mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
shadows around actors as well as terrain
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@@ -17,7 +17,6 @@ import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZEF
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.FluidCodex
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameactors.ActorWithBody.Companion.METER
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import net.torvald.terrarum.gameactors.ActorWithBody.Companion.PHYS_EPSILON_DIST
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@@ -32,6 +31,7 @@ import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
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import net.torvald.terrarum.modulebasegame.gameitems.ItemThrowable
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import net.torvald.terrarum.modulebasegame.gameitems.getThrowPosAndVector
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import net.torvald.terrarum.ui.BlurMgr
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.weather.WeatherMixer
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import net.torvald.terrarum.worlddrawer.BlocksDrawer
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@@ -80,6 +80,11 @@ object IngameRenderer : Disposable {
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private lateinit var fboRGBactorsMiddle: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
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private lateinit var fboRGBterrain: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
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private lateinit var fboRGBactorsBehindShadow: Float16FrameBuffer // for small shadow eff; A channel is for glow effects so they don't get shadow effects
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private lateinit var fboRGBactorsMiddleShadow: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
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private lateinit var fboRGBterrainShadow: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
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private lateinit var rgbTex: TextureRegion
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private lateinit var aTex: TextureRegion
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private lateinit var mixedOutTex: TextureRegion
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@@ -109,6 +114,8 @@ object IngameRenderer : Disposable {
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val shaderBlendGlow: ShaderProgram
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val shaderBlendGlowTex1Flip: ShaderProgram
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val shaderForActors: ShaderProgram
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val shaderShadowShallow: ShaderProgram
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val shaderShadowDeep: ShaderProgram
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val shaderDemultiply: ShaderProgram
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val shaderBayerAlpha: ShaderProgram
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@@ -151,6 +158,8 @@ object IngameRenderer : Disposable {
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shaderForActors = App.loadShaderFromClasspath("shaders/default.vert", "shaders/actors.frag")
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shaderShadowShallow = App.loadShaderFromClasspath("shaders/default.vert", "shaders/shadowshallow.frag")
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shaderShadowDeep = App.loadShaderFromClasspath("shaders/default.vert", "shaders/shadowdeep.frag")
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shaderBlendGlow = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlow.frag")
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shaderBlendGlowTex1Flip = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlowTex1Flip.frag")
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shaderDemultiply = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/demultiply.frag")
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@@ -511,9 +520,11 @@ object IngameRenderer : Disposable {
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batch.shader = shaderForActors
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batch.color = Color.WHITE
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moveCameraToWorldCoord()
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actorsRenderFarBehind?.forEach { it.drawBody(frameDelta, batch) }
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actorsRenderBehind?.forEach { it.drawBody(frameDelta, batch) }
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}
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}
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BlurMgr.makeBlur(fboRGBactorsBehind, fboRGBactorsBehindShadow, 0.25f)
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fboRGBactorsMiddle.inAction(camera, batch) {
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clearBuffer()
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@@ -526,12 +537,14 @@ object IngameRenderer : Disposable {
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actorsRenderMiddle?.forEach { it.drawBody(frameDelta, batch) }
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}
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}
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BlurMgr.makeBlur(fboRGBactorsMiddle, fboRGBactorsMiddleShadow, 2.5f)
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fboRGBterrain.inAction(camera, batch) {
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clearBuffer()
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setCameraPosition(0f, 0f)
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BlocksDrawer.drawTerrain(batch.projectionMatrix, false)
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}
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BlurMgr.makeBlur(fboRGBterrain, fboRGBterrainShadow, 2.5f)
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fboRGB.inAction(camera, batch) {
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@@ -539,24 +552,36 @@ object IngameRenderer : Disposable {
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BlocksDrawer.drawWall(batch.projectionMatrix, false)
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// draw actor shadow BEFORE the terrain draw
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batch.inUse {
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batch.shader = shaderShadowShallow
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setCameraPosition(0f, 0f)
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batch.drawFlipped(fboRGBactorsBehindShadow.colorBufferTexture, 0f, 0f)
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batch.shader = shaderShadowDeep
