shader seems working!; it's messed up by all the test codes but I commit anyway

This commit is contained in:
minjaesong
2017-07-05 02:05:03 +09:00
parent cf2932a519
commit 3af196004e
8 changed files with 284 additions and 132 deletions

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@@ -5,7 +5,7 @@ uniform sampler2D u_texture;
uniform vec3 iResolution;
uniform vec2 iResolution;
uniform float flip;
uniform vec2 direction;

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assets/testimage2.png Normal file

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Width:  |  Height:  |  Size: 20 KiB

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@@ -77,8 +77,9 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
}
var worldDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width, Gdx.graphics.height, false)
var lightmapFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width.div(lightmapDownsample).ceilInt(), Gdx.graphics.height.div(lightmapDownsample).ceilInt(), false)
// lightmapFrameBuffer: used to smooth out lightmap using shader
var lightmapFboA = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width.div(lightmapDownsample).ceilInt(), Gdx.graphics.height.div(lightmapDownsample).ceilInt(), false)
var lightmapFboB = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width.div(lightmapDownsample).ceilInt(), Gdx.graphics.height.div(lightmapDownsample).ceilInt(), false)
//private lateinit var shader12BitCol: Shader // grab LibGDX if you want some shader
//private lateinit var shaderBlur: Shader
@@ -370,6 +371,8 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
}
val testTex = Texture("assets/test_texture.tga")
private fun renderGame(batch: SpriteBatch) {
Gdx.gl.glClearColor(.157f, .157f, .157f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
@@ -379,16 +382,6 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
//batch.projectionMatrix = camera.combined
// clean the shit beforehand
worldDrawFrameBuffer.inAction {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
lightmapFrameBuffer.inAction {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
// Post-update; ones that needs everything is completed //
FeaturesDrawer.render(batch) //
@@ -396,20 +389,42 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
if (TerrarumGDX.getConfigBoolean("fullframelightupdate") or (TerrarumGDX.GLOBAL_RENDER_TIMER % 2 == 1)) { //
LightmapRenderer.fireRecalculateEvent() //
} //
// end of post-update //
// end of post-update /
// now the actual drawing part //
lightmapFrameBuffer.inAction {
// TODO gaussian blur p=8
batch.shader = TerrarumGDX.shaderBlur
///////////////////
// blur lightmap //
///////////////////
val blurIterations = 16 // ideally, 4 * radius; must be even number -- odd number will flip the image
val blurRadius = 4f
lightmapFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
lightmapFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
var blurWriteBuffer = lightmapFboA
var blurReadBuffer = lightmapFboB
KeyToggler.forceSet(Input.Keys.F6, false)
KeyToggler.forceSet(Input.Keys.F7, true)
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
//batch.shader.setUniform3fv("iResolution", floatArrayOf(lightmapFrameBuffer.width.toFloat(), lightmapFrameBuffer.height.toFloat(), 0f), 0, 12)
//batch.shader.setUniformi("iChannel0", 0)
//batch.shader.setUniform2fv("direction", floatArrayOf(8f, 8f), 0, 8)
// using custom code for camera; this is obscure and tricky
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
camera.update()
@@ -417,11 +432,67 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
blendNormal()
LightmapRenderer.draw(batch)
batch.color = Color.WHITE
//LightmapRenderer.draw(batch)
batch.draw(testTex, 0f, 0f)
}
}
worldDrawFrameBuffer.inAction {
for (i in 0..blurIterations - 1) {
blurWriteBuffer.inAction(camera, batch) {
batch.inUse {
val texture = if (i == 0)
testTex
else
blurReadBuffer.colorBufferTexture
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.shader = TerrarumGDX.shaderBlur
batch.shader.setUniformf("iResolution", blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
batch.shader.setUniformf("flip", 1f)
if (i % 2 == 0)
batch.shader.setUniformf("direction", blurRadius, 0f)
else
batch.shader.setUniformf("direction", 0f, blurRadius)
batch.color = Color.WHITE
batch.draw(texture, 0f, 0f)
// swap
val t = blurWriteBuffer
blurWriteBuffer = blurReadBuffer
blurReadBuffer = t
}
}
}
// TEST: passthru to writeBuffer
/*blurWriteBuffer.inAction(camera, batch) {
batch.inUse {
batch.color = Color.WHITE
batch.draw(testTex, 0f, 0f)
}
}*/
///////////////////////////
// draw world to the FBO //
///////////////////////////
worldDrawFrameBuffer.inAction(camera, batch) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
batch.inUse {
batch.shader = null
@@ -464,10 +535,14 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
setCameraPosition(0f, 0f)
val lightTex = lightmapFrameBuffer.colorBufferTexture // TODO zoom!
val lightTex = blurWriteBuffer.colorBufferTexture // TODO zoom!
if (KeyToggler.isOn(Input.Keys.F7)) blendNormal()
else blendMul()
batch.draw(lightTex, 0f, 0f, lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample)
batch.color = Color.WHITE
//batch.draw(lightTex, 0f, 0f, lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample)
TerrarumGDX.fontGame.draw(batch, "Thumbnail:", 100f, 80f)
batch.draw(lightTex, 100f, 100f, 100f, 100f)
}
@@ -496,6 +571,8 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
/////////////////////////
// draw to main screen //
/////////////////////////
camera.setToOrtho(true, Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
batch.projectionMatrix = camera.combined
batch.inUse {
batch.shader = null
@@ -1143,8 +1220,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
override fun resize(width: Int, height: Int) {
worldDrawFrameBuffer.dispose()
worldDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
lightmapFrameBuffer.dispose()
lightmapFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample).ceilInt(), height.div(lightmapDownsample).ceilInt(), false)
lightmapFboA.dispose()
lightmapFboA = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample).ceilInt(), height.div(lightmapDownsample).ceilInt(), false)
lightmapFboB.dispose()
lightmapFboB = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample).ceilInt(), height.div(lightmapDownsample).ceilInt(), false)
// Set up viewport when window is resized
initViewPort(width, height)

