fix: held items now glow (or not glow) under UV as they should

This commit is contained in:
minjaesong
2022-12-27 04:19:13 +09:00
parent 801acd2f24
commit 856bd93329
8 changed files with 89 additions and 31 deletions

View File

@@ -48,7 +48,9 @@ internal object BlocksDrawer {
lateinit var tilesTerrainBlend: TextureRegionPack; private set
//val tilesWire: TextureRegionPack
val tileItemTerrain: TextureRegionPack
val tileItemTerrainGlow: TextureRegionPack
val tileItemWall: TextureRegionPack
val tileItemWallGlow: TextureRegionPack
val tilesFluid: TextureRegionPack
val tilesGlow: TextureRegionPack
@@ -119,7 +121,9 @@ internal object BlocksDrawer {
// test print
tileItemTerrain = TextureRegionPack(App.tileMaker.itemTerrainTexture, TILE_SIZE, TILE_SIZE)
tileItemTerrainGlow = TextureRegionPack(App.tileMaker.itemTerrainTextureGlow, TILE_SIZE, TILE_SIZE)
tileItemWall = TextureRegionPack(App.tileMaker.itemWallTexture, TILE_SIZE, TILE_SIZE)
tileItemWallGlow = TextureRegionPack(App.tileMaker.itemWallTextureGlow, TILE_SIZE, TILE_SIZE)
// val texdata = tileItemTerrain.texture.textureData
@@ -733,7 +737,9 @@ internal object BlocksDrawer {
tilesGlow.dispose()
//tilesWire.dispose()
tileItemTerrain.dispose()
tileItemTerrainGlow.dispose()
tileItemWall.dispose()
tileItemWallGlow.dispose()
tilesFluid.dispose()
tilesBuffer.dispose()
_tilesBufferAsTex.dispose()

