mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
more SANE way of drawing elements (actor zoom broken)
Former-commit-id: edca68d5d25c4e45be209da46449ad9e0b2c35cf Former-commit-id: 38858d235b553e41bea7d506b402fe0a92a1aab0
This commit is contained in:
@@ -120,9 +120,6 @@ constructor() {
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* @param scale
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*/
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@JvmOverloads fun render(g: Graphics, posX: Float, posY: Float, scale: Float = 1f) {
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var scale = scale
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scale *= Terrarum.ingame.screenZoom
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// Null checking
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if (currentImage == null) {
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currentImage = getScaledSprite(scale)
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@@ -139,8 +136,8 @@ constructor() {
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flippedImage.startUse()
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flippedImage.drawEmbedded(
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Math.round(posX * Terrarum.ingame.screenZoom).toFloat(),
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FastMath.floor(posY * Terrarum.ingame.screenZoom).toFloat(),
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Math.round(posX).toFloat(),
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FastMath.floor(posY).toFloat(),
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FastMath.floor(width * scale).toFloat(),
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FastMath.floor(height * scale).toFloat()
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)
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@@ -70,6 +70,10 @@ constructor() : BasicGameState() {
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val ZOOM_MAX = 2.0f
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val ZOOM_MIN = 0.5f
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val tilesDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
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val actorsDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
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val uisDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
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private lateinit var shader12BitCol: Shader
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private lateinit var shaderBlurH: Shader
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private lateinit var shaderBlurV: Shader
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@@ -263,24 +267,32 @@ constructor() : BasicGameState() {
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" — M: ${Terrarum.memInUse}M / ${Terrarum.totalVMMem}M")
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}
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override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
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g.isAntiAlias = true
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override fun render(gc: GameContainer, sbg: StateBasedGame, gwin: Graphics) {
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// clean the shit beforehand
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tilesDrawFrameBuffer.graphics.clear()
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actorsDrawFrameBuffer.graphics.clear()
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uisDrawFrameBuffer.graphics.clear()
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gwin.isAntiAlias = true
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blendNormal()
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drawSkybox(g)
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drawSkybox(tilesDrawFrameBuffer.graphics)
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// make camara work //
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// compensate for zoom. UIs must be treated specially! (see UIHandler)
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g.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
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//g.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
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tilesDrawFrameBuffer.graphics.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
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actorsDrawFrameBuffer.graphics.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
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// TODO add new framebuffer so that whole map is zoomed at once, yet not the UI
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/////////////////////////////
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// draw map related stuffs //
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/////////////////////////////
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MapCamera.renderBehind(gc, g)
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MapCamera.renderBehind(gc, tilesDrawFrameBuffer.graphics)
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/////////////////
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@@ -288,10 +300,10 @@ constructor() : BasicGameState() {
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/////////////////
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actorContainer.forEach { actor ->
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if (actor is Visible && actor.inScreen() && actor !is Player) { // if echo and within screen
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actor.drawBody(gc, g)
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actor.drawBody(gc, actorsDrawFrameBuffer.graphics)
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}
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}
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player.drawBody(gc, g)
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player.drawBody(gc, actorsDrawFrameBuffer.graphics)
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/////////////////////////////
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@@ -299,15 +311,15 @@ constructor() : BasicGameState() {
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/////////////////////////////
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LightmapRenderer.renderLightMap()
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MapCamera.renderFront(gc, g)
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MapDrawer.render(gc, g)
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MapCamera.renderFront(gc, tilesDrawFrameBuffer.graphics)
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MapDrawer.render(gc, tilesDrawFrameBuffer.graphics)
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blendMul()
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MapDrawer.drawEnvOverlay(g)
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MapDrawer.drawEnvOverlay(actorsDrawFrameBuffer.graphics)
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if (!KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendMul() else blendNormal()
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LightmapRenderer.draw(g)
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LightmapRenderer.draw(actorsDrawFrameBuffer.graphics)
