mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-15 13:04:05 +09:00
copper sign actually spawns but still wip
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@@ -231,6 +231,7 @@ object IngameRenderer : Disposable {
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frameDelta: Float,
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gamePaused: Boolean,
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zoom: Float = 1f,
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actorsRenderFarBehind : List<ActorWithBody>,
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actorsRenderBehind : List<ActorWithBody>,
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actorsRenderMiddle : List<ActorWithBody>,
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actorsRenderMidTop : List<ActorWithBody>,
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@@ -240,11 +241,13 @@ object IngameRenderer : Disposable {
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player: ActorWithBody? = null,
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uiContainer: UIContainer? = null,
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) {
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renderingActorsCount = (actorsRenderBehind.size) +
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(actorsRenderMiddle.size) +
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(actorsRenderMidTop.size) +
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(actorsRenderFront.size) +
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(actorsRenderOverlay.size)
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renderingActorsCount =
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(actorsRenderFarBehind.size) +
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(actorsRenderBehind.size) +
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(actorsRenderMiddle.size) +
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(actorsRenderMidTop.size) +
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(actorsRenderFront.size) +
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(actorsRenderOverlay.size)
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renderingUIsCount = uiContainer?.countVisible() ?: 0
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invokeInit()
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@@ -259,15 +262,15 @@ object IngameRenderer : Disposable {
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measureDebugTime("Renderer.LightRun*") {
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// recalculate for even frames, or if the sign of the cam-x changed
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if (App.GLOBAL_RENDER_TIMER % 3 == 0 || Math.abs(WorldCamera.x - oldCamX) >= world.width * 0.85f * TILE_SIZEF || newWorldLoadedLatch) {
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LightmapRenderer.recalculate(actorsRenderBehind + actorsRenderFront + actorsRenderMidTop + actorsRenderMiddle + actorsRenderOverlay)
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LightmapRenderer.recalculate(actorsRenderFarBehind + actorsRenderBehind + actorsRenderFront + actorsRenderMidTop + actorsRenderMiddle + actorsRenderOverlay)
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}
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oldCamX = WorldCamera.x
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}
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prepLightmapRGBA()
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BlocksDrawer.renderData()
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drawToRGB(frameDelta, actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
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drawToA(frameDelta, actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
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drawToRGB(frameDelta, actorsRenderFarBehind, actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
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drawToA(frameDelta, actorsRenderFarBehind, actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
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drawOverlayActors(frameDelta, actorsRenderOverlay)
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if (player != null && player is Pocketed) drawAimGuide(frameDelta, player)
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@@ -464,6 +467,7 @@ object IngameRenderer : Disposable {
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private fun drawToRGB(
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frameDelta: Float,
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actorsRenderFarBehind: List<ActorWithBody>?,
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actorsRenderBehind: List<ActorWithBody>?,
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actorsRenderMiddle: List<ActorWithBody>?,
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actorsRenderMidTop: List<ActorWithBody>?,
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@@ -485,6 +489,7 @@ object IngameRenderer : Disposable {
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batch.shader = shaderForActors
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batch.color = Color.WHITE
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moveCameraToWorldCoord()
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actorsRenderFarBehind?.forEach { it.drawBody(frameDelta, batch) }
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actorsRenderBehind?.forEach { it.drawBody(frameDelta, batch) }
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particlesContainer?.forEach { it.drawBody(frameDelta, batch) }
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}
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@@ -523,6 +528,7 @@ object IngameRenderer : Disposable {
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batch.shader = shaderForActors
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batch.color = Color.WHITE
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moveCameraToWorldCoord()
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actorsRenderFarBehind?.forEach { it.drawEmissive(frameDelta, batch) }
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actorsRenderBehind?.forEach { it.drawEmissive(frameDelta, batch) }
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particlesContainer?.forEach { it.drawEmissive(frameDelta, batch) }
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}
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@@ -628,6 +634,7 @@ object IngameRenderer : Disposable {
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private fun drawToA(
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frameDelta: Float,
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actorsRenderFarBehind: List<ActorWithBody>?,
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actorsRenderBehind: List<ActorWithBody>?,
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actorsRenderMiddle: List<ActorWithBody>?,
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actorsRenderMidTop: List<ActorWithBody>?,
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@@ -652,6 +659,7 @@ object IngameRenderer : Disposable {
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batch.color = Color.WHITE
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moveCameraToWorldCoord()
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actorsRenderFarBehind?.forEach { it.drawGlow(frameDelta, batch) }
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actorsRenderBehind?.forEach { it.drawGlow(frameDelta, batch) }
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particlesContainer?.forEach { it.drawGlow(frameDelta, batch) }
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}
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