buildingmaker penmenu; resolving mouse click clash between world and UIs

This commit is contained in:
minjaesong
2019-02-16 17:11:36 +09:00
parent 66fdb6ab5d
commit 7a62c06bc6
14 changed files with 354 additions and 242 deletions

View File

@@ -269,6 +269,7 @@ public class AppLoader implements ApplicationListener {
public static int screenH = 0;
public static Texture textureWhiteSquare;
public static Texture textureWhiteCircle;
private void initViewPort(int width, int height) {
// Set Y to point downwards
@@ -506,19 +507,26 @@ public class AppLoader implements ApplicationListener {
}
IngameRenderer.INSTANCE.dispose();
PostProcessor.INSTANCE.dispose();
Terrarum.INSTANCE.dispose();
shaderBayerSkyboxFill.dispose();
shaderHicolour.dispose();
shaderPassthru.dispose();
shaderColLUT.dispose();
assetManager.dispose();
fullscreenQuad.dispose();
logoBatch.dispose();
fontGame.dispose();
fontSmallNumbers.dispose();
textureWhiteSquare.dispose();
textureWhiteCircle.dispose();
logo.getTexture().dispose();
ModMgr.INSTANCE.disposeMods();
// delete temp files
@@ -562,6 +570,8 @@ public class AppLoader implements ApplicationListener {
textureWhiteSquare = new Texture(Gdx.files.internal("assets/graphics/ortho_line_tex_2px.tga"));
textureWhiteSquare.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
textureWhiteCircle = new Texture(Gdx.files.internal("assets/graphics/circle_512.tga"));
TextureRegionPack.Companion.setGlobalFlipY(true);
fontGame = new GameFontBase("assets/graphics/fonts/terrarum-sans-bitmap", false, true,
Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest, false, 256, false

View File

@@ -37,6 +37,15 @@ object PostProcessor {
private val debugUI = BasicDebugInfoWindow()
fun dispose() {
batch.dispose()
shapeRenderer.dispose()
try {
lutTex.dispose()
}
catch (e: UninitializedPropertyAccessException) { }
}
fun draw(projMat: Matrix4, fbo: FrameBuffer) {
// init

View File

@@ -509,6 +509,9 @@ fun Float.round(): Float {
fun SpriteBatch.fillRect(x: Float, y: Float, w: Float, h: Float) {
this.draw(AppLoader.textureWhiteSquare, x, y, w, h)
}
fun SpriteBatch.fillCircle(x: Float, y: Float, w: Float, h: Float) {
this.draw(AppLoader.textureWhiteCircle, x, y, w, h)
}
fun SpriteBatch.drawStraightLine(x: Float, y: Float, otherEnd: Float, thickness: Float, isVertical: Boolean) {
if (!isVertical)
this.fillRect(x, y, otherEnd - x, thickness)

View File

@@ -18,12 +18,12 @@ object BlockCodex {
private var blockProps: Array<BlockProp>
const val TILE_UNIQUE_MAX = MapLayer.RANGE * PairedMapLayer.RANGE
const val MAX_TERRAIN_TILES = MapLayer.RANGE * PairedMapLayer.RANGE
private val nullProp = BlockProp()
init {
blockProps = Array<BlockProp>(TILE_UNIQUE_MAX * 2, { BlockProp() })
blockProps = Array<BlockProp>(MAX_TERRAIN_TILES * 2, { BlockProp() })
}
/**