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blendNormal()
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@@ -316,10 +328,10 @@ constructor() : BasicGameState() {
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//////////////////////
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actorContainer.forEach { actor ->
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if (actor is Visible && actor.inScreen() && actor !is Player) { // if echo and within screen
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actor.drawGlow(gc, g)
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actor.drawGlow(gc, actorsDrawFrameBuffer.graphics)
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}
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}
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player.drawGlow(gc, g)
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player.drawGlow(gc, actorsDrawFrameBuffer.graphics)
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////////////////////////
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@@ -329,17 +341,17 @@ constructor() : BasicGameState() {
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if (debugWindow.isVisible) {
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actorContainer.forEachIndexed { i, actor ->
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if (actor is Visible) {
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g.color = Color.white
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g.font = Terrarum.fontSmallNumbers
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g.drawString(
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actorsDrawFrameBuffer.graphics.color = Color.white
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actorsDrawFrameBuffer.graphics.font = Terrarum.fontSmallNumbers
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actorsDrawFrameBuffer.graphics.drawString(
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actor.referenceID.toString(),
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actor.hitbox.posX.toFloat(),
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actor.hitbox.pointedY.toFloat() + 4
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)
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if (DEBUG_ARRAY) {
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g.color = GameFontBase.codeToCol["g"]
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g.drawString(
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actorsDrawFrameBuffer.graphics.color = GameFontBase.codeToCol["g"]
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actorsDrawFrameBuffer.graphics.drawString(
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i.toString(),
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actor.hitbox.posX.toFloat(),
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actor.hitbox.pointedY.toFloat() + 4 + 10
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@@ -350,16 +362,24 @@ constructor() : BasicGameState() {
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}
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// fluidmap debug
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if (KeyToggler.isOn(Key.F4))
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WorldSimulator.drawFluidMapDebug(g)
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WorldSimulator.drawFluidMapDebug(actorsDrawFrameBuffer.graphics)
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//////////////
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// draw UIs //
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//////////////
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uiContainer.forEach { ui -> ui.render(gc, sbg, g) }
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debugWindow.render(gc, sbg, g)
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consoleHandler.render(gc, sbg, g)
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notifier.render(gc, sbg, g)
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uiContainer.forEach { ui -> ui.render(gc, sbg, uisDrawFrameBuffer.graphics) }
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debugWindow.render(gc, sbg, uisDrawFrameBuffer.graphics)
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consoleHandler.render(gc, sbg, uisDrawFrameBuffer.graphics)
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notifier.render(gc, sbg, uisDrawFrameBuffer.graphics)
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/////////////////
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// draw layers //
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/////////////////
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gwin.drawImage(tilesDrawFrameBuffer, 0f, 0f)
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gwin.drawImage(actorsDrawFrameBuffer.getScaledCopy(screenZoom), 0f, 0f)
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gwin.drawImage(uisDrawFrameBuffer, 0f, 0f)
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}
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override fun keyPressed(key: Int, c: Char) {
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@@ -120,22 +120,12 @@ constructor(val UI: UICanvas) {
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UIGraphicInstance.font = Terrarum.fontGame
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UI.render(gc, UIGraphicInstance)
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if (sbg.currentStateID == Terrarum.STATE_ID_GAME) {
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ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
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posX + MapCamera.cameraX * Terrarum.ingame.screenZoom - (UI.width / 2f * scale.minus(1)),
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posY + MapCamera.cameraY * Terrarum.ingame.screenZoom - (UI.height / 2f * scale.minus(1)),
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Color(1f, 1f, 1f, opacity)
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)// compensate for screenZoom AND camera translation
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// (see Game.render -> g.translate())
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}
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else {
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ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
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posX.toFloat() - (UI.width / 2f * scale.minus(1)),
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posY.toFloat() - (UI.height / 2f * scale.minus(1)),
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Color(1f, 1f, 1f, opacity)
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)
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}
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ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
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posX.toFloat() - (UI.width / 2f * scale.minus(1)),
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posY.toFloat() - (UI.height / 2f * scale.minus(1)),
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Color(1f, 1f, 1f, opacity)
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)
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}
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}
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