mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
dunno why but setting camera position to negative works...
This commit is contained in:
@@ -7,7 +7,7 @@ import org.dyn4j.geometry.Vector2
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/**
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* Created by minjaesong on 16-01-15.
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*/
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class Point2d(var x: Double, var y: Double) : Cloneable {
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data class Point2d(var x: Double, var y: Double) : Cloneable {
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override fun toString(): String {
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return "($x, $y)"
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@@ -53,4 +53,5 @@ class Point2d(var x: Double, var y: Double) : Cloneable {
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fun length(other: Point2d) = distSqr(other).sqrt()
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fun distSqr(other: Point2d) = ((this.x - other.x).sqr() + (this.y - other.y).sqr())
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}
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@@ -73,7 +73,6 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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val ZOOM_MIN = 0.5f
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var worldDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width.div(ZOOM_MIN).ceilInt(), Gdx.graphics.height.div(ZOOM_MIN).ceilInt(), false)
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//var backDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width, Gdx.graphics.height, false)
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//private lateinit var shader12BitCol: Shader // grab LibGDX if you want some shader
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//private lateinit var shaderBlur: Shader
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@@ -265,7 +264,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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)
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uiAlasesPausing.forEach { addUI(it) } // put them all to the UIContainer
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uiAliases.forEach { addUI(it) } // put them all to the UIContainer
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}
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LightmapRenderer.fireRecalculateEvent()
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}// END enter
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///////////////
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@@ -379,7 +382,6 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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// Post-update; ones that needs everything is completed //
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LightmapRenderer.renderLightMap() //
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FeaturesDrawer.render(batch) //
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// end of post-update //
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@@ -387,9 +389,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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// now the actual drawing part //
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worldDrawFrameBuffer.inAction {
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batch.inUse {
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// using custom code; this is obscure and tricky
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camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
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camera.update()
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batch.projectionMatrix = camera.combined
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batch.color = Color.WHITE
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blendNormal()
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@@ -423,6 +427,7 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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blendNormal()
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else
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blendMul()
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LightmapRenderer.fireRecalculateEvent()
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LightmapRenderer.draw(batch)
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@@ -806,20 +811,25 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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}
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ThreadParallel.startAll()
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playableActorDelegate?.update(delta)
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}
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else {
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actorContainer.forEach {
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it.update(delta)
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if (it != playableActorDelegate?.actor) {
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it.update(delta)
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if (it is Pocketed) {
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it.inventory.forEach { inventoryEntry ->
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inventoryEntry.item.effectWhileInPocket(delta)
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if (it.equipped(inventoryEntry.item)) {
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inventoryEntry.item.effectWhenEquipped(delta)
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if (it is Pocketed) {
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it.inventory.forEach { inventoryEntry ->
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inventoryEntry.item.effectWhileInPocket(delta)
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if (it.equipped(inventoryEntry.item)) {
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inventoryEntry.item.effectWhenEquipped(delta)
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}
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}
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}
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}
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}
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playableActorDelegate?.update(delta)
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//AmmoMeterProxy(player!!, uiVitalItem.UI as UIVitalMetre)
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}
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}
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@@ -1085,6 +1095,9 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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// Set up viewport when window is resized
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initViewPort(width, height)
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LightmapRenderer.fireRecalculateEvent()
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}
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override fun dispose() {
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@@ -1098,7 +1111,7 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
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*/
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fun setCameraPosition(newX: Float, newY: Float) {
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camera.position.set(newX + TerrarumGDX.HALFW, newY + TerrarumGDX.HALFH, 0f)
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camera.position.set(-newX + TerrarumGDX.HALFW, -newY + TerrarumGDX.HALFH, 0f)
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camera.update()
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batch.projectionMatrix = camera.combined
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}
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@@ -14,7 +14,7 @@ class Hitbox(x1: Double, y1: Double, width: Double, height: Double) {
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@Volatile var hitboxStart: Point2d
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private set
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val hitboxEnd: Point2d
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inline val hitboxEnd: Point2d
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get() = Point2d(hitboxStart.x + width, hitboxStart.y + height)
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var width: Double = 0.0
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private set
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@@ -135,4 +135,8 @@ class Hitbox(x1: Double, y1: Double, width: Double, height: Double) {
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operator fun minus(other: Hitbox): Vector2 {
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return Vector2(other.centeredX - this.centeredX, other.centeredY - this.centeredY)
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}
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override fun equals(other: Any?): Boolean {
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return this.hitboxStart == (other as Hitbox).hitboxStart && this.hitboxEnd == (other as Hitbox).hitboxEnd
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}
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}
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@@ -1,5 +1,7 @@
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package net.torvald.terrarum.gameactors
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import net.torvald.terrarum.worlddrawer.LightmapRenderer
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/**
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* A wrapper to support instant player changing (or possessing other NPCs maybe)
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*
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@@ -13,4 +15,17 @@ class PlayableActorDelegate(val actor: ActorHumanoid) {
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throw IllegalArgumentException("Player must be 'Controllable'!")