View File

@@ -6,7 +6,9 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.*
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.itemproperties.ItemID
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.modulebasegame.gameworld.WorldTime
@@ -33,12 +35,17 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
- Import…
- Save terrain…
- Load terrain…
-
- Exit to Title : net.torvald.terrarum.modulebasegame.YamlCommandExit
- Tool
- Pencil : net.torvald.terrarum.modulebasegame.YamlCommandToolPencil
- Eyedropper
- Select mrq. : net.torvald.terrarum.modulebasegame.YamlCommandToolMarquee
- Move
- Eraser : net.torvald.terrarum.modulebasegame.YamlCommandToolPencilErase
- Wall Hammer : net.torvald.terrarum.modulebasegame.YamlCommandToolPencilEraseWall
- Eyedropper : net.torvald.terrarum.modulebasegame.YamlCommandToolEyedropper
- Add Selection : net.torvald.terrarum.modulebasegame.YamlCommandToolMarquee
- Remove Sel. : net.torvald.terrarum.modulebasegame.YamlCommandToolMarqueeErase
- Clear Sel.
- Move Selected
- Undo
- Redo
- Time
@@ -84,12 +91,15 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
val notifier = Notification()
val uiPaletteSelector = UIPaletteSelector(this)
val uiPalette = UIBuildingMakerBlockChooser(this)
val uiPenMenu = UIBuildingMakerPenMenu(this)
val uiContainer = ArrayList<UICanvas>()
var currentPenMode = PENMODE_PENCIL
var currentPenTarget = PENTARGET_TERRAIN
val selection = ArrayList<Point2i>()
val blockPointingCursor = object : ActorWithBody(Actor.RenderOrder.OVERLAY) {
@@ -130,11 +140,20 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
companion object {
const val PENMODE_PENCIL = 0
const val PENMODE_MARQUEE = 1
const val PENMODE_PENCIL_ERASE = 1
const val PENMODE_MARQUEE = 2
const val PENMODE_MARQUEE_ERASE = 3
const val PENMODE_EYEDROPPER = 4
const val PENTARGET_TERRAIN = 1
const val PENTARGET_WALL = 2
val toolCursorColour = arrayOf(
Color.YELLOW,
Color.MAGENTA
Color.YELLOW,
Color.MAGENTA,
Color.MAGENTA,
Color.WHITE
)
}
@@ -150,6 +169,7 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
uiContainer.add(uiPaletteSelector)
uiContainer.add(notifier)
uiContainer.add(uiPalette)
uiContainer.add(uiPenMenu)
@@ -168,7 +188,6 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
uiPalette.setPosition(200, 100)
uiPalette.isVisible = true // TEST CODE should not be visible
LightmapRenderer.fireRecalculateEvent()
@@ -206,30 +225,47 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
}
private fun updateGame(delta: Float) {
var mouseOnUI = false
private var mouseOnUI = false
internal var tappedOnUI = false // when true, even if the UI is closed, pen won't work unless your pen is lifted
// must be set to TRUE by UIs
private fun updateGame(delta: Float) {
WeatherMixer.update(delta, actorNowPlaying, gameWorld)
blockPointingCursor.update(delta)
actorNowPlaying?.update(delta)
var overwriteMouseOnUI = false
uiContainer.forEach {
it.update(delta)
if (it.isVisible && it.mouseUp) {
mouseOnUI = true
overwriteMouseOnUI = true
}
}
mouseOnUI = (overwriteMouseOnUI || uiPenMenu.isVisible)
WorldCamera.update(world, actorNowPlaying)
// make pen work HERE
if (Gdx.input.isTouched && !mouseOnUI) {
// when LEFT mouse is down
if (!tappedOnUI && Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary")) && !mouseOnUI) {
makePenWork(Terrarum.mouseTileX, Terrarum.mouseTileY)
// TODO drag support using bresenham's algo
// for some reason it just doesn't work...
}
else if (!uiPenMenu.isVisible && Gdx.input.isButtonPressed(AppLoader.getConfigInt("mousesecondary"))) {
// open pen menu
// position the menu to where the cursor is
uiPenMenu.posX = Terrarum.mouseScreenX - uiPenMenu.width / 2
uiPenMenu.posY = Terrarum.mouseScreenY - uiPenMenu.height / 2
uiPenMenu.posX = uiPenMenu.posX.coerceIn(0, Terrarum.WIDTH - uiPenMenu.width)
uiPenMenu.posY = uiPenMenu.posY.coerceIn(0, Terrarum.HEIGHT - uiPenMenu.height)
// actually open
uiPenMenu.setAsOpen()
}
}
@@ -246,18 +282,37 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
println("[BuildingMaker] Resize event")
}
fun setPencilColour(itemID: ItemID) {
uiPaletteSelector.fore = itemID
}
override fun dispose() {
blockPointingCursor.dispose()
}
private fun makePenWork(worldTileX: Int, worldTileY: Int) {
private fun makePenWork(x: Int, y: Int) {
val world = gameWorld
val palSelection = uiPaletteSelector.fore
when (currentPenMode) {
// test paint terrain layer
PENMODE_PENCIL -> {
world.setTileTerrain(worldTileX, worldTileY, palSelection)
if (palSelection < BlockCodex.MAX_TERRAIN_TILES)
world.setTileTerrain(x, y, palSelection)
else if (palSelection < 2 * BlockCodex.MAX_TERRAIN_TILES)
world.setTileWall(x, y, palSelection - BlockCodex.MAX_TERRAIN_TILES)
}
PENMODE_PENCIL_ERASE -> {
if (currentPenTarget and PENTARGET_WALL != 0)
world.setTileWall(x, y, Block.AIR)
else
world.setTileTerrain(x, y, Block.AIR)
}
PENMODE_EYEDROPPER -> {
uiPaletteSelector.fore = if (world.getTileFromTerrain(x, y) == Block.AIR)
world.getTileFromWall(x, y)!! + BlockCodex.MAX_TERRAIN_TILES
else
world.getTileFromTerrain(x, y)!!
}
}
}
@@ -266,6 +321,7 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
class BuildingMakerController(val screen: BuildingMaker) : InputAdapter() {
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it.touchUp(screenX, screenY, pointer, button) }
screen.tappedOnUI = false
return true
}
@@ -289,7 +345,6 @@ class BuildingMakerController(val screen: BuildingMaker) : InputAdapter() {
return true
}
// let left mouse button to paint, because that's how graphic tablets work
override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
screen.uiContainer.forEach { it.touchDragged(screenX, screenY, pointer) }
return true
@@ -368,6 +423,28 @@ class YamlCommandSetTimeNight : YamlInvokable {
class YamlCommandToolPencil : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_PENCIL
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_TERRAIN
}
}
class YamlCommandToolPencilErase : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_PENCIL_ERASE
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_TERRAIN
}
}
class YamlCommandToolPencilEraseWall : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_PENCIL_ERASE
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_WALL
}
}
class YamlCommandToolEyedropper : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_EYEDROPPER
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_TERRAIN
}
}
@@ -375,4 +452,10 @@ class YamlCommandToolMarquee : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_MARQUEE
}
}
}
class YamlCommandToolMarqueeErase : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_MARQUEE_ERASE
}
}

