mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-08 12:51:51 +09:00
intro screen flipped correctly, build passes
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@@ -94,6 +94,8 @@ public class AppLoader implements ApplicationListener {
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public static void main(String[] args) {
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ShaderProgram.pedantic = false;
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appConfig = new LwjglApplicationConfiguration();
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appConfig.vSyncEnabled = false;
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appConfig.resizable = false;//true;
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@@ -114,8 +116,8 @@ public class AppLoader implements ApplicationListener {
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private SpriteBatch logoBatch;
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public static TextureRegion logo;
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private Color gradWhiteTop = new Color(0xd8d8d8ff);
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private Color gradWhiteBottom = new Color(0xf8f8f8ff);
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private Color gradWhiteTop = new Color(0xf8f8f8ff);
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private Color gradWhiteBottom = new Color(0xd8d8d8ff);
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public Screen screen;
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@@ -131,7 +133,7 @@ public class AppLoader implements ApplicationListener {
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}
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private float loadTimer = 0f;
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private final float showupTime = 50f / 1000f;
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private final float showupTime = 100f / 1000f;
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private FrameBuffer renderFBO;
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@@ -168,6 +170,7 @@ public class AppLoader implements ApplicationListener {
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logo = new TextureRegion(new Texture(Gdx.files.internal("assets/graphics/logo_placeholder.tga")));
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logo.flip(false, true);
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TextureRegionPack.Companion.setGlobalFlipY(true);
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@@ -177,6 +180,18 @@ public class AppLoader implements ApplicationListener {
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@Override
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public void render() {
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FrameBufferManager.begin(renderFBO);
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Gdx.gl.glClearColor(.094f, .094f, .094f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D);
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD);
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FrameBufferManager.end();
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FrameBufferManager.begin(renderFBO);
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setCameraPosition(0, 0);
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if (screen == null) {
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shaderBayerSkyboxFill.begin();
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@@ -209,29 +224,15 @@ public class AppLoader implements ApplicationListener {
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}
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}
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else {
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FrameBufferManager.begin(renderFBO);
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Gdx.gl.glClearColor(.094f, .094f, .094f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D);
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Gdx.gl.glEnable(GL20.GL_BLEND);
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD);
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FrameBufferManager.end();
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// nested FBOs are just not a thing in GL!
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FrameBufferManager.begin(renderFBO);
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setCameraPosition(0, 0);
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screen.render(Gdx.graphics.getDeltaTime());
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FrameBufferManager.end();
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PostProcessor.INSTANCE.draw(camera.combined, renderFBO);
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}
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// nested FBOs are just not a thing in GL!
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FrameBufferManager.end();
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PostProcessor.INSTANCE.draw(camera.combined, renderFBO);
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GLOBAL_RENDER_TIMER += 1;
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}
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