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}
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fun update(delta: Float) {
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//val oldTilewisePos = actor.tilewiseHitbox
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actor.update(delta)
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// fire lightmap recalculate event upon tilewise pos change
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//val newTilewisePos = actor.tilewiseHitbox
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//if (oldTilewisePos != newTilewisePos) {
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// LightmapRenderer.fireRecalculateEvent()
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//}
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// not going to work: think about stationery tiki torches, global lights, etc
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}
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}
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@@ -32,7 +32,7 @@ object PlayerBuilderSigrid {
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p.actorValue[AVKey.SPEEDBUFF] = 1.0
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p.actorValue[AVKey.ACCEL] = ActorHumanoid.WALK_ACCEL_BASE
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p.actorValue[AVKey.ACCELBUFF] = 1.0
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p.actorValue[AVKey.JUMPPOWER] = 9.0
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p.actorValue[AVKey.JUMPPOWER] = 8.0
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p.actorValue[AVKey.BASEMASS] = 80.0
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p.actorValue[AVKey.SCALEBUFF] = 1.0 // Constant 1.0 for player, meant to be used by random mobs
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@@ -207,9 +207,9 @@ class BasicDebugInfoWindow : UICanvas {
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private fun drawHistogram(batch: SpriteBatch, histogram: LightmapRenderer.Histogram, x: Int, y: Int) {
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val uiColour = Color(0x000000_80.toInt())
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val barR = Color(0xDD0000_FF.toInt())
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val barG = Color(0x00DD00_FF.toInt())
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val barB = Color(0x0000DD_FF.toInt())
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val barR = Color(0xFF0000_FF.toInt())
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val barG = Color(0x00FF00_FF.toInt())
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val barB = Color(0x0000FF_FF.toInt())
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val barColour = arrayOf(barR, barG, barB)
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val w = histogramW.toFloat()
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val h = histogramH.toFloat()
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@@ -223,7 +223,7 @@ class BasicDebugInfoWindow : UICanvas {
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TerrarumGDX.fontSmallNumbers.draw(batch, "255", x.toFloat() + w + 1 - 8*3, y.toFloat() + h + 2)
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TerrarumGDX.fontSmallNumbers.draw(batch, "Histogramme", x + w / 2 - 5.5f * 8, y.toFloat() + h + 2)
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//blendScreen()
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blendScreen()
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for (c in 0..2) {
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for (i in 0..255) {
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var histogram_value = if (i == 255) 0 else histogram.get(c)[i]
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@@ -242,7 +242,7 @@ class BasicDebugInfoWindow : UICanvas {
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batch.fillRect(bar_x, bar_y, bar_w, bar_h)
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}
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}
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//blendNormal()
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blendNormal()
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}
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private fun drawGamepadAxis(batch: SpriteBatch, axisX: Float, axisY: Float, uiX: Int, uiY: Int) {
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@@ -18,7 +18,7 @@ import net.torvald.terrarum.gamecontroller.KeyToggler
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class UIHandler(val UI: UICanvas,
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val toggleKey: Int? = null, val toggleButton: Int? = null,
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// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