View File

@@ -11,6 +11,7 @@ import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.modulebasegame.imagefont.WatchFont
/**
* The entry point for the module "Basegame"
@@ -103,4 +104,7 @@ class EntryPoint : ModuleEntryPoint() {
println("Welcome back!")
}
override fun dispose() {
WatchFont.dispose()
}
}

View File

@@ -588,6 +588,8 @@ object IngameRenderer {
LightmapRenderer.dispose()
BlocksDrawer.dispose()
WeatherMixer.dispose()
batch.dispose()
}
private fun worldCamToRenderPos(): Pair<Float, Float> {

View File

@@ -3,6 +3,8 @@ package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.blendScreen
import net.torvald.terrarum.fillRect
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.ui.UICanvas
@@ -21,7 +23,7 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
const val TILESREGION_SIZE = 24
const val MENUBAR_SIZE = 80
const val SCROLLBAR_SIZE = 16
const val SCROLLBAR_SIZE = 24
const val WIDTH = TILES_X*TILESREGION_SIZE + SCROLLBAR_SIZE + MENUBAR_SIZE
const val HEIGHT = TILES_Y*TILESREGION_SIZE
@@ -60,14 +62,31 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
palette.forEach { it.update(delta) }
tabs.update(delta)
closeButton.update(delta)
if (closeButton.mousePushed) {
parent.tappedOnUI = true
isVisible = false
}
}
private val addCol = Color(0x242424ff)
private var scrollBarPos = 0
private val scrollBarHeight = (HEIGHT - 16*14).toFloat()
private val scrollableArea = HEIGHT - scrollBarHeight
override fun renderUI(batch: SpriteBatch, camera: Camera) {
palette.forEach { it.render(batch, camera) }
// gaps between tabs and close button
batch.color = DEFAULT_BACKGROUNDCOL
batch.fillRect(0f, tabs.height.toFloat(), MENUBAR_SIZE.toFloat(), height.toFloat() - (tabs.height + closeButton.height))
// scrollbar back
batch.fillRect(width - SCROLLBAR_SIZE.toFloat(), 0f, SCROLLBAR_SIZE.toFloat(), height.toFloat())
blendScreen(batch)
batch.color = addCol
batch.fillRect(width - SCROLLBAR_SIZE.toFloat(), 0f, SCROLLBAR_SIZE.toFloat(), height.toFloat())
// scrollbar
batch.fillRect(width - SCROLLBAR_SIZE.toFloat(), scrollBarPos.toFloat(), SCROLLBAR_SIZE.toFloat(), scrollBarHeight)
blendNormal(batch)
// the actual buttons
tabs.render(batch, camera)
@@ -77,7 +96,6 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
private var dragOriginX = 0 // relative mousepos
private var dragOriginY = 0 // relative mousepos
private var dragForReal = false
private var closeReady = false // so that it'll close when the mouse is DOWN then UP
private fun mouseOnDragHandle() = relativeMouseX in 0 until MENUBAR_SIZE && relativeMouseY in tabs.height until height - closeButton.height
@@ -96,22 +114,16 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
dragOriginX = relativeMouseX
dragOriginY = relativeMouseY
dragForReal = true
parent.tappedOnUI = true
}
else {
dragForReal = false
}
closeReady = closeButton.mouseUp
return true
}
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (closeReady && closeButton.mouseUp) {
closeButton.deselect()
this.isVisible = false
}
return true
}

