Tile -> Block && Map -> World

This commit is contained in:
Song Minjae
2017-04-27 01:57:45 +09:00
parent 49d3c9f55b
commit b4b2c0d85b
80 changed files with 1075 additions and 1645 deletions

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package net.torvald.terrarum.worlddrawer
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.PairedMapLayer
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import com.jme3.math.FastMath
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.roundInt
import net.torvald.terrarum.worlddrawer.WorldCamera.x
import net.torvald.terrarum.worlddrawer.WorldCamera.y
import net.torvald.terrarum.worlddrawer.WorldCamera.height
import net.torvald.terrarum.worlddrawer.WorldCamera.width
import org.lwjgl.opengl.GL11
import org.newdawn.slick.*
/**
* Created by minjaesong on 16-01-19.
*/
object BlocksDrawer {
private val world: GameWorld = Terrarum.ingame!!.world
private val TILE_SIZE = FeaturesDrawer.TILE_SIZE
private val TILE_SIZEF = FeaturesDrawer.TILE_SIZE.toFloat()
// TODO modular
val tilesTerrain = SpriteSheet(ModMgr.getPath("basegame", "blocks/terrain.tga.gz"), TILE_SIZE, TILE_SIZE)
// Slick has some weird quirks with PNG's transparency. I'm using 32-bit targa here.
// -> PNG transparency issue seems to be fixed (look at my customised ImageDataFactory), but
// tga.gz is smaller than png, so I'd rather keep it
val tilesWire = SpriteSheet(ModMgr.getPath("basegame", "blocks/wire.tga.gz"), TILE_SIZE, TILE_SIZE)
val breakAnimSteps = 10
val WALL = GameWorld.WALL
val TERRAIN = GameWorld.TERRAIN
val WIRE = GameWorld.WIRE
private val NEARBY_TILE_KEY_UP = 0
private val NEARBY_TILE_KEY_RIGHT = 1
private val NEARBY_TILE_KEY_DOWN = 2
private val NEARBY_TILE_KEY_LEFT = 3
private val NEARBY_TILE_CODE_UP = 1
private val NEARBY_TILE_CODE_RIGHT = 2
private val NEARBY_TILE_CODE_DOWN = 4
private val NEARBY_TILE_CODE_LEFT = 8
/**
* Connectivity group 01 : artificial tiles
* It holds different shading rule to discriminate with group 02, index 0 is single tile.
* These are the tiles that only connects to itself, will not connect to colour variants
*/
val TILES_CONNECT_SELF = arrayListOf(
Block.ICE_MAGICAL,
Block.GLASS_CRUDE,
Block.GLASS_CLEAN,
Block.ILLUMINATOR_BLACK,
Block.ILLUMINATOR_BLUE,
Block.ILLUMINATOR_BROWN,
Block.ILLUMINATOR_CYAN,
Block.ILLUMINATOR_FUCHSIA,
Block.ILLUMINATOR_GREEN,
Block.ILLUMINATOR_GREEN_DARK,
Block.ILLUMINATOR_GREY_DARK,
Block.ILLUMINATOR_GREY_LIGHT,
Block.ILLUMINATOR_GREY_MED,
Block.ILLUMINATOR_ORANGE,
Block.ILLUMINATOR_PURPLE,
Block.ILLUMINATOR_RED,
Block.ILLUMINATOR_TAN,
Block.ILLUMINATOR_WHITE,
Block.ILLUMINATOR_YELLOW,
Block.ILLUMINATOR_BLACK_OFF,
Block.ILLUMINATOR_BLUE_OFF,
Block.ILLUMINATOR_BROWN_OFF,
Block.ILLUMINATOR_CYAN_OFF,
Block.ILLUMINATOR_FUCHSIA_OFF,
Block.ILLUMINATOR_GREEN_OFF,
Block.ILLUMINATOR_GREEN_DARK_OFF,
Block.ILLUMINATOR_GREY_DARK_OFF,
Block.ILLUMINATOR_GREY_LIGHT_OFF,
Block.ILLUMINATOR_GREY_MED_OFF,
Block.ILLUMINATOR_ORANGE_OFF,
Block.ILLUMINATOR_PURPLE_OFF,
Block.ILLUMINATOR_RED_OFF,
Block.ILLUMINATOR_TAN_OFF,
Block.ILLUMINATOR_WHITE_OFF,
Block.ILLUMINATOR_YELLOW,
Block.SANDSTONE,
Block.SANDSTONE_BLACK,
Block.SANDSTONE_DESERT,
Block.SANDSTONE_RED,
Block.SANDSTONE_WHITE,
Block.SANDSTONE_GREEN,
Block.DAYLIGHT_CAPACITOR
)
/**
* Connectivity group 02 : natural tiles
* It holds different shading rule to discriminate with group 01, index 0 is middle tile.
