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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-17 14:04:05 +09:00
lightmap drawing won't use spritebatch
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@@ -1,11 +1,8 @@
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package net.torvald.terrarum.worlddrawer
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.graphics.Pixmap
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.jme3.math.FastMath
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import net.torvald.terrarum.*
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@@ -559,7 +556,7 @@ object LightmapRenderer {
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private var _lightBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
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internal fun draw(batch: SpriteBatch) {
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internal fun draw(): Texture {
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// when shader is not used: 0.5 ms on 6700K
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AppLoader.measureDebugTime("Renderer.LightToScreen") {
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@@ -600,12 +597,14 @@ object LightmapRenderer {
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_lightBufferAsTex = Texture(lightBuffer)
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_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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/*Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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// we might not need shader here...
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//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
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batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE)
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*/
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}
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return _lightBufferAsTex
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}
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fun dispose() {
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