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@@ -0,0 +1,102 @@
package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.fillCircle
import net.torvald.terrarum.modulebasegame.ui.ItemSlotImageFactory
import net.torvald.terrarum.roundInt
import net.torvald.terrarum.sqr
import net.torvald.terrarum.ui.UICanvas
import org.dyn4j.geometry.Vector2
/**
* Created by minjaesong on 2019-02-16.
*/
class UIBuildingMakerPenMenu(val parent: BuildingMaker): UICanvas() {
companion object {
const val SIZE = 400
const val RADIUS = SIZE / 2.0
const val RADIUSF = RADIUS.toFloat()
const val BLOCKS_ROW_RADIUS = 150
const val TOOLS_ROW_RADIUS = 72
const val BLOCK_BACK_SIZE = 72
const val BLOCK_BACK_RADIUS = BLOCK_BACK_SIZE / 2f
const val ICON_SIZE = 38
const val ICON_HITBOX_SIZE = 52
const val ICON_HITBOX_RADIUS = ICON_HITBOX_SIZE / 2f
const val PALETTE_SIZE = 10
}
private val backCol = ItemSlotImageFactory.CELLCOLOUR_BLACK
private val blockCellCol = ItemSlotImageFactory.CELLCOLOUR_WHITE
/** Centre pos. */
private val blockCellPos = Array<Vector2>(PALETTE_SIZE) {
val newvec = Vector2(0.0, 0.0 - BLOCKS_ROW_RADIUS)
newvec.rotate(Math.PI / 5.0 * it).plus(Vector2(RADIUS, RADIUS))
}
override var width = SIZE
override var height = SIZE
override var openCloseTime = 0f//UIQuickslotBar.COMMON_OPEN_CLOSE
private var mouseVec = Vector2(0.0, 0.0)
override fun updateUI(delta: Float) {
mouseVec.x = relativeMouseX.toDouble()
mouseVec.y = relativeMouseY.toDouble()
if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) {
this.isVisible = false
parent.tappedOnUI = false
}
// primary click
if (Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary"))) {
// close by clicking close button or out-of-boud
if (mouseVec.distanceSquared(RADIUS, RADIUS) !in ICON_HITBOX_RADIUS.sqr()..RADIUSF.sqr()) {
this.isVisible = false
parent.tappedOnUI = true
}
}
}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
// draw back
batch.color = backCol
batch.fillCircle(0f, 0f, SIZE.toFloat(), SIZE.toFloat())
// draw fore
batch.color = blockCellCol
for (i in 0 until PALETTE_SIZE) {
val x = blockCellPos[i].x.roundInt().toFloat() - BLOCK_BACK_RADIUS
val y = blockCellPos[i].y.roundInt().toFloat() - BLOCK_BACK_RADIUS
batch.fillCircle(x, y, BLOCK_BACK_SIZE.toFloat(), BLOCK_BACK_SIZE.toFloat())
}
// draw close button
batch.fillCircle(RADIUSF - ICON_HITBOX_RADIUS, RADIUSF - ICON_HITBOX_RADIUS, ICON_HITBOX_SIZE.toFloat(), ICON_HITBOX_SIZE.toFloat())
}
override fun doOpening(delta: Float) {
}
override fun doClosing(delta: Float) {
}
override fun endOpening(delta: Float) {
}
override fun endClosing(delta: Float) {
}
override fun dispose() {
}
}