View File

@@ -6,10 +6,7 @@ import com.badlogic.gdx.Screen
import com.badlogic.gdx.assets.loaders.ShaderProgramLoader
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.GL30
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.Batch
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.graphics.g2d.CpuSpriteBatch
@@ -46,9 +43,9 @@ fun main(args: Array<String>) {
config.foregroundFPS = TerrarumGDX.RENDER_FPS
config.backgroundFPS = TerrarumGDX.RENDER_FPS
//config.vSyncEnabled = true
config.resizable = true
config.width = 1072
config.height = 742
config.resizable = false
config.width = 512//1072
config.height = 512//742
config.backgroundFPS = 9999
config.foregroundFPS = 9999
//config.useGL30 = true
@@ -297,7 +294,6 @@ object TerrarumGDX : ApplicationAdapter() {
ShaderProgram.pedantic = false
shaderBlur = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
ModMgr // invoke Module Manager, will also invoke BlockCodex
ItemCodex // invoke Item Codex
@@ -305,8 +301,9 @@ object TerrarumGDX : ApplicationAdapter() {
ingame = StateInGameGDX(batch)
ingame!!.enter()
currentScreen = ingame as Screen
ingame!!.enter()
}
override fun render() {
@@ -522,8 +519,12 @@ inline fun ShapeRenderer.inUse(shapeRendererType: ShapeRenderer.ShapeType = Shap
}
/** Use Batch inside of it! */
inline fun FrameBuffer.inAction(action: (FrameBuffer) -> Unit) {
inline fun FrameBuffer.inAction(camera: OrthographicCamera?, batch: SpriteBatch?, action: (FrameBuffer) -> Unit) {
this.begin()
camera?.setToOrtho(true, this.width.toFloat(), this.height.toFloat())
camera?.position?.set(this.width / 2f, this.height / 2f, 0f) // are these actually needed?
camera?.update() // are these actually needed?
batch?.projectionMatrix = camera?.combined
action(this)
this.end()
}

