mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
houston, we have (bad) render
This commit is contained in:
@@ -12,9 +12,11 @@ import net.torvald.terrarum.worlddrawer.WorldCamera.x
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import net.torvald.terrarum.worlddrawer.WorldCamera.y
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import net.torvald.terrarum.worlddrawer.WorldCamera.height
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import net.torvald.terrarum.worlddrawer.WorldCamera.width
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import org.lwjgl.BufferUtils
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import org.lwjgl.opengl.GL11
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import org.lwjgl.opengl.GL15
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import org.newdawn.slick.*
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import org.newdawn.slick.imageout.ImageOut
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import java.nio.FloatBuffer
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/**
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@@ -27,7 +29,9 @@ object BlocksDrawer {
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// TODO modular
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val tilesTerrain = SpriteSheet(ModMgr.getPath("basegame", "blocks/terrain.tga.gz"), TILE_SIZE, TILE_SIZE) // 64 MB
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val terrainHorizontalTiles = tilesTerrain.horizontalCount
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val tilesWire = SpriteSheet(ModMgr.getPath("basegame", "blocks/wire.tga.gz"), TILE_SIZE, TILE_SIZE) // 4 MB
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val wireHorizontalTiles = tilesWire.horizontalCount
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val tileItemWall = Image(TILE_SIZE * 16, TILE_SIZE * GameWorld.TILES_SUPPORTED / 16) // 4 MB
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@@ -52,6 +56,35 @@ object BlocksDrawer {
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private val NEARBY_TILE_CODE_LEFT = 8
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val VBO_WIDTH = Terrarum.ingame!!.ZOOM_MIN.inv().times(Terrarum.WIDTH).div(TILE_SIZE).ceil() + 2
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val VBO_HEIGHT = Terrarum.ingame!!.ZOOM_MIN.inv().times(Terrarum.HEIGHT).div(TILE_SIZE).ceil() + 2
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val cameraTileX: Int
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get() = WorldCamera.x.div(TILE_SIZE)
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val cameraTileY: Int
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get() = WorldCamera.y.div(TILE_SIZE)
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/**
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* Stores which tile on the SpriteSheet should be drawn, to feed them into the VBO
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* valid values: 0-65535
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*/
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val regionBuffer = Array(VBO_HEIGHT) { IntArray(VBO_WIDTH) }
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fun writeToRegionBuffer(tilewisePosX: Int, tilewisePosY: Int, sheetX: Int, sheetY: Int) {
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regionBuffer[tilewisePosY - cameraTileY + 1][tilewisePosX - cameraTileX + 1] = sheetY * terrainHorizontalTiles + sheetX
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}
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val worldVBOTexture: FloatBuffer // stores texture offset
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val worldVBOTextureID: Int
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val worldVBOVertex: FloatBuffer // stores points that holds x-y positions
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val worldVBOVertexID: Int
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/* Have only 1 dynamic VBO and change its vertices every frame according to the visible tiles on screen.
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* This method will safe overhead from binding / unbinding different VBO's. Uploading vertices in a batch is also pretty fast.
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*
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* For good performance always remember:
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* batch batch batch batch batch.
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*/
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init {
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val tg = tileItemWall.graphics
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@@ -72,6 +105,37 @@ object BlocksDrawer {
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//ImageOut.write(tileItemWall, "./tileitemwalltest.png")
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tg.destroy()
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// generate VBO
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worldVBOTexture = BufferUtils.createFloatBuffer(12 * VBO_WIDTH * VBO_HEIGHT)
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worldVBOVertex = BufferUtils.createFloatBuffer(12 * VBO_WIDTH * VBO_HEIGHT)
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for (y in 0..VBO_HEIGHT - 1) {
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for (x in 0..VBO_WIDTH - 1) {
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val x = x * TILE_SIZEF
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val y = y * TILE_SIZEF
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worldVBOVertex.put(floatArrayOf(
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x, y,
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x + TILE_SIZEF, y,
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x, y + TILE_SIZEF,
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x + TILE_SIZEF, y,
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x + TILE_SIZEF, y + TILE_SIZEF,
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x, y + TILE_SIZEF
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))
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}
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}
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worldVBOVertex.rewind()
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worldVBOVertexID = GL15.glGenBuffers()
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, worldVBOVertexID) //Bind buffer (also specifies type of buffer)
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, worldVBOVertex, GL15.GL_DYNAMIC_DRAW) //Send up the data and specify usage hint.
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0)
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worldVBOTextureID = GL15.glGenBuffers()
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, worldVBOTextureID) //Bind buffer (also specifies type of buffer)
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, worldVBOTexture, GL15.GL_DYNAMIC_DRAW) //Send up the data and specify usage hint.
