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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
drawing of the tile breakage
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@@ -34,10 +34,23 @@ ivec2 getTileXY(int tileNumber) {
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return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x));
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}
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int getTileFromColor(vec4 color) {
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// return: int=0xrrggbb
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int _colToInt(vec4 color) {
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return int(color.b * 255) | (int(color.g * 255) << 8) | (int(color.r * 255) << 16);
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}
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// 0x0rggbb where int=0xaarrggbb
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// return: [0..1048575]
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int getTileFromColor(vec4 color) {
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return _colToInt(color) & 0x0FFFFF;
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}
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// 0xr00000 where int=0xaarrggbb
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// return: [0..15]
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int getBreakageFromColor(vec4 color) {
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return (_colToInt(color) >> 20) & 0xF;
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}
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void main() {
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// READ THE FUCKING MANUAL, YOU DONKEY !! //
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@@ -54,28 +67,31 @@ void main() {
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mediump vec4 tileFromMap = texture2D(tilemap, flippedFragCoord / overscannedScreenDimension); // <- THE CULPRIT
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int tile = getTileFromColor(tileFromMap);
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int breakage = getBreakageFromColor(tileFromMap);
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ivec2 tileXY = getTileXY(tile);
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ivec2 breakageXY = getTileXY(breakage + 5);
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vec2 coordInTile = mod(pxCoord, tileSizeInPx) / tileSizeInPx; // 0..1 regardless of tile position in atlas
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highp vec2 singleTileSizeInUV = vec2(1) / tilesInAtlas; // constant 0.00390625
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highp vec2 uvCoordForTile = coordInTile * singleTileSizeInUV; // 0..0.00390625 regardless of tile position in atlas
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highp vec2 uvCoordOffset = tileXY * singleTileSizeInUV; // where the tile starts in the atlas, using uv coord (0..1)
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highp vec2 uvCoordOffsetBreakage = breakageXY * singleTileSizeInUV;
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highp vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffset;// where we should be actually looking for in atlas, using UV coord (0..1)
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highp vec2 finalUVCoordForBreakage = uvCoordForTile + uvCoordOffsetBreakage;
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// TODO blend a breakage (0xrrggbb where 0xr0 -- upper 4 bits of int_red component)
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// TODO finally "blend" a breakage (0xrrggbb where 0xr00000 -- upper 4 bits of int_red component)
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mediump vec4 finalTile = texture2D(tilesAtlas, finalUVCoordForTile);
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mediump vec4 finalBreakage = texture2D(tilesAtlas, finalUVCoordForBreakage);
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gl_FragColor = colourFilter * (mix(finalTile, finalBreakage, finalBreakage.a));
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// if statements considered harmful (on shader program)
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// --definitely not Dijkstra
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/*if (tileXY.x == 0 && tileXY.y == 0)
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gl_FragColor = nocolour;
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else*/
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gl_FragColor = colourFilter * texture2D(tilesAtlas, finalUVCoordForTile);
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}
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@@ -216,7 +216,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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}
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fun updateScreen(delta: Float) {
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Gdx.graphics.setTitle(Ingame.getCanonicalTitle())
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//Gdx.graphics.setTitle(Ingame.getCanonicalTitle())
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demoWorld.globalLight = WeatherMixer.globalLightNow
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demoWorld.updateWorldTime(delta)
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@@ -463,7 +463,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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Gdx.graphics.setTitle(getCanonicalTitle())
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//Gdx.graphics.setTitle(getCanonicalTitle())
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// ASYNCHRONOUS UPDATE AND RENDER //
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@@ -81,7 +81,8 @@ object PlayerBuilderSigrid {
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Block.STONE_QUARRIED, Block.STONE_TILE_WHITE, Block.TORCH,
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Block.DAYLIGHT_CAPACITOR, Block.ICE_FRAGILE,
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Block.ILLUMINATOR_WHITE, Block.ILLUMINATOR_BLACK, Block.ILLUMINATOR_ORANGE,
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Block.ILLUMINATOR_GREEN, Block.ILLUMINATOR_CYAN, Block.SUNSTONE
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Block.ILLUMINATOR_GREEN, Block.ILLUMINATOR_CYAN, Block.SUNSTONE,
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Block.ORE_COPPER
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)
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val walls = arrayOf(
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Block.AIR, Block.DIRT, Block.GLASS_CRUDE,
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@@ -179,7 +179,14 @@ internal object BlocksDrawer {
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Block.ILLUMINATOR_TAN_OFF,
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Block.ILLUMINATOR_WHITE_OFF,
