Renamed AppLoader into App

This commit is contained in:
minjaesong
2021-09-09 09:48:33 +09:00
parent c3dd005fb2
commit 8f834fe869
116 changed files with 796 additions and 850 deletions

View File

@@ -9,7 +9,7 @@ import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.badlogic.gdx.utils.Disposable
import net.torvald.terrarum.*
import net.torvald.terrarum.AppLoader.measureDebugTime
import net.torvald.terrarum.App.measureDebugTime
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZEF
import net.torvald.terrarum.gameactors.ActorWithBody
@@ -58,8 +58,8 @@ object IngameRenderer : Disposable {
val shaderAtoGrey: ShaderProgram
val shaderPassthru = SpriteBatch.createDefaultShader()
private val WIDTH = AppLoader.screenSize.screenW
private val HEIGHT = AppLoader.screenSize.screenH
private val WIDTH = App.scr.width
private val HEIGHT = App.scr.height
private val WIDTHF = WIDTH.toFloat()
private val HEIGHTF = HEIGHT.toFloat()
@@ -88,25 +88,25 @@ object IngameRenderer : Disposable {
// these codes will run regardless of the invocation of the "initialise()" function
// the "initialise()" function will also be called
init {
shaderBlur = AppLoader.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
if (AppLoader.getConfigBoolean("fxdither")) {
shaderBayer = AppLoader.loadShaderFromFile("assets/4096.vert", "assets/4096_bayer.frag")
if (App.getConfigBoolean("fxdither")) {
shaderBayer = App.loadShaderFromFile("assets/4096.vert", "assets/4096_bayer.frag")
shaderBayer.bind()
shaderBayer.setUniformf("rcount", 64f)
shaderBayer.setUniformf("gcount", 64f)
shaderBayer.setUniformf("bcount", 64f)
}
else {
shaderBayer = AppLoader.loadShaderFromFile("assets/4096.vert", "assets/passthrurgb.frag")
shaderBayer = App.loadShaderFromFile("assets/4096.vert", "assets/passthrurgb.frag")
}
shaderBlendGlow = AppLoader.loadShaderFromFile("assets/blendGlow.vert", "assets/blendGlow.frag")
shaderBlendGlow = App.loadShaderFromFile("assets/blendGlow.vert", "assets/blendGlow.frag")
shaderRGBOnly = AppLoader.loadShaderFromFile("assets/4096.vert", "assets/rgbonly.frag")
shaderAtoGrey = AppLoader.loadShaderFromFile("assets/4096.vert", "assets/aonly.frag")
shaderRGBOnly = App.loadShaderFromFile("assets/4096.vert", "assets/rgbonly.frag")
shaderAtoGrey = App.loadShaderFromFile("assets/4096.vert", "assets/aonly.frag")
if (!shaderBlendGlow.isCompiled) {
@@ -115,7 +115,7 @@ object IngameRenderer : Disposable {
}
if (AppLoader.getConfigBoolean("fxdither")) {
if (App.getConfigBoolean("fxdither")) {
if (!shaderBayer.isCompiled) {
Gdx.app.log("shaderBayer", shaderBayer.log)
exitProcess(1)
@@ -132,7 +132,7 @@ object IngameRenderer : Disposable {
* actually matter */
@JvmStatic fun initialise() {
if (!initialisedExternally) {
AppLoader.disposableSingletonsPool.add(this)
App.disposableSingletonsPool.add(this)
// also initialise these sinigletons
BlocksDrawer
@@ -206,7 +206,7 @@ object IngameRenderer : Disposable {
if (!gamePaused || newWorldLoadedLatch) {
measureDebugTime("Renderer.ApparentLightRun") {
// recalculate for even frames, or if the sign of the cam-x changed
if (AppLoader.GLOBAL_RENDER_TIMER % 3 == 0 || WorldCamera.x * oldCamX < 0 || newWorldLoadedLatch)
if (App.GLOBAL_RENDER_TIMER % 3 == 0 || WorldCamera.x * oldCamX < 0 || newWorldLoadedLatch)
LightmapRenderer.fireRecalculateEvent(actorsRenderBehind, actorsRenderFront, actorsRenderMidTop, actorsRenderMiddle, actorsRenderOverlay)
oldCamX = WorldCamera.x
@@ -601,7 +601,7 @@ object IngameRenderer : Disposable {
* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
*/
private fun setCameraPosition(newX: Float, newY: Float) {
camera.position.set((-newX + AppLoader.screenSize.halfScreenW).round(), (-newY + AppLoader.screenSize.halfScreenH).round(), 0f)
camera.position.set((-newX + App.scr.halfw).round(), (-newY + App.scr.halfh).round(), 0f)
camera.update()
batch.projectionMatrix = camera.combined
}