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setCameraPosition(0f, 0f)
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batch.drawFlipped(fboRGBterrainShadow.colorBufferTexture, 0f, 0f)
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batch.drawFlipped(fboRGBactorsMiddleShadow.colorBufferTexture, 0f, 0f)
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}
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// draw behind actors and particles
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batch.inUse {
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batch.shader = shaderForActors
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batch.color = Color.WHITE
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moveCameraToWorldCoord()
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actorsRenderFarBehind?.forEach { it.drawBody(frameDelta, batch) }
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// actorsRenderBehind?.forEach { it.drawBody(frameDelta, batch) }
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setCameraPosition(0f, 0f)
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batch.color = Color.WHITE
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batch.drawFlipped(fboRGBactorsBehind.colorBufferTexture, 0f, 0f)
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moveCameraToWorldCoord()
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particlesContainer?.forEach { it.drawBody(frameDelta, batch) }
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}
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// draw just the terrain
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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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setCameraPosition(0f, 0f)
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batch.color = Color.WHITE
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batch.drawFlipped(fboRGBterrain.colorBufferTexture, 0f, 0f)
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}
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@@ -566,9 +591,8 @@ object IngameRenderer : Disposable {
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/////////////////
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// draw actors //
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/////////////////
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// moveCameraToWorldCoord()
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// actorsRenderMiddle?.forEach { it.drawBody(frameDelta, batch) }
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setCameraPosition(0f, 0f)
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batch.color = Color.WHITE
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batch.drawFlipped(fboRGBactorsMiddle.colorBufferTexture, 0f, 0f)
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moveCameraToWorldCoord()
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@@ -1261,6 +1285,9 @@ object IngameRenderer : Disposable {
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fboRGBactorsBehind = Float16FrameBuffer(width, height, false)
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fboRGBactorsMiddle = Float16FrameBuffer(width, height, false)
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fboRGBterrain = Float16FrameBuffer(width, height, false)
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fboRGBactorsBehindShadow = Float16FrameBuffer(width, height, false)
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fboRGBactorsMiddleShadow = Float16FrameBuffer(width, height, false)
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fboRGBterrainShadow = Float16FrameBuffer(width, height, false)
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lightmapFbo = Float16FrameBuffer(
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LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
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LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
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@@ -1326,6 +1353,9 @@ object IngameRenderer : Disposable {
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if (::fboRGBactorsBehind.isInitialized) fboRGBactorsBehind.tryDispose()
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if (::fboRGBactorsMiddle.isInitialized) fboRGBactorsMiddle.tryDispose()
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if (::fboRGBterrain.isInitialized) fboRGBterrain.tryDispose()
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if (::fboRGBactorsBehindShadow.isInitialized) fboRGBactorsBehindShadow.tryDispose()
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if (::fboRGBactorsMiddleShadow.isInitialized) fboRGBactorsMiddleShadow.tryDispose()
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if (::fboRGBterrainShadow.isInitialized) fboRGBterrainShadow.tryDispose()
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blurtex0.tryDispose()
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@@ -1349,6 +1379,8 @@ object IngameRenderer : Disposable {
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shaderBlendGlow.dispose()
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shaderBlendGlowTex1Flip.dispose()
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shaderForActors.dispose()
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shaderShadowShallow.dispose()
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shaderShadowDeep.dispose()
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shaderDemultiply.dispose()
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shaderBayerAlpha.dispose()
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@@ -117,6 +117,21 @@ internal object ExportFBO : ConsoleCommand {
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fun fborgbterrain(): FrameBuffer {
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return IngameRenderer.extortField<Float16FrameBuffer>("fboRGBterrain")!!
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}
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@ExportFBOCmd("Framebuffer for render-behind actors used for creating shallow shadow effects")
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fun fborgbactorsbehindshadow(): FrameBuffer {
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return IngameRenderer.extortField<Float16FrameBuffer>("fboRGBactorsBehindShadow")!!
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}
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@ExportFBOCmd("Framebuffer for render-middle actors used for creating large shadow effects")
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fun fborgbactorsmiddleshadow(): FrameBuffer {
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return IngameRenderer.extortField<Float16FrameBuffer>("fboRGBactorsMiddleShadow")!!