View File

@@ -5,7 +5,6 @@ import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameworld.GameWorld
/**
* Created by minjaesong on 2016-03-15.
@@ -18,7 +17,7 @@ open class DroppedItem(private val item: GameItem) : ActorWBMovable(RenderOrder.
isVisible = true
avBaseMass = if (item.dynamicID < BlockCodex.TILE_UNIQUE_MAX)
avBaseMass = if (item.dynamicID < BlockCodex.MAX_TERRAIN_TILES)
BlockCodex[item.dynamicID].density / 1000.0
else
ItemCodex[item.dynamicID].mass

View File

@@ -873,6 +873,10 @@ internal object BlocksDrawer {
tilesWire.dispose()
tileItemWall.dispose()
tilesFluid.dispose()
tilesBuffer.dispose()
_tilesBufferAsTex.dispose()
tilesQuad.dispose()
shader.dispose()
}
fun getRenderStartX(): Int = WorldCamera.x / TILE_SIZE

View File

@@ -1,9 +1,11 @@
package net.torvald.terrarum.worlddrawer
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.jme3.math.FastMath
import net.torvald.terrarum.*
@@ -38,7 +40,7 @@ object LightmapRenderer {
private var world: GameWorld = GameWorld.makeNullWorld()
private lateinit var lightCalcShader: ShaderProgram
private val SHADER_LIGHTING = AppLoader.getConfigBoolean("gpulightcalc")
//private val SHADER_LIGHTING = AppLoader.getConfigBoolean("gpulightcalc")
/** do not call this yourself! Let your game renderer handle this! */
fun setWorld(world: GameWorld) {
@@ -86,62 +88,8 @@ object LightmapRenderer {
private val lightmap: Array<Color> = Array(LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT) { Color(0f,0f,0f,0f) } // Can't use framebuffer/pixmap -- this is a fvec4 array, whereas they are ivec4.
private val lanternMap = HashMap<BlockAddress, Color>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
private lateinit var texturedLightMap: FrameBuffer
private lateinit var texturedLightMapOutput: Pixmap
private lateinit var texturedLightSources: Texture
private lateinit var texturedShadeSources: Texture
private lateinit var texturedLightSourcePixmap: Pixmap // used to turn tiles into texture
private lateinit var texturedShadeSourcePixmap: Pixmap // used to turn tiles into texture
private lateinit var texturedLightQuad: Mesh
private lateinit var texturedLightCamera: OrthographicCamera
private lateinit var texturedLightBatch: SpriteBatch
private const val LIGHTMAP_UNIT = 0
private const val SHADEMAP_UNIT = 1
init {
printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
if (SHADER_LIGHTING) {
lightCalcShader = AppLoader.loadShader("assets/4096.vert", "assets/raytracelight.frag")
texturedLightMap = FrameBuffer(Pixmap.Format.RGBA8888, LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, false)
//texturedLightMap = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
//texturedLightMap.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
texturedLightMapOutput = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
texturedLightSources = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
texturedLightSources.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
texturedShadeSources = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
texturedShadeSources.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
texturedLightSourcePixmap = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
texturedLightSourcePixmap.blending = Pixmap.Blending.None
texturedShadeSourcePixmap = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
texturedShadeSourcePixmap.blending = Pixmap.Blending.None
texturedLightQuad = Mesh(
true, 4, 6,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
texturedLightQuad.setVertices(floatArrayOf( // y-flipped quads!
0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 0f,
LIGHTMAP_WIDTH.toFloat(), 0f, 0f, 1f, 1f, 1f, 1f, 1f, 0f,
LIGHTMAP_WIDTH.toFloat(), LIGHTMAP_HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 1f, 1f,
0f, LIGHTMAP_HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 0f, 1f))
texturedLightQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