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var customPositioning: Boolean = false,
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var customPositioning: Boolean = false, // mainly used by vital meter
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val doNotWarnConstant: Boolean = false
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) {
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@@ -141,7 +141,7 @@ class UIHandler(val UI: UICanvas,
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if (!customPositioning)
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TerrarumGDX.ingame?.setCameraPosition(posX.toFloat(), posY.toFloat())
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batch.color = Color.WHITE
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UI.render(batch)
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//ingameGraphics.flush()
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}
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@@ -34,6 +34,7 @@ class UIQuickBar : UICanvas, MouseControlled {
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}
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override fun render(batch: SpriteBatch) {
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for (i in 0..SLOT_COUNT - 1) {
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val image = if (i == selection)
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ItemSlotImageBuilder.produceLarge(false, i + 1)
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@@ -407,14 +407,14 @@ object BlocksDrawer {
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val for_x_start = x / TILE_SIZE - 1
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val for_x_end = for_x_start + (width / TILE_SIZE) + 3
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var zeroTileCounter = 0
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val originalBatchColour = batch.color.cpy()
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batch.color = color
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// loop
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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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var zeroTileCounter = 0
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for (x in for_x_start..for_x_end) {
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val thisTile: Int?
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if (mode % 3 == WALL)
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@@ -440,11 +440,13 @@ object BlocksDrawer {
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LightmapRenderer.getHighestRGB(x - 1, y - 1) ?: 0 >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y + 1) ?: 0 >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y - 1) ?: 0 >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x - 1, y + 1) ?: 0 >= tileDrawLightThreshold) {
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// blackness
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LightmapRenderer.getHighestRGB(x - 1, y + 1) ?: 0 >= tileDrawLightThreshold)
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{
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// TODO coalesce non-lit black patches
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if (zeroTileCounter > 0) {
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/* unable to do anything */
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batch.color = Color.BLACK
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batch.fillRect(x * TILE_SIZEF, y * TILE_SIZEF, -zeroTileCounter * TILE_SIZEF, TILE_SIZEF)
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batch.color = color
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zeroTileCounter = 0
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}
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@@ -505,17 +507,22 @@ object BlocksDrawer {
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} // end if (is illuminated)
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// draw black patch
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else {
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zeroTileCounter++ // unused for now
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batch.color = Color.BLACK
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drawTile(batch, mode, x, y, 1, 0)
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batch.color = color
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zeroTileCounter += 1 // unused for now
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}
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} // end if (not an air)
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} catch (e: NullPointerException) {
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// do nothing. WARNING: This exception handling may hide erratic behaviour completely.