*/
val TILES_CONNECT_MUTUAL = arrayListOf(
Block.STONE,
Block.STONE_QUARRIED,
Block.STONE_TILE_WHITE,
Block.STONE_BRICKS,
Block.DIRT,
Block.GRASS,
Block.PLANK_BIRCH,
Block.PLANK_BLOODROSE,
Block.PLANK_EBONY,
Block.PLANK_NORMAL,
Block.SAND,
Block.SAND_WHITE,
Block.SAND_RED,
Block.SAND_DESERT,
Block.SAND_BLACK,
Block.SAND_GREEN,
Block.GRAVEL,
Block.GRAVEL_GREY,
Block.SNOW,
Block.ICE_NATURAL,
Block.ORE_COPPER,
Block.ORE_IRON,
Block.ORE_GOLD,
Block.ORE_SILVER,
Block.ORE_ILMENITE,
Block.ORE_AURICHALCUM,
Block.WATER,
Block.WATER_1,
Block.WATER_2,
Block.WATER_3,
Block.WATER_4,
Block.WATER_5,
Block.WATER_6,
Block.WATER_7,
Block.WATER_8,
Block.WATER_9,
Block.WATER_10,
Block.WATER_11,
Block.WATER_12,
Block.WATER_13,
Block.WATER_14,
Block.WATER_15,
Block.LAVA,
Block.LAVA_1,
Block.LAVA_2,
Block.LAVA_3,
Block.LAVA_4,
Block.LAVA_5,
Block.LAVA_6,
Block.LAVA_7,
Block.LAVA_8,
Block.LAVA_9,
Block.LAVA_10,
Block.LAVA_11,
Block.LAVA_12,
Block.LAVA_13,
Block.LAVA_14,
Block.LAVA_15
)
/**
* Torches, levers, switches, ...
*/
val TILES_WALL_STICKER = arrayListOf(
Block.TORCH,
Block.TORCH_FROST,
Block.TORCH_OFF,
Block.TORCH_FROST_OFF
)
/**
* platforms, ...
*/
val TILES_WALL_STICKER_CONNECT_SELF = arrayListOf(
Block.PLATFORM_BIRCH,
Block.PLATFORM_BLOODROSE,
Block.PLATFORM_EBONY,
Block.PLATFORM_STONE,
Block.PLATFORM_WOODEN
)
/**
* Tiles that half-transparent and has hue
* will blend colour using colour multiplication
* i.e. red hues get lost if you dive into the water
*/
val TILES_BLEND_MUL = arrayListOf(
Block.WATER,
Block.WATER_1,
Block.WATER_2,
Block.WATER_3,
Block.WATER_4,
Block.WATER_5,
Block.WATER_6,
Block.WATER_7,
Block.WATER_8,
Block.WATER_9,
Block.WATER_10,
Block.WATER_11,
Block.WATER_12,
Block.WATER_13,
Block.WATER_14,
Block.WATER_15,
Block.LAVA,
Block.LAVA_1,
Block.LAVA_2,
Block.LAVA_3,
Block.LAVA_4,
Block.LAVA_5,
Block.LAVA_6,
Block.LAVA_7,
Block.LAVA_8,
Block.LAVA_9,
Block.LAVA_10,
Block.LAVA_11,
Block.LAVA_12,
Block.LAVA_13,
Block.LAVA_14,
Block.LAVA_15
)
fun update() {
val player = Terrarum.ingame!!.player
}
val wallOverlayColour = Color(2f/3f, 2f/3f, 2f/3f, 1f)
fun renderWall(g: Graphics) {
/**
* render to camera
*/
blendNormal()
tilesTerrain.startUse()
drawTiles(g, WALL, false)
tilesTerrain.endUse()
blendMul()
g.color = wallOverlayColour
g.fillRect(WorldCamera.x.toFloat(), WorldCamera.y.toFloat(),
WorldCamera.width.toFloat() + 1, WorldCamera.height.toFloat() + 1
)
blendNormal()
}
fun renderTerrain(g: Graphics) {
/**
* render to camera
*/
blendNormal()
tilesTerrain.startUse()
drawTiles(g, TERRAIN, false) // regular tiles
tilesTerrain.endUse()
}
fun renderFront(g: Graphics, drawWires: Boolean) {
/**
* render to camera
*/
blendMul()
tilesTerrain.startUse()
drawTiles(g, TERRAIN, true) // blendmul tiles
tilesTerrain.endUse()
if (drawWires) {
tilesWire.startUse()
drawTiles(g, WIRE, false)
tilesWire.endUse()
}
blendNormal()
}
private val tileDrawLightThreshold = 2
private fun drawTiles(g: Graphics, mode: Int, drawModeTilesBlendMul: Boolean) {