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}
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@ExportFBOCmd("Framebuffer for terrain blocks used for creating large shadow effects")
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fun fborgbterrainshadow(): FrameBuffer {
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return IngameRenderer.extortField<Float16FrameBuffer>("fboRGBterrainShadow")!!
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}
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}
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internal annotation class ExportFBOCmd(val description: String)
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@@ -7,6 +7,7 @@ import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import com.jme3.math.FastMath
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import net.torvald.terrarum.App
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import net.torvald.terrarum.ceilToInt
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import net.torvald.terrarum.gdxClearAndEnableBlend
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import net.torvald.terrarum.inAction
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/**
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@@ -97,6 +98,8 @@ object BlurMgr {
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val radius3 = FastMath.pow(strength / 2, 0.5f)//(blurRadius - 3f) / 8f
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fbos.half.inAction(fbos.camera, batch) {
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gdxClearAndEnableBlend(0f,0f,0f,0f)
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blurtex0 = `in`.colorBufferTexture
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blurtex0.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex0.bind(0)
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@@ -108,6 +111,8 @@ object BlurMgr {
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}
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fbos.quarter.inAction(fbos.camera, batch) {
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gdxClearAndEnableBlend(0f,0f,0f,0f)
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blurtex1 = fbos.half.colorBufferTexture
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blurtex1.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex1.bind(0)
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@@ -119,6 +124,8 @@ object BlurMgr {
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}
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fbos.half.inAction(fbos.camera, batch) {
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gdxClearAndEnableBlend(0f,0f,0f,0f)
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blurtex2 = fbos.quarter.colorBufferTexture
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blurtex2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex2.bind(0)
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@@ -130,6 +137,8 @@ object BlurMgr {
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}
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out.inAction(fbos.camera, batch) {
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gdxClearAndEnableBlend(0f,0f,0f,0f)
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blurtex3 = fbos.half.colorBufferTexture
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blurtex3.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex3.bind(0)
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@@ -278,7 +278,7 @@ internal object BlocksDrawer {
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fillInTileBuffer(TERRAIN) // regular tiles
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fillInTileBuffer(ORES)
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fillInTileBuffer(FLUID)
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fillInTileBuffer(OCCLUSION)
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// fillInTileBuffer(OCCLUSION)
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prepareDrawBuffers()
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}
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}
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@@ -289,7 +289,7 @@ internal object BlocksDrawer {
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renderUsingBuffer(WALL, projectionMatrix, drawGlow, drawEmissive)
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gdxBlendMul()
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renderUsingBuffer(OCCLUSION, projectionMatrix, false, drawEmissive)
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// renderUsingBuffer(OCCLUSION, projectionMatrix, false, drawEmissive)
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}
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@@ -260,7 +260,7 @@ class CreateTileAtlas {
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}
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// test print
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PixmapIO2.writeTGA(Gdx.files.absolute("${App.defaultDir}/atlas.tga"), atlas, false)
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// PixmapIO2.writeTGA(Gdx.files.absolute("${App.defaultDir}/atlas.tga"), atlas, false)
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// PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasGlow.tga"), atlasGlow, false)
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// PixmapIO2.writeTGA(Gdx.files.absolute("${App.defaultDir}/atlas_0.tga"), atlasPrevernal, false)
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18
src/shaders/shadowdeep.frag
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18
src/shaders/shadowdeep.frag
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@@ -0,0 +1,18 @@
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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 vec4 v_generic;
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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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vec4 mult = vec4(0.0, 0.0, 0.0, 1.0);
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void main() {
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vec4 incol = texture(u_texture, v_texCoords);
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vec4 outcol = vec4(incol.rgb, pow(incol.a, 1.4142));
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fragColor = mult * outcol;
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}
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18
src/shaders/shadowshallow.frag
Normal file
18
src/shaders/shadowshallow.frag
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@@ -0,0 +1,18 @@
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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 vec4 v_generic;
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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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vec4 mult = vec4(0.0, 0.0, 0.0, 0.703);
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void main() {
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vec4 incol = texture(u_texture, v_texCoords);
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vec4 outcol = vec4(incol.rgb, pow(incol.a, 1.4142));
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fragColor = mult * outcol;
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}
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