View File

@@ -2,40 +2,50 @@ package net.torvald.terrarum
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Screen
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import net.torvald.terrarumsansbitmap.gdx.GameFontBase
import com.badlogic.gdx.graphics.OrthographicCamera
/**
* Created by minjaesong on 2017-06-11.
*/
class TestTestTest : ApplicationAdapter() {
class TestTestTest(val batch: SpriteBatch) : Screen {
lateinit var batch: SpriteBatch
lateinit var img: Texture
lateinit var gameFont: BitmapFont
lateinit var blurShader: ShaderProgram
lateinit var blurFboA: FrameBuffer
lateinit var blurFboB: FrameBuffer
lateinit var cam: OrthographicCamera
lateinit var worldFbo: FrameBuffer
lateinit var camera: OrthographicCamera
// invert Y
fun initViewPort(width: Int, height: Int) {
// Set Y to point downwards
camera.setToOrtho(true, width.toFloat(), height.toFloat())
// Update camera matrix
camera.update()
// Set viewport to restrict drawing
Gdx.gl20.glViewport(0, 0, width, height)
}
fun enter() {
// init view port
camera = OrthographicCamera(Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
override fun create() {
batch = SpriteBatch()
img = Texture("assets/test_texture.tga")
gameFont = GameFontBase("assets/graphics/fonts/terrarum-sans-bitmap")
@@ -45,20 +55,21 @@ class TestTestTest : ApplicationAdapter() {
blurFboA = FrameBuffer(Pixmap.Format.RGBA8888, img.width, img.height, false)
blurFboB = FrameBuffer(Pixmap.Format.RGBA8888, img.width, img.height, false)
ShaderProgram.pedantic = false
blurShader = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
worldFbo = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width, Gdx.graphics.height, false)
blurShader.begin()
blurShader.setUniformf("iResolution", img.width.toFloat(), img.height.toFloat(), 0f)
blurShader.end()
//blurShader.begin()
//blurShader.setUniformf("iResolution", img.width.toFloat(), img.height.toFloat(), 0f)
//blurShader.end()
cam = OrthographicCamera(Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
cam.setToOrtho(false)
initViewPort(Gdx.graphics.width, Gdx.graphics.height)
}
override fun render() {
val iterations = 16
override fun render(delta: Float) {
Gdx.graphics.setTitle("TestTestTest — F: ${Gdx.graphics.framesPerSecond}")
val iterations = 16 // ideally, 4 * radius; must be even number -- odd number will flip the image
val radius = 4f
@@ -66,12 +77,12 @@ class TestTestTest : ApplicationAdapter() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
blurFboA.inAction {
blurFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
blurFboB.inAction {
blurFboB.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
@@ -82,12 +93,9 @@ class TestTestTest : ApplicationAdapter() {
for (i in 0..iterations - 1) {
writeBuffer.inAction {
writeBuffer.inAction(camera, batch) {
batch.inUse {
cam.setToOrtho(false, writeBuffer.width.toFloat(), writeBuffer.height.toFloat())
batch.projectionMatrix = cam.combined
val texture = if (i == 0)
img
else
@@ -95,7 +103,9 @@ class TestTestTest : ApplicationAdapter() {
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.shader = blurShader
batch.shader = TestTestMain.blurShader
batch.shader.setUniformf("iResolution", writeBuffer.width.toFloat(), writeBuffer.height.toFloat())
batch.shader.setUniformf("flip", 1f)
if (i % 2 == 0)
batch.shader.setUniformf("direction", radius, 0f)
@@ -103,7 +113,7 @@ class TestTestTest : ApplicationAdapter() {
batch.shader.setUniformf("direction", 0f, radius)
batch.color = Color.WHITE
batch.draw(texture, 0f, 0f)
@@ -115,16 +125,57 @@ class TestTestTest : ApplicationAdapter() {
}
}
// draw last FBO to screen
batch.inUse {
cam.setToOrtho(false, Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
batch.projectionMatrix = cam.combined
worldFbo.inAction(camera, batch) {
Gdx.gl.glClearColor(0f,0f,0f,0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
batch.inUse {
batch.shader = null
camera.position.set(Gdx.graphics.width / 2f - 50f, Gdx.graphics.height / 2f - 50f, 0f)
camera.update()
batch.projectionMatrix = camera.combined
batch.shader.setUniformf("direction", 0f, 0f)
batch.shader.setUniformf("flip", if (iterations % 2 != 0) 1f else 0f)
batch.draw(writeBuffer.colorBufferTexture, 0f, 0f)
batch.color = Color.WHITE
batch.draw(writeBuffer.colorBufferTexture, 0f, 0f)
}
}
camera.setToOrtho(true, Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
batch.projectionMatrix = camera.combined
batch.inUse {
camera.position.set(Gdx.graphics.width / 2f, Gdx.graphics.height / 2f, 0f)
camera.update()
batch.projectionMatrix = camera.combined
batch.color = Color.WHITE
batch.draw(worldFbo.colorBufferTexture, 0f, 0f)
batch.draw(img, 0f, 0f, 100f, 100f)
}
}
override fun hide() {
}
override fun show() {
initViewPort(Gdx.graphics.width, Gdx.graphics.height)
}
override fun pause() {
}
override fun resume() {
}
override fun resize(width: Int, height: Int) {
}
override fun dispose() {
@@ -133,18 +184,42 @@ class TestTestTest : ApplicationAdapter() {
}
private inline fun SpriteBatch.inUse(action: () -> Unit) {
this.begin()
action()
this.end()
}
object TestTestMain : ApplicationAdapter() {
lateinit var blurShader: ShaderProgram
lateinit var batch: SpriteBatch
lateinit var currentScreen: TestTestTest
override fun create() {
ShaderProgram.pedantic = false
blurShader = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
// culprit #4
blurShader.begin()
blurShader.setUniformf("dir", 0f, 0f); //direction of blur; nil for now
blurShader.setUniformf("resolution", maxOf(Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())) //size of FBO texture
blurShader.setUniformf("radius", 9f) //radius of blur
blurShader.end()
Gdx.graphics.isContinuousRendering = true // culprit #3
batch = SpriteBatch()
currentScreen = TestTestTest(batch)
currentScreen.enter()
}
inline fun FrameBuffer.inAction(action: (FrameBuffer) -> Unit) {
this.begin()
action(this)
this.end()
override fun render() {
currentScreen.render(Gdx.graphics.deltaTime)
}
override fun dispose() {
currentScreen.dispose()
}
}
fun main(args: Array<String>) { // LWJGL 3 won't work? java.lang.VerifyError
@@ -155,5 +230,5 @@ fun main(args: Array<String>) { // LWJGL 3 won't work? java.lang.VerifyError
config.width = 1072
config.height = 742
config.foregroundFPS = 9999
LwjglApplication(TestTestTest(), config)
LwjglApplication(TestTestMain, config)
}

