mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
much more elegant solution than stretching texture using batch
This commit is contained in:
@@ -936,7 +936,7 @@ public class App implements ApplicationListener {
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shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
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shaderDebugDiff = loadShaderFromClasspath("shaders/default.vert", "shaders/diff.frag");
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shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/passthrurgb.frag");
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shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/rgbonly.frag");
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shaderGhastlyWhite = loadShaderFromClasspath("shaders/default.vert", "shaders/ghastlywhite.frag");
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// make gamepad(s)
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@@ -5,6 +5,7 @@ import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.utils.Disposable
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import com.jme3.math.FastMath
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import com.jme3.math.Vector2f
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import net.torvald.colourutil.CIEXYZ
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import net.torvald.colourutil.toColor
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import net.torvald.colourutil.toRGB
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@@ -55,12 +56,25 @@ object Skybox : Disposable {
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return texRegions.get(alb * elevCnt + elev, turb)
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}
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fun getStrip(turbidity: Double, albedo: Double): TextureRegion {
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fun getUV(elevationDeg: Double, turbidity: Double, albedo: Double): Pair<Texture, FloatArray> {
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val turb = turbidity.coerceIn(1.0, 10.0).minus(1.0).times(3.0).roundToInt()
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val alb = albedo.coerceIn(0.1, 0.9).minus(0.1).times(5.0).roundToInt()
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return texStripRegions.get(alb, turb)
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val region = texStripRegions.get(alb, turb)
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val elev = elevationDeg.coerceIn(-75.0, 75.0).plus(75.0).div(150.0)
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val u = region.u + (elev / albedoCnt).toFloat()
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return tex to floatArrayOf(
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u,
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region.v,
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u,
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region.v2
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)
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}
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private val texcoordEpsilon = 1f / 131072f
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private fun Float.scaleFun() =
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(1f - 1f / 2f.pow(this/6f)) * 0.97f
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@@ -1,7 +1,9 @@
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package net.torvald.terrarum.weather
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.jme3.math.FastMath
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import net.torvald.gdx.graphics.Cvec
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import net.torvald.random.HQRNG
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@@ -13,6 +15,7 @@ import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.gameworld.WorldTime
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import net.torvald.terrarum.gameworld.WorldTime.Companion.DAY_LENGTH
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import net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarum.modulebasegame.RNGConsumer
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.modulebasegame.clut.Skybox
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@@ -22,6 +25,10 @@ import net.torvald.terrarum.worlddrawer.WorldCamera
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import java.io.File
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import java.io.FileFilter
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/**
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* Currently there is a debate whether this module must be part of the engine or the basegame
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*/
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/**
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*
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*
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@@ -38,8 +45,6 @@ internal object WeatherMixer : RNGConsumer {
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override val RNG = HQRNG()
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private val renderng = HQRNG()
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var globalLightOverridden = false
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var weatherList: HashMap<String, ArrayList<BaseModularWeather>>
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@@ -62,6 +67,10 @@ internal object WeatherMixer : RNGConsumer {
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var forceSolarElev: Double? = null
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var forceTurbidity: Double? = null
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val starmapTex: TextureRegion = TextureRegion(Texture(ModMgr.getGdxFile("basegame", "weathers/astrum.png")))
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private val shaderBlendMax = App.loadShaderFromClasspath("shaders/blendMax.vert", "shaders/blendMax.frag")
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override fun loadFromSave(s0: Long, s1: Long) {
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super.loadFromSave(s0, s1)
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internalReset()
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@@ -162,6 +171,10 @@ internal object WeatherMixer : RNGConsumer {
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* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
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*/
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internal fun render(camera: Camera, batch: FlippingSpriteBatch, world: GameWorld) {
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drawSkybox(camera, batch, world)
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}
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private fun drawSkybox(camera: Camera, batch: FlippingSpriteBatch, world: GameWorld) {
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val parallaxZeroPos = (world.height / 3f)
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val parallaxDomainSize = 300f
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@@ -198,24 +211,16 @@ internal object WeatherMixer : RNGConsumer {
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val thisTurbidity = forceTurbidity ?: turbidity
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// TODO trilinear with (deg, turb, alb)
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val texture1 = Skybox.getStrip(thisTurbidity, 0.3)
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// println("degThis=$degThis, degNext=$degNext, lerp=$lerpScale")
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val stripXcentre = ((solarElev + 75.0) / 150.0).toFloat()
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val backMag = 16777216f
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val backX = -stripXcentre * backMag
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val gradY = -(gH - App.scr.height) * ((parallax + 1f) / 2f)
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val (tex, uvs) = Skybox.getUV(solarElev, thisTurbidity, 0.3)
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batch.inUse {
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batch.shader = null
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batch.color = Color.WHITE
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batch.draw(texture1, backX, gradY, backMag + App.scr.wf, gH)
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batch.draw(tex, 0f, gradY, App.scr.wf, gH, uvs[0], uvs[1], uvs[2], uvs[3])
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batch.color = Color.WHITE
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}
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}
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private operator fun Color.times(other: Color) = Color(this.r * other.r, this.g * other.g, this.b * other.b, 1f)
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@@ -300,7 +305,7 @@ internal object WeatherMixer : RNGConsumer {
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fun getWeatherList(classification: String) = weatherList[classification]!!