texturedLightCamera = OrthographicCamera(LIGHTMAP_WIDTH.toFloat(), LIGHTMAP_HEIGHT.toFloat())
texturedLightCamera.setToOrtho(true)
texturedLightCamera.update()
texturedLightBatch = SpriteBatch(8, lightCalcShader)
}
}
private val AIR = Block.AIR
@@ -260,139 +208,81 @@ object LightmapRenderer {
buildLanternmap(actorContainers)
} // usually takes 3000 ns
if (!SHADER_LIGHTING) {
/*
* Updating order:
* ,--------. ,--+-----. ,-----+--. ,--------. -
* | | | | 3| |3 | | | | ↕︎ overscan_open / overscan_opaque
* | ,-----+ | | 2 | | 2 | | +-----. | - depending on the noop_mask
* | |1 | | |1 | | 1| | | 1| |
* | | 2 | | `-----+ +-----' | | 2 | |
* | | 3| |↗ | | ↖| |3 | |
* `--+-----' `--------' `--------' `-----+--'
* round: 1 2 3 4
* for all lightmap[y][x], run in this order: 2-3-4-1
* If you run only 4 sets, orthogonal/diagonal artefacts are bound to occur,
*/
/*
* Updating order:
* ,--------. ,--+-----. ,-----+--. ,--------. -
* |↘ | | | 3| |3 | | | ↙| ↕︎ overscan_open / overscan_opaque
* | ,-----+ | | 2 | | 2 | | +-----. | - depending on the noop_mask
* | |1 | | |1 | | 1| | | 1| |
* | | 2 | | `-----+ +-----' | | 2 | |
* | | 3| |↗ | | | |3 | |
* `--+-----' `--------' `--------' `-----+--'
* round: 1 2 3 4
* for all lightmap[y][x], run in this order: 2-3-4-1
* If you run only 4 sets, orthogonal/diagonal artefacts are bound to occur,
*/
// set sunlight
sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT)
// set sunlight
sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT)
// set no-op mask from solidity of the block
AppLoader.measureDebugTime("Renderer.LightNoOpMask") {
noopMask.clear()
buildNoopMask()
}
// set no-op mask from solidity of the block
AppLoader.measureDebugTime("Renderer.LightNoOpMask") {
noopMask.clear()
buildNoopMask()
}
// wipe out lightmap
AppLoader.measureDebugTime("Renderer.Light0") {
for (k in 0 until lightmap.size) lightmap[k] = colourNull
// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
// but the performance boost is measly 0.1 ms on 6700K
}
// O((5*9)n) == O(n) where n is a size of the map.
// Because of inevitable overlaps on the area, it only works with MAX blend
// wipe out lightmap
AppLoader.measureDebugTime("Renderer.Light0") {
for (k in 0 until lightmap.size) lightmap[k] = colourNull
// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
// but the performance boost is measly 0.1 ms on 6700K
}
// O((5*9)n) == O(n) where n is a size of the map.
// Because of inevitable overlaps on the area, it only works with MAX blend
// each usually takes 8 000 000..12 000 000 miliseconds total when not threaded
// each usually takes 8 000 000..12 000 000 miliseconds total when not threaded
if (!AppLoader.getConfigBoolean("multithreadedlight")) {
if (!AppLoader.getConfigBoolean("multithreadedlight")) {
// The skipping is dependent on how you get ambient light,
// in this case we have 'spillage' due to the fact calculate() samples 3x3 area.
// The skipping is dependent on how you get ambient light,
// in this case we have 'spillage' due to the fact calculate() samples 3x3 area.
AppLoader.measureDebugTime("Renderer.LightTotal") {
// Round 2
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
AppLoader.measureDebugTime("Renderer.LightTotal") {
// Round 2
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
// Round 3
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 4
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 1
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 2 again
/*for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
}*/
}
}
else if (world.worldIndex != -1) { // to avoid updating on the null world
TODO()
// Round 3
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 4
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 1
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 2 again
/*for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
}*/
}
}
else {
AppLoader.measureDebugTime("Renderer.LightGPU") {
// prepare necessary textures (lightmap, shademap) for the input.