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@@ -83,14 +83,6 @@ class UIBasicNotifier(private val player: ActorHumanoid?) : UICanvas {
}
override fun render(batch: SpriteBatch) {
// backplate
batch.draw(atlas.get(0, 0), 0f, 0f)
// because what the fuck (rendered darker than what it supposed to be)
/*blendScreen()
batch.color = Color(0x0c0c0c_ff)
batch.draw(atlas.get(0, 1), 0f, 0f)*/
// light overlay or EL
if (ELon) {
blendNormal()
@@ -108,9 +100,11 @@ class UIBasicNotifier(private val player: ActorHumanoid?) : UICanvas {
else {
lightLevel = TerrarumGDX.ingame!!.world.globalLight.normaliseToColour()
}
blendMul()
// backplate
batch.color = lightLevel
batch.draw(atlas.get(0, 1), 0f, 0f)
batch.draw(atlas.get(0, 0), 0f, 0f)
}
// LCD back

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@@ -58,14 +58,6 @@ class UITierOneWatch(private val player: ActorHumanoid?) : UICanvas {
}
override fun render(batch: SpriteBatch) {
// backplate
batch.draw(atlas.get(0, 0), 0f, 0f)
// because what the fuck (rendered darker than what it supposed to be)
/*blendScreen()
batch.color = Color(0x0c0c0c_ff)
batch.draw(atlas.get(0, 1), 0f, 0f)*/
// light overlay or EL
if (ELon) {
blendNormal()
@@ -83,9 +75,10 @@ class UITierOneWatch(private val player: ActorHumanoid?) : UICanvas {
else {
lightLevel = TerrarumGDX.ingame!!.world.globalLight.normaliseToColour()
}
blendMul()
// backplate
batch.color = lightLevel
batch.draw(atlas.get(0, 1), 0f, 0f)
batch.draw(atlas.get(0, 0), 0f, 0f)
}
// LCD back