View File

@@ -44,7 +44,9 @@ class CreateTileAtlas {
lateinit var atlasFluid: Pixmap
lateinit var atlasGlow: Pixmap // glowing won't be affected by the season... for now
lateinit var itemTerrainTexture: Texture
lateinit var itemTerrainTextureGlow: Texture
lateinit var itemWallTexture: Texture
lateinit var itemWallTextureGlow: Texture
lateinit var terrainTileColourMap: HashMap<ItemID, Cvec>
lateinit var tags: HashMap<ItemID, RenderTag> // TileID, RenderTag
private set
@@ -64,7 +66,9 @@ class CreateTileAtlas {
private var itemSheetCursor = 16
internal val itemTerrainPixmap = Pixmap(TILES_IN_X * TILE_SIZE, TILES_IN_X * TILE_SIZE, Pixmap.Format.RGBA8888)
internal val itemTerrainPixmapGlow = Pixmap(TILES_IN_X * TILE_SIZE, TILES_IN_X * TILE_SIZE, Pixmap.Format.RGBA8888)
internal val itemWallPixmap = Pixmap(TILES_IN_X * TILE_SIZE, TILES_IN_X * TILE_SIZE, Pixmap.Format.RGBA8888)
internal val itemWallPixmapGlow = Pixmap(TILES_IN_X * TILE_SIZE, TILES_IN_X * TILE_SIZE, Pixmap.Format.RGBA8888)
/**
@@ -164,13 +168,17 @@ class CreateTileAtlas {
val destX = (t % TILES_IN_X) * TILE_SIZE
val destY = (t / TILES_IN_X) * TILE_SIZE
itemTerrainPixmap.drawPixmap(atlas, srcX, srcY, TILE_SIZE, TILE_SIZE, destX, destY, TILE_SIZE, TILE_SIZE)
itemTerrainPixmapGlow.drawPixmap(atlasGlow, srcX, srcY, TILE_SIZE, TILE_SIZE, destX, destY, TILE_SIZE, TILE_SIZE)
itemWallPixmap.drawPixmap(atlas, srcX, srcY, TILE_SIZE, TILE_SIZE, destX, destY, TILE_SIZE, TILE_SIZE)
itemWallPixmapGlow.drawPixmap(atlasGlow, srcX, srcY, TILE_SIZE, TILE_SIZE, destX, destY, TILE_SIZE, TILE_SIZE)
}
// darken things for the wall
for (y in 0 until itemWallPixmap.height) {
for (x in 0 until itemWallPixmap.width) {
val c = Color(itemWallPixmap.getPixel(x, y)).mulAndAssign(wallOverlayColour).toRGBA()
itemWallPixmap.drawPixel(x, y, c)
val c1 = Color(itemWallPixmap.getPixel(x, y)).mulAndAssign(wallOverlayColour).toRGBA()
itemWallPixmap.drawPixel(x, y, c1)
val c2 = Color(itemWallPixmapGlow.getPixel(x, y)).mulAndAssign(wallOverlayColour).toRGBA()
itemWallPixmapGlow.drawPixel(x, y, c2)
}
}
@@ -203,7 +211,9 @@ class CreateTileAtlas {
}
itemTerrainTexture = Texture(itemTerrainPixmap)
itemTerrainTextureGlow = Texture(itemTerrainPixmapGlow)
itemWallTexture = Texture(itemWallPixmap)
itemWallTextureGlow = Texture(itemWallPixmapGlow)
// itemTerrainPixmap.dispose()
// itemWallPixmap.dispose()
initPixmap.dispose()
@@ -295,13 +305,13 @@ class CreateTileAtlas {
printdbg(this, "tileName ${id} ->> tileNumber ${atlasCursor}")
}
private fun drawToAtlantes(pixmap: Pixmap, glow: Pixmap, tilesCount: Int) {
private fun drawToAtlantes(matte: Pixmap, glow: Pixmap, tilesCount: Int) {
if (atlasCursor >= TOTAL_TILES) {
throw Error("Too much tiles for $MAX_TEX_SIZE texture size: $atlasCursor")
}
val seasonal = pixmap.width == pixmap.height && pixmap.width == 14 * TILE_SIZE
val txOfPixmap = pixmap.width / TILE_SIZE
val seasonal = matte.width == matte.height && matte.width == 14 * TILE_SIZE
val txOfPixmap = matte.width / TILE_SIZE
val txOfPixmapGlow = glow.width / TILE_SIZE
for (i in 0 until tilesCount) {
//printdbg(this, "Rendering to atlas, tile# $atlasCursor, tilesCount = $tilesCount, seasonal = $seasonal")
@@ -309,16 +319,16 @@ class CreateTileAtlas {
// different texture for different seasons (224x224)
if (seasonal) {
val i = if (i < 41) i else i + 1 // to compensate the discontinuity between 40th and 41st tile
_drawToAtlantes(pixmap, atlasCursor, i % 7, i / 7, 1)
_drawToAtlantes(pixmap, atlasCursor, i % 7 + 7, i / 7, 2)
_drawToAtlantes(pixmap, atlasCursor, i % 7 + 7, i / 7 + 7, 3)
_drawToAtlantes(pixmap, atlasCursor, i % 7, i / 7 + 7, 4)
_drawToAtlantes(matte, atlasCursor, i % 7, i / 7, 1)
_drawToAtlantes(matte, atlasCursor, i % 7 + 7, i / 7, 2)
_drawToAtlantes(matte, atlasCursor, i % 7 + 7, i / 7 + 7, 3)
_drawToAtlantes(matte, atlasCursor, i % 7, i / 7 + 7, 4)
_drawToAtlantes(glow, atlasCursor, i % 7, i / 7, 6)
atlasCursor += 1
}
else {
val i = if (i < 41) i else i + 1 // to compensate the discontinuity between 40th and 41st tile
_drawToAtlantes(pixmap, atlasCursor, i % txOfPixmap, i / txOfPixmap, 0)
_drawToAtlantes(matte, atlasCursor, i % txOfPixmap, i / txOfPixmap, 0)
_drawToAtlantes(glow, atlasCursor, i % txOfPixmapGlow, i / txOfPixmapGlow, 6)
atlasCursor += 1
}
@@ -389,7 +399,9 @@ class CreateTileAtlas {
atlasFluid.dispose()
atlasGlow.dispose()
//itemTerrainTexture.dispose() //BlocksDrawer will dispose of it as it disposes of 'tileItemTerrain (TextureRegionPack)'
//itemTerrainTextureGlow.dispose() //BlocksDrawer will dispose of it as it disposes of 'tileItemTerrain (TextureRegionPack)'
//itemWallTexture.dispose() //BlocksDrawer will dispose of it as it disposes of 'tileItemWall (TextureRegionPack)'
//itemWallTextureGlow.dispose() //BlocksDrawer will dispose of it as it disposes of 'tileItemWall (TextureRegionPack)'
itemTerrainPixmap.dispose()
itemWallPixmap.dispose()