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}
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// hit the end of the current scanline
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// FIXME bad scanlines bug
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if (x == for_x_end) {
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batch.color = Color.BLACK
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batch.fillRect(x * TILE_SIZEF, y * TILE_SIZEF, -zeroTileCounter * TILE_SIZEF, TILE_SIZEF)
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batch.color = color
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zeroTileCounter = 0
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}
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}
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}
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@@ -650,14 +657,14 @@ object BlocksDrawer {
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if (mode == TERRAIN || mode == WALL)
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batch.draw(
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tilesTerrain.get(sheetX, sheetY),
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(tilewisePosX * TILE_SIZE).toFloat(),
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(tilewisePosY * TILE_SIZE).toFloat()
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tilewisePosX * TILE_SIZEF,
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tilewisePosY * TILE_SIZEF
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)
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else if (mode == WIRE)
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batch.draw(
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tilesWire.get(sheetX, sheetY),
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(tilewisePosX * TILE_SIZE).toFloat(),
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(tilewisePosY * TILE_SIZE).toFloat()
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tilewisePosX * TILE_SIZEF,
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tilewisePosY * TILE_SIZEF
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)
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else
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throw IllegalArgumentException()
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@@ -85,7 +85,7 @@ object LightmapRenderer {
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}
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}
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fun renderLightMap() {
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fun fireRecalculateEvent() {
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for_x_start = WorldCamera.x / TILE_SIZE - 1 // fix for premature lightmap rendering
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for_y_start = WorldCamera.y / TILE_SIZE - 1 // on topmost/leftmost side
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@@ -244,6 +244,8 @@ object LightmapRenderer {
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// O(9n) == O(n) where n is a size of the map
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// TODO devise multithreading on this
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var ambientAccumulator = 0
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var lightLevelThis: Int = 0
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val thisTerrain = TerrarumGDX.ingame!!.world.getTileFromTerrain(x, y)
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val thisWall = TerrarumGDX.ingame!!.world.getTileFromWall(x, y)
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@@ -281,16 +283,17 @@ object LightmapRenderer {
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* sample ambient for eight points and apply attenuation for those
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* maxblend eight values and use it
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*/
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var ambient = 0
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/* + */ambient = ambient maxBlend darkenColoured(getLight(x - 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* + */ambient = ambient maxBlend darkenColoured(getLight(x + 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* + */ambient = ambient maxBlend darkenColoured(getLight(x - 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* + */ambient = ambient maxBlend darkenColoured(getLight(x + 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* * */ambient = ambient maxBlend darkenColoured(getLight(x , y - 1) ?: 0, thisTileOpacity)
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/* * */ambient = ambient maxBlend darkenColoured(getLight(x , y + 1) ?: 0, thisTileOpacity)
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/* * */ambient = ambient maxBlend darkenColoured(getLight(x - 1, y ) ?: 0, thisTileOpacity)
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/* * */ambient = ambient maxBlend darkenColoured(getLight(x + 1, y ) ?: 0, thisTileOpacity)
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return lightLevelThis maxBlend ambient
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/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
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/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x , y - 1) ?: 0, thisTileOpacity)
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/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x , y + 1) ?: 0, thisTileOpacity)
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/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y ) ?: 0, thisTileOpacity)
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/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y ) ?: 0, thisTileOpacity)
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return lightLevelThis maxBlend ambientAccumulator
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}
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else {
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return lightLevelThis
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@@ -457,19 +460,15 @@ object LightmapRenderer {