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@@ -13,6 +13,7 @@ import net.torvald.terrarum.gameactors.ActorWithPhysics
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.fillRect
import net.torvald.terrarum.gameactors.roundInt
import net.torvald.terrarum.inUse
import java.util.*
@@ -285,10 +286,10 @@ object LightmapRenderer {
* sample ambient for eight points and apply attenuation for those
* maxblend eight values and use it
*/
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y - 1) ?: 0, scaleSqrt2(thisTileOpacity))
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y - 1) ?: 0, scaleSqrt2(thisTileOpacity))
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y + 1) ?: 0, scaleSqrt2(thisTileOpacity))
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y + 1) ?: 0, scaleSqrt2(thisTileOpacity))
/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x , y - 1) ?: 0, thisTileOpacity)
/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x , y + 1) ?: 0, thisTileOpacity)
@@ -462,17 +463,25 @@ object LightmapRenderer {
// use equation with magic number 8.0
// should draw somewhat exponential curve when you plot the propagation of light in-game
return ((data.r() * (1f - darken.r() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round() * MUL_2 +
((data.g() * (1f - darken.g() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round() * MUL +
return ((data.r() * (1f - darken.r() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round().shl(20) or
((data.g() * (1f - darken.g() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round().shl(10) or
((data.b() * (1f - darken.b() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round()
}
fun scaleColour(data: Int, scale: Float): RGB10 {
return ((data.r() * scale).clampOne() * CHANNEL_MAX).round() * MUL_2 +
((data.g() * scale).clampOne() * CHANNEL_MAX).round() * MUL +
return ((data.r() * scale).clampOne() * CHANNEL_MAX).round().shl(20) or
((data.g() * scale).clampOne() * CHANNEL_MAX).round().shl(10) or
((data.b() * scale).clampOne() * CHANNEL_MAX).round()
}
private fun scaleSqrt2(data: Int): RGB10 {
return scaleSqrt2Lookup[data.rawR()].shl(20) or
scaleSqrt2Lookup[data.rawG()].shl(10) or
scaleSqrt2Lookup[data.rawB()]
}
private val scaleSqrt2Lookup = IntArray(MUL, { it -> minOf(MUL - 1, (it * 1.41421356).roundInt()) })
/**
* Add each channel's RGB value.
*
@@ -559,37 +568,37 @@ object LightmapRenderer {
* @return
*/
private infix fun RGB10.maxBlend(other: Int): RGB10 {
return (if (this.rawR() > other.rawR()) this.rawR() else other.rawR()) * MUL_2 +
(if (this.rawG() > other.rawG()) this.rawG() else other.rawG()) * MUL +
return (if (this.rawR() > other.rawR()) this.rawR() else other.rawR()).shl(20) or
(if (this.rawG() > other.rawG()) this.rawG() else other.rawG()).shl(10) or
(if (this.rawB() > other.rawB()) this.rawB() else other.rawB())
}
private infix fun RGB10.linMix(other: Int): RGB10 {
return ((this.rawR() + other.rawR()) ushr 1) * MUL_2 +
((this.rawG() + other.rawG()) ushr 1) * MUL +
return ((this.rawR() + other.rawR()) ushr 1).shl(20) or
((this.rawG() + other.rawG()) ushr 1).shl(10) or
((this.rawB() + other.rawB()) ushr 1)
}
private infix fun RGB10.colSub(other: Int): RGB10 {
return ((this.rawR() - other.rawR()).clampChannel()) * MUL_2 +
((this.rawG() - other.rawG()).clampChannel()) * MUL +
return ((this.rawR() - other.rawR()).clampChannel()).shl(20) or
((this.rawG() - other.rawG()).clampChannel()).shl(10) or
((this.rawB() - other.rawB()).clampChannel())
}
private infix fun RGB10.colAdd(other: Int): RGB10 {
return ((this.rawR() + other.rawR()).clampChannel()) * MUL_2 +
((this.rawG() + other.rawG()).clampChannel()) * MUL +
return ((this.rawR() + other.rawR()).clampChannel()).shl(20) or
((this.rawG() + other.rawG()).clampChannel()).shl(10) or
((this.rawB() + other.rawB()).clampChannel())
}
fun RGB10.rawR() = this / MUL_2
fun RGB10.rawG() = this % MUL_2 / MUL
fun RGB10.rawB() = this % MUL
inline fun RGB10.rawR() = this.ushr(20) and 1023
inline fun RGB10.rawG() = this.ushr(10) and 1023
inline fun RGB10.rawB() = this and 1023
/** 0.0 - 1.0 for 0-1023 (0.0 - 0.25 for 0-255) */
fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT
inline fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
inline fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
inline fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT
/**
@@ -617,8 +626,8 @@ object LightmapRenderer {
//if (g !in 0..CHANNEL_MAX) throw IllegalArgumentException("Green: out of range ($g)")
//if (b !in 0..CHANNEL_MAX) throw IllegalArgumentException("Blue: out of range ($b)")
return r * MUL_2 +
g * MUL +
return r.shl(20) or
g.shl(10) or
b
}
@@ -627,8 +636,8 @@ object LightmapRenderer {
//if (g < 0 || g > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Green: out of range ($g)")
//if (b < 0 || b > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Blue: out of range ($b)")
return (r * CHANNEL_MAX).round() * MUL_2 +
(g * CHANNEL_MAX).round() * MUL +
return (r * CHANNEL_MAX).round().shl(20) or
(g * CHANNEL_MAX).round().shl(10) or
(b * CHANNEL_MAX).round()
}