for (ty in 0 until LIGHTMAP_HEIGHT) {
for (tx in 0 until LIGHTMAP_WIDTH) {
val wx = tx + for_x_start - overscan_open
val wy = ty + for_y_start - overscan_open
// Several variables will be altered by this. See its documentation.
getLightsAndShades(wx, wy)
texturedLightSourcePixmap.drawPixel(tx, ty, lightLevelThis.toRGBA())
texturedShadeSourcePixmap.drawPixel(tx, ty, thisTileOpacity.toRGBA())
/*if (wy in for_y_start..for_y_end && wx in for_x_start..for_x_end) {
texturedLightSourcePixmap.drawPixel(tx, ty, 0x00FFFFFF)
}
else {
texturedLightSourcePixmap.drawPixel(tx, ty, 0xFF000000.toInt())
}*/
}
}
texturedLightSources.dispose()
texturedLightSources = Texture(texturedLightSourcePixmap)
texturedShadeSources.dispose()
texturedShadeSources = Texture(texturedShadeSourcePixmap)
texturedLightMap.inAction(texturedLightCamera, null) {
gdxClearAndSetBlend(0f,0f,0f,0f)
Gdx.gl.glDisable(GL20.GL_BLEND)
texturedShadeSources.bind(SHADEMAP_UNIT)
texturedLightSources.bind(LIGHTMAP_UNIT)
lightCalcShader.begin()
// it seems that every time shader ends, uniforms reset themselves.
lightCalcShader.setUniformMatrix("u_projTrans", texturedLightCamera.combined)
lightCalcShader.setUniformf("outSize", LIGHTMAP_WIDTH.toFloat(), LIGHTMAP_HEIGHT.toFloat())
lightCalcShader.setUniformi("shades", SHADEMAP_UNIT)
lightCalcShader.setUniformi("lights", LIGHTMAP_UNIT)
texturedLightQuad.render(lightCalcShader, GL20.GL_TRIANGLES)
lightCalcShader.end()
}
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
}
else if (world.worldIndex != -1) { // to avoid updating on the null world
TODO()
}
}
@@ -680,47 +570,41 @@ object LightmapRenderer {
val this_y_end = for_y_end// + overscan_open
// wipe out beforehand. You DO need this
if (!SHADER_LIGHTING) {
lightBuffer.blending = Pixmap.Blending.None // gonna overwrite (remove this line causes the world to go bit darker)
lightBuffer.setColor(colourNull)
lightBuffer.fill()
lightBuffer.blending = Pixmap.Blending.None // gonna overwrite (remove this line causes the world to go bit darker)
lightBuffer.setColor(colourNull)
lightBuffer.fill()
// write to colour buffer
for (y in this_y_start..this_y_end) {
//println("y: $y, this_y_start: $this_y_start")
if (y == this_y_start && this_y_start == 0) {
//throw Error("Fuck hits again...")
}
for (x in this_x_start..this_x_end) {
val color = (getLightForOpaque(x, y) ?: Color(0f, 0f, 0f, 0f)).normaliseToHDR()
lightBuffer.setColor(color)
//lightBuffer.drawPixel(x - this_x_start, y - this_y_start)
lightBuffer.drawPixel(x - this_x_start, lightBuffer.height - 1 - y + this_y_start) // flip Y
}
// write to colour buffer
for (y in this_y_start..this_y_end) {
//println("y: $y, this_y_start: $this_y_start")
if (y == this_y_start && this_y_start == 0) {
//throw Error("Fuck hits again...")
}
for (x in this_x_start..this_x_end) {
// draw to the batch
_lightBufferAsTex.dispose()
_lightBufferAsTex = Texture(lightBuffer)
_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
val color = (getLightForOpaque(x, y) ?: Color(0f, 0f, 0f, 0f)).normaliseToHDR()
lightBuffer.setColor(color)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
// we might not need shader here...
//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE)
}
else {
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.draw(texturedLightMap.colorBufferTexture, -overscan_open * DRAW_TILE_SIZE, -overscan_open * DRAW_TILE_SIZE, texturedLightMap.width * DRAW_TILE_SIZE, texturedLightMap.height * DRAW_TILE_SIZE)
//lightBuffer.drawPixel(x - this_x_start, y - this_y_start)
lightBuffer.drawPixel(x - this_x_start, lightBuffer.height - 1 - y + this_y_start) // flip Y
}
}
// draw to the batch
_lightBufferAsTex.dispose()
_lightBufferAsTex = Texture(lightBuffer)
_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
// we might not need shader here...
//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE)
}
}

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