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Block.ILLUMINATOR_YELLOW,
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Block.DAYLIGHT_CAPACITOR
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Block.DAYLIGHT_CAPACITOR,
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Block.ORE_COPPER,
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Block.ORE_IRON,
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Block.ORE_GOLD,
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Block.ORE_SILVER,
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Block.ORE_ILMENITE,
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Block.ORE_AURICHALCUM
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)
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/**
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@@ -216,12 +223,6 @@ internal object BlocksDrawer {
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Block.SNOW,
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Block.ICE_NATURAL,
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Block.ICE_MAGICAL,
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Block.ORE_COPPER,
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Block.ORE_IRON,
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Block.ORE_GOLD,
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Block.ORE_SILVER,
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Block.ORE_ILMENITE,
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Block.ORE_AURICHALCUM,
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Block.SANDSTONE,
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Block.SANDSTONE_BLACK,
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@@ -499,20 +500,28 @@ internal object BlocksDrawer {
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val thisTileY = (thisTile ?: 0) / PairedMapLayer.RANGE
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val breakage = if (mode == TERRAIN) world.getTerrainDamage(x, y) else world.getWallDamage(x, y)
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val maxHealth = BlockCodex[world.getTileFromTerrain(x, y)].strength
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val breakingStage = (breakage / maxHealth).times(breakAnimSteps).roundInt()
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// draw a tile
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if (drawModeTilesBlendMul) {
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// while iterating through, only the some tiles are actually eligible to be drawn as MUL,
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// so obviously when we caught not eligible tile, we need to skip that by marking as Tile No. zero
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if (isBlendMul(thisTile)) {
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writeToBuffer(mode, x - for_x_start, y - for_y_start, thisTileX, thisTileY)
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writeToBuffer(mode, x - for_x_start, y - for_y_start, thisTileX, thisTileY, breakingStage)
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}
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else {
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writeToBuffer(mode, x - for_x_start, y - for_y_start, 0, 0)
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writeToBuffer(mode, x - for_x_start, y - for_y_start, 0, 0, 0)
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}
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}
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else {
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// do NOT add "if (!isBlendMul(thisTile))"!
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// or else they will not look like they should be when backed with wall
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writeToBuffer(mode, x - for_x_start, y - for_y_start, thisTileX, thisTileY)
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writeToBuffer(mode, x - for_x_start, y - for_y_start, thisTileX, thisTileY, breakingStage)
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}
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// draw a breakage
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@@ -664,13 +673,17 @@ internal object BlocksDrawer {
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*
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* @return Raw colour bits in RGBA8888 format
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*/
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private fun sheetXYToTilemapColour(mode: Int, sheetX: Int, sheetY: Int): Int = when (mode) {
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TERRAIN, WALL -> (tilesTerrain.horizontalCount * sheetY + sheetX).shl(8) or 255
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WIRE -> (tilesWire.horizontalCount * sheetY + sheetX).shl(8) or 255
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private fun sheetXYToTilemapColour(mode: Int, sheetX: Int, sheetY: Int, breakage: Int): Int = when (mode) {
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// the tail ".or(255)" is there to write 1.0 to the A channel (remember, return type is RGBA)
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TERRAIN, WALL ->
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(tilesTerrain.horizontalCount * sheetY + sheetX).shl(8).or(255) or // the actual tile bits
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breakage.and(15).shl(28) // breakage bits
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WIRE -> (tilesWire.horizontalCount * sheetY + sheetX).shl(8).or(255)
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else -> throw IllegalArgumentException()
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}
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private fun writeToBuffer(mode: Int, bufferPosX: Int, bufferPosY: Int, sheetX: Int, sheetY: Int) {
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private fun writeToBuffer(mode: Int, bufferPosX: Int, bufferPosY: Int, sheetX: Int, sheetY: Int, breakage: Int) {
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val sourceBuffer = when(mode) {
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TERRAIN -> terrainTilesBuffer
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WALL -> wallTilesBuffer
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@@ -679,7 +692,7 @@ internal object BlocksDrawer {
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}
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sourceBuffer[bufferPosY][bufferPosX] = sheetXYToTilemapColour(mode, sheetX, sheetY)
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sourceBuffer[bufferPosY][bufferPosX] = sheetXYToTilemapColour(mode, sheetX, sheetY, breakage)
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}
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private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4) {
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