more SANE way of drawing elements (actor zoom broken)

Former-commit-id: edca68d5d25c4e45be209da46449ad9e0b2c35cf
Former-commit-id: 38858d235b553e41bea7d506b402fe0a92a1aab0
This commit is contained in:
Song Minjae
2016-10-31 14:10:37 +09:00
parent ec40d34859
commit 60c81baffd
3 changed files with 50 additions and 43 deletions

View File

@@ -120,9 +120,6 @@ constructor() {
* @param scale
*/
@JvmOverloads fun render(g: Graphics, posX: Float, posY: Float, scale: Float = 1f) {
var scale = scale
scale *= Terrarum.ingame.screenZoom
// Null checking
if (currentImage == null) {
currentImage = getScaledSprite(scale)
@@ -139,8 +136,8 @@ constructor() {
flippedImage.startUse()
flippedImage.drawEmbedded(
Math.round(posX * Terrarum.ingame.screenZoom).toFloat(),
FastMath.floor(posY * Terrarum.ingame.screenZoom).toFloat(),
Math.round(posX).toFloat(),
FastMath.floor(posY).toFloat(),
FastMath.floor(width * scale).toFloat(),
FastMath.floor(height * scale).toFloat()
)

View File

@@ -70,6 +70,10 @@ constructor() : BasicGameState() {
val ZOOM_MAX = 2.0f
val ZOOM_MIN = 0.5f
val tilesDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
val actorsDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
val uisDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
private lateinit var shader12BitCol: Shader
private lateinit var shaderBlurH: Shader
private lateinit var shaderBlurV: Shader
@@ -263,24 +267,32 @@ constructor() : BasicGameState() {
" — M: ${Terrarum.memInUse}M / ${Terrarum.totalVMMem}M")
}
override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
g.isAntiAlias = true
override fun render(gc: GameContainer, sbg: StateBasedGame, gwin: Graphics) {
// clean the shit beforehand
tilesDrawFrameBuffer.graphics.clear()
actorsDrawFrameBuffer.graphics.clear()
uisDrawFrameBuffer.graphics.clear()
gwin.isAntiAlias = true
blendNormal()
drawSkybox(g)
drawSkybox(tilesDrawFrameBuffer.graphics)
// make camara work //
// compensate for zoom. UIs must be treated specially! (see UIHandler)
g.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
//g.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
tilesDrawFrameBuffer.graphics.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
actorsDrawFrameBuffer.graphics.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
// TODO add new framebuffer so that whole map is zoomed at once, yet not the UI
/////////////////////////////
// draw map related stuffs //
/////////////////////////////
MapCamera.renderBehind(gc, g)
MapCamera.renderBehind(gc, tilesDrawFrameBuffer.graphics)
/////////////////
@@ -288,10 +300,10 @@ constructor() : BasicGameState() {
/////////////////
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if echo and within screen
actor.drawBody(gc, g)
actor.drawBody(gc, actorsDrawFrameBuffer.graphics)
}
}
player.drawBody(gc, g)
player.drawBody(gc, actorsDrawFrameBuffer.graphics)
/////////////////////////////
@@ -299,15 +311,15 @@ constructor() : BasicGameState() {
/////////////////////////////
LightmapRenderer.renderLightMap()
MapCamera.renderFront(gc, g)
MapDrawer.render(gc, g)
MapCamera.renderFront(gc, tilesDrawFrameBuffer.graphics)
MapDrawer.render(gc, tilesDrawFrameBuffer.graphics)
blendMul()
MapDrawer.drawEnvOverlay(g)
MapDrawer.drawEnvOverlay(actorsDrawFrameBuffer.graphics)
if (!KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendMul() else blendNormal()
LightmapRenderer.draw(g)
LightmapRenderer.draw(actorsDrawFrameBuffer.graphics)
blendNormal()
@@ -316,10 +328,10 @@ constructor() : BasicGameState() {
//////////////////////
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if echo and within screen
actor.drawGlow(gc, g)
actor.drawGlow(gc, actorsDrawFrameBuffer.graphics)
}
}
player.drawGlow(gc, g)
player.drawGlow(gc, actorsDrawFrameBuffer.graphics)
////////////////////////
@@ -329,17 +341,17 @@ constructor() : BasicGameState() {
if (debugWindow.isVisible) {
actorContainer.forEachIndexed { i, actor ->
if (actor is Visible) {
g.color = Color.white
g.font = Terrarum.fontSmallNumbers
g.drawString(
actorsDrawFrameBuffer.graphics.color = Color.white
actorsDrawFrameBuffer.graphics.font = Terrarum.fontSmallNumbers
actorsDrawFrameBuffer.graphics.drawString(
actor.referenceID.toString(),
actor.hitbox.posX.toFloat(),
actor.hitbox.pointedY.toFloat() + 4
)
if (DEBUG_ARRAY) {
g.color = GameFontBase.codeToCol["g"]
g.drawString(
actorsDrawFrameBuffer.graphics.color = GameFontBase.codeToCol["g"]
actorsDrawFrameBuffer.graphics.drawString(
i.toString(),
actor.hitbox.posX.toFloat(),
actor.hitbox.pointedY.toFloat() + 4 + 10
@@ -350,16 +362,24 @@ constructor() : BasicGameState() {
}
// fluidmap debug
if (KeyToggler.isOn(Key.F4))
WorldSimulator.drawFluidMapDebug(g)
WorldSimulator.drawFluidMapDebug(actorsDrawFrameBuffer.graphics)
//////////////
// draw UIs //
//////////////
uiContainer.forEach { ui -> ui.render(gc, sbg, g) }
debugWindow.render(gc, sbg, g)
consoleHandler.render(gc, sbg, g)
notifier.render(gc, sbg, g)
uiContainer.forEach { ui -> ui.render(gc, sbg, uisDrawFrameBuffer.graphics) }
debugWindow.render(gc, sbg, uisDrawFrameBuffer.graphics)
consoleHandler.render(gc, sbg, uisDrawFrameBuffer.graphics)
notifier.render(gc, sbg, uisDrawFrameBuffer.graphics)
/////////////////
// draw layers //
/////////////////
gwin.drawImage(tilesDrawFrameBuffer, 0f, 0f)
gwin.drawImage(actorsDrawFrameBuffer.getScaledCopy(screenZoom), 0f, 0f)
gwin.drawImage(uisDrawFrameBuffer, 0f, 0f)
}
override fun keyPressed(key: Int, c: Char) {

View File

@@ -120,22 +120,12 @@ constructor(val UI: UICanvas) {
UIGraphicInstance.font = Terrarum.fontGame
UI.render(gc, UIGraphicInstance)
if (sbg.currentStateID == Terrarum.STATE_ID_GAME) {
ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
posX + MapCamera.cameraX * Terrarum.ingame.screenZoom - (UI.width / 2f * scale.minus(1)),
posY + MapCamera.cameraY * Terrarum.ingame.screenZoom - (UI.height / 2f * scale.minus(1)),
Color(1f, 1f, 1f, opacity)
)// compensate for screenZoom AND camera translation
// (see Game.render -> g.translate())
}
else {
ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
posX.toFloat() - (UI.width / 2f * scale.minus(1)),
posY.toFloat() - (UI.height / 2f * scale.minus(1)),
Color(1f, 1f, 1f, opacity)
)
}
ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
posX.toFloat() - (UI.width / 2f * scale.minus(1)),
posY.toFloat() - (UI.height / 2f * scale.minus(1)),
Color(1f, 1f, 1f, opacity)
)
}
}