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fun getRandomWeather(classification: String) =
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getWeatherList(classification)[HQRNG().nextInt(getWeatherList(classification).size)]
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getWeatherList(classification)[RNG.nextInt(getWeatherList(classification).size)]
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fun readFromJson(file: File): BaseModularWeather = readFromJson(file.path)
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@@ -360,6 +365,12 @@ internal object WeatherMixer : RNGConsumer {
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}
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fun dispose() {
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weatherList.values.forEach { list ->
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list.forEach { weather ->
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weather.extraImages.forEach { it.tryDispose() }
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}
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}
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starmapTex.texture.dispose()
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shaderBlendMax.dispose()
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}
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}
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@@ -11,9 +11,10 @@ uniform sampler2D u_texture; // world texture, has alpha value that is meaningfu
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uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
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out vec4 fragColor;
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vec2 boolean = vec2(0.0, 1.0);
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void main(void) {
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vec4 colorTex0 = texture(u_texture, v_texCoords); // lightmap (RGB) pre-mixed
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vec4 colorTex1 = texture(tex1, v_texCoords); // lightmap (A) pre-mixed
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fragColor = vec4(max(colorTex0.rgb, colorTex1.rgb), colorTex0.a);
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fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + (colorTex0 * boolean.xxxy);
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}
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22
src/shaders/blendMax.frag
Normal file
22
src/shaders/blendMax.frag
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@@ -0,0 +1,22 @@
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#version 150
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#ifdef GL_ES
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precision mediump float;
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#endif
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in vec4 v_color;
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in vec2 v_texCoord0;
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in vec2 v_texCoord1;
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uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
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uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
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out vec4 fragColor;
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vec2 boolean = vec2(0.0, 1.0);
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void main(void) {
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vec4 colorTex0 = texture(u_texture, v_texCoord0); // lightmap (RGB) pre-mixed
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vec4 colorTex1 = texture(tex1, v_texCoord1); // lightmap (A) pre-mixed
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// fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy;
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fragColor = colorTex0;
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}
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19
src/shaders/blendMax.vert
Normal file
19
src/shaders/blendMax.vert
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@@ -0,0 +1,19 @@
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#version 150
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in vec4 a_position;
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in vec4 a_color;
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in vec2 a_texCoord0;
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in vec2 a_texCoord1;
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uniform mat4 u_projTrans; // camera.combined
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out vec4 v_color;
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out vec2 v_texCoord0;
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out vec2 v_texCoord1;
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void main() {
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v_color = a_color;
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v_texCoord0 = a_texCoord0;
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v_texCoord1 = a_texCoord1;
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gl_Position = u_projTrans * a_position;
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}
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@@ -1,16 +0,0 @@
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#version 150
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#ifdef GL_ES
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precision mediump float;
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#endif
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in vec4 v_color;
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in vec2 v_texCoords;
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uniform sampler2D u_texture;
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out vec4 fragColor;
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void main(void) {
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fragColor = vec4(texture(u_texture, v_texCoords).rgb, 1.0);
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}
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@@ -8,5 +8,5 @@ vec2 boolean = vec2(0.0, 1.0);
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out vec4 fragColor;
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void main(void) {
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fragColor = texture(u_texture, v_texCoords).rgba * boolean.yyyx + boolean.xxxy;
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fragColor = texture(u_texture, v_texCoords) * boolean.yyyx + boolean.xxxy;
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}
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