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// use equation with magic number 8.0
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// should draw somewhat exponential curve when you plot the propagation of light in-game
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val r = data.r() * (1f - darken.r() * lightScalingMagic)
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val g = data.g() * (1f - darken.g() * lightScalingMagic)
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val b = data.b() * (1f - darken.b() * lightScalingMagic)
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return constructRGBFromFloat(r.clampZero(), g.clampZero(), b.clampZero())
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return ((data.r() * (1f - darken.r() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round() * MUL_2 +
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((data.g() * (1f - darken.g() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round() * MUL +
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((data.b() * (1f - darken.b() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round()
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}
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||||
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fun scaleColour(data: Int, scale: Float): RGB10 {
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val r = data.r() * scale
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val g = data.g() * scale
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val b = data.b() * scale
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return constructRGBFromFloat(r.clampOne(), g.clampOne(), b.clampOne())
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return ((data.r() * scale).clampOne() * CHANNEL_MAX).round() * MUL_2 +
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((data.g() * scale).clampOne() * CHANNEL_MAX).round() * MUL +
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((data.b() * scale).clampOne() * CHANNEL_MAX).round()
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}
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||||
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||||
/**
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||||
@@ -557,38 +556,38 @@ object LightmapRenderer {
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||||
* @param rgb2
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||||
* @return
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||||
*/
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||||
private inline infix fun RGB10.maxBlend(other: Int): RGB10 {
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||||
private infix fun RGB10.maxBlend(other: Int): RGB10 {
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||||
return (if (this.rawR() > other.rawR()) this.rawR() else other.rawR()) * MUL_2 +
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||||
(if (this.rawG() > other.rawG()) this.rawG() else other.rawG()) * MUL +
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||||
(if (this.rawB() > other.rawB()) this.rawB() else other.rawB())
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||||
}
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||||
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||||
private inline infix fun RGB10.linMix(other: Int): RGB10 {
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||||
private infix fun RGB10.linMix(other: Int): RGB10 {
|
||||
return ((this.rawR() + other.rawR()) ushr 1) * MUL_2 +
|
||||
((this.rawG() + other.rawG()) ushr 1) * MUL +
|
||||
((this.rawB() + other.rawB()) ushr 1)
|
||||
}
|
||||
|
||||
private inline infix fun RGB10.colSub(other: Int): RGB10 {
|
||||
private infix fun RGB10.colSub(other: Int): RGB10 {
|
||||
return ((this.rawR() - other.rawR()).clampChannel()) * MUL_2 +
|
||||
((this.rawG() - other.rawG()).clampChannel()) * MUL +
|
||||
((this.rawB() - other.rawB()).clampChannel())
|
||||
}
|
||||
|
||||
private inline infix fun RGB10.colAdd(other: Int): RGB10 {
|
||||
private infix fun RGB10.colAdd(other: Int): RGB10 {
|
||||
return ((this.rawR() + other.rawR()).clampChannel()) * MUL_2 +
|
||||
((this.rawG() + other.rawG()).clampChannel()) * MUL +
|
||||
((this.rawB() + other.rawB()).clampChannel())
|
||||
}
|
||||
|
||||
inline fun RGB10.rawR() = this / MUL_2
|
||||
inline fun RGB10.rawG() = this % MUL_2 / MUL
|
||||
inline fun RGB10.rawB() = this % MUL
|
||||
fun RGB10.rawR() = this / MUL_2
|
||||
fun RGB10.rawG() = this % MUL_2 / MUL
|
||||
fun RGB10.rawB() = this % MUL
|
||||
|
||||
/** 0.0 - 1.0 for 0-1023 (0.0 - 0.25 for 0-255) */
|
||||
inline fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
|
||||
inline fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
|
||||
inline fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT
|
||||
fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
|
||||
fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
|
||||
fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT
|
||||
|
||||
/**
|
||||
|
||||
@@ -631,11 +630,11 @@ object LightmapRenderer {
|
||||
(b * CHANNEL_MAX).round()
|
||||
}
|
||||
|
||||
inline fun Int.clampZero() = if (this < 0) 0 else this
|
||||
inline fun Float.clampZero() = if (this < 0) 0f else this
|
||||
inline fun Int.clampChannel() = if (this < 0) 0 else if (this > CHANNEL_MAX) CHANNEL_MAX else this
|
||||
inline fun Float.clampOne() = if (this < 0) 0f else if (this > 1) 1f else this
|
||||
inline fun Float.clampChannel() = if (this > CHANNEL_MAX_DECIMAL) CHANNEL_MAX_DECIMAL else this
|
||||
fun Int.clampZero() = if (this < 0) 0 else this
|
||||
fun Float.clampZero() = if (this < 0) 0f else this
|
||||
fun Int.clampChannel() = if (this < 0) 0 else if (this > CHANNEL_MAX) CHANNEL_MAX else this
|
||||
fun Float.clampOne() = if (this < 0) 0f else if (this > 1) 1f else this
|
||||
fun Float.clampChannel() = if (this > CHANNEL_MAX_DECIMAL) CHANNEL_MAX_DECIMAL else this
|
||||
|
||||
inline fun getValueFromMap(x: Int, y: Int): Int? = getLight(x, y)
|
||||
fun getHighestRGB(x: Int, y: Int): Int? {
|
||||
|
||||
Reference in New Issue
Block a user