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0)
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}
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@@ -298,9 +362,9 @@ object BlocksDrawer {
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*/
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blendNormal()
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tilesTerrain.startUse()
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//tilesTerrain.startUse()
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drawTiles(g, WALL, false)
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tilesTerrain.endUse()
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//tilesTerrain.endUse()
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blendMul()
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@@ -318,9 +382,9 @@ object BlocksDrawer {
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*/
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blendNormal()
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tilesTerrain.startUse()
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//tilesTerrain.startUse()
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drawTiles(g, TERRAIN, false) // regular tiles
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tilesTerrain.endUse()
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//tilesTerrain.endUse()
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}
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fun renderFront(g: Graphics, drawWires: Boolean) {
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@@ -329,14 +393,14 @@ object BlocksDrawer {
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*/
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blendMul()
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tilesTerrain.startUse()
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//tilesTerrain.startUse()
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drawTiles(g, TERRAIN, true) // blendmul tiles
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tilesTerrain.endUse()
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//tilesTerrain.endUse()
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if (drawWires) {
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tilesWire.startUse()
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//tilesWire.startUse()
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drawTiles(g, WIRE, false)
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tilesWire.endUse()
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//tilesWire.endUse()
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}
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blendNormal()
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@@ -353,7 +417,7 @@ object BlocksDrawer {
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var zeroTileCounter = 0
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// loop
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// draw - build VBO texture region table
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for (y in for_y_start..for_y_end) {
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for (x in for_x_start..for_x_end - 1) {
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@@ -447,7 +511,7 @@ object BlocksDrawer {
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else {
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zeroTileCounter++ // unused for now
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GL11.glColor4f(0f, 0f, 0f, 1f)
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/*GL11.glColor4f(0f, 0f, 0f, 1f)
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GL11.glTexCoord2f(0f, 0f)
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GL11.glVertex3f(x * TILE_SIZE.toFloat(), y * TILE_SIZE.toFloat(), 0f)
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@@ -458,7 +522,8 @@ object BlocksDrawer {
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GL11.glTexCoord2f(0f + TILE_SIZE, 0f)
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GL11.glVertex3f((x + 1) * TILE_SIZE.toFloat(), y * TILE_SIZE.toFloat(), 0f)
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GL11.glColor4f(1f, 1f, 1f, 1f)
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GL11.glColor4f(1f, 1f, 1f, 1f)*/
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drawTile(mode, x, y, 0, 0)
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}
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} // end if (not an air)
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} catch (e: NullPointerException) {
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@@ -467,14 +532,56 @@ object BlocksDrawer {
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}
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}
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// draw - fill up the VBO buffer
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for (y in 0..VBO_HEIGHT - 1) {
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for (x in 0..VBO_WIDTH - 1) {
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val tileID = regionBuffer[y][x]
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val tileX = (tileID % terrainHorizontalTiles) * TILE_SIZEF
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val tileY = (tileID / terrainHorizontalTiles) * TILE_SIZEF
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worldVBOTexture.put(floatArrayOf( // feed GL_TRIANGLE data
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tileX, tileY,
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tileX + TILE_SIZEF, tileY,
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tileX, tileY + TILE_SIZEF,
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tileX + TILE_SIZEF, tileY,
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tileX + TILE_SIZEF, tileY + TILE_SIZEF,
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tileX, tileY + TILE_SIZEF
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))
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}
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}
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worldVBOTexture.rewind()
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// draw - render the VBO
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, when (mode) {
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TERRAIN, WALL -> tilesTerrain
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WIRE -> tilesWire
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else -> throw Error("mode not TERRAIN/WALL/WIRE")
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}.texture.textureID)
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//inGLMatrixStack { // disabled for debugging: won't hotswap
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GL11.glPushMatrix()
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GL11.glTranslatef(WorldCamera.x.clampTileSize().toFloat() - TILE_SIZEF, WorldCamera.y.clampTileSize().toFloat(), 0f)
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//GL11.glTranslatef(0f, 0f, 0f)
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GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY)
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, worldVBOVertexID)
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GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0)
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, worldVBOTextureID)
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GL11.glTexCoordPointer(2, GL11.GL_FLOAT, 0, 0)
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GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 6 * VBO_WIDTH * VBO_HEIGHT)
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GL11.glPopMatrix()
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//}
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}
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/**
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private fun Int.clampTileSize() = this.div(TILE_SIZE).times(TILE_SIZE)
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/**
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* @param x
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* *
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* @param y
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* *
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* @return binary [0-15] 1: up, 2: right, 4: down, 8: left
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*/
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fun getNearbyTilesInfo(x: Int, y: Int, mode: Int, mark: Int?): Int {
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@@ -593,18 +700,8 @@ object BlocksDrawer {
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}
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private fun drawTile(mode: Int, tilewisePosX: Int, tilewisePosY: Int, sheetX: Int, sheetY: Int) {
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if (mode == TERRAIN || mode == WALL)
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tilesTerrain.renderInUse(
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FastMath.floor((tilewisePosX * TILE_SIZE).toFloat()),
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FastMath.floor((tilewisePosY * TILE_SIZE).toFloat()),
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sheetX, sheetY
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)
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else if (mode == WIRE)
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tilesWire.renderInUse(
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FastMath.floor((tilewisePosX * TILE_SIZE).toFloat()),
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FastMath.floor((tilewisePosY * TILE_SIZE).toFloat()),
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sheetX, sheetY
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)
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if (mode == TERRAIN || mode == WALL || mode == WIRE)
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writeToRegionBuffer(tilewisePosX, tilewisePosY, sheetX, sheetY)
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else
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throw IllegalArgumentException()
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}
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@@ -654,4 +751,15 @@ object BlocksDrawer {
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fun tileInCamera(x: Int, y: Int) =
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x >= WorldCamera.x.div(TILE_SIZE) && y >= WorldCamera.y.div(TILE_SIZE) &&
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x <= WorldCamera.x.plus(width).div(TILE_SIZE) && y <= WorldCamera.y.plus(width).div(TILE_SIZE)
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private fun Float.inv() = 1f / this
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fun Float.floor() = FastMath.floor(this)
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fun Float.ceil() = FastMath.ceil(this)
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fun inGLMatrixStack(action: () -> Unit) {
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GL11.glPushMatrix()
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action()
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GL11.glPopMatrix()
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}
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}
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