 @@ object IngameRenderer : Disposable {
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}
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private fun drawOverlayActors(actors: List<ActorWithBody>?) {
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fboRGB_lightMixed.inAction(camera, batch) {
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fboRGB_lightMixed.inActionF(camera, batch) {
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batch.inUse {
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batch.shader = shaderAlphaDither
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@@ -625,12 +629,11 @@ object IngameRenderer : Disposable {
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private fun invokeInit() {
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if (!initDone) {
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batch = SpriteBatch()
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batch = FlippingSpriteBatch()
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camera = OrthographicCamera(WIDTHF, HEIGHTF)
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camera.setToOrtho(true, WIDTHF, HEIGHTF)
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camera.update()
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Gdx.gl20.glViewport(0, 0, WIDTH, HEIGHT)
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resize(WIDTH, HEIGHT)
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@@ -862,9 +865,9 @@ object IngameRenderer : Disposable {
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private fun worldCamToRenderPos(): Pair<Float, Float> {
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// for some reason it does not like integer. No, really; it breaks (jitter when you move) when you try to "fix" that.
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val xoff = (WorldCamera.x / TILE_SIZE) - LightmapRenderer.camX
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val yoff = (WorldCamera.y / TILE_SIZE) - LightmapRenderer.camY
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val yoff = (WorldCamera.y / TILE_SIZE) - LightmapRenderer.camY - 1
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val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF) - (xoff * TILE_SIZEF)
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val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF) - (yoff * TILE_SIZEF)
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val yrem = +(WorldCamera.y.toFloat() fmod TILE_SIZEF) + (yoff * TILE_SIZEF)
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return (xrem - LightmapRenderer.LIGHTMAP_OVERRENDER * TILE_SIZEF) to (yrem - LightmapRenderer.LIGHTMAP_OVERRENDER * TILE_SIZEF)
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}
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