val for_y_start = y / TILE_SIZE
val for_y_end = BlocksDrawer.clampHTile(for_y_start + (height / TILE_SIZE) + 2)
val for_x_start = x / TILE_SIZE - 1
val for_x_end = for_x_start + (width / TILE_SIZE) + 3
var zeroTileCounter = 0
// loop
for (y in for_y_start..for_y_end) {
for (x in for_x_start..for_x_end - 1) {
val thisTile: Int?
if (mode % 3 == WALL)
thisTile = world.getTileFromWall(x, y)
else if (mode % 3 == TERRAIN)
thisTile = world.getTileFromTerrain(x, y)
else if (mode % 3 == WIRE)
thisTile = world.getTileFromWire(x, y)
else
throw IllegalArgumentException()
val noDamageLayer = mode % 3 == WIRE
// draw a tile, but only when illuminated
try {
if ((mode == WALL || mode == TERRAIN) && // not an air tile
(thisTile ?: 0) != Block.AIR) {
// check if light level of nearby or this tile is illuminated
if ( LightmapRenderer.getHighestRGB(x, y) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x - 1, y) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x + 1, y) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x, y - 1) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x, y + 1) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x - 1, y - 1) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x + 1, y + 1) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x + 1, y - 1) ?: 0 >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x - 1, y + 1) ?: 0 >= tileDrawLightThreshold) {
// blackness
if (zeroTileCounter > 0) {
/* unable to do anything */
zeroTileCounter = 0
}
val nearbyTilesInfo: Int
if (isPlatform(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfoPlatform(x, y)
}
else if (isWallSticker(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfoWallSticker(x, y)
}
else if (isConnectMutual(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfoNonSolid(x, y, mode)
}
else if (isConnectSelf(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfo(x, y, mode, thisTile)
}
else {
nearbyTilesInfo = 0
}
val thisTileX = if (!noDamageLayer)
PairedMapLayer.RANGE * ((thisTile ?: 0) % PairedMapLayer.RANGE) + nearbyTilesInfo
else
nearbyTilesInfo
val thisTileY = (thisTile ?: 0) / PairedMapLayer.RANGE
// draw a tile
if (drawModeTilesBlendMul) {
if (BlocksDrawer.isBlendMul(thisTile)) {
drawTile(mode, x, y, thisTileX, thisTileY)
}
}
else {
// do NOT add "if (!isBlendMul(thisTile))"!
// or else they will not look like they should be when backed with wall
drawTile(mode, x, y, thisTileX, thisTileY)
}
// draw a breakage
if (mode == TERRAIN || mode == WALL) {
val breakage = if (mode == TERRAIN) world.getTerrainDamage(x, y) else world.getWallDamage(x, y)
val maxHealth = BlockCodex[world.getTileFromTerrain(x, y)].strength
val stage = (breakage / maxHealth).times(breakAnimSteps).roundInt()
// actual drawing
if (stage > 0) {
// alpha blending works, but no GL blend func...
drawTile(mode, x, y, 5 + stage, 0)
}
}
} // end if (is illuminated)
// draw black patch
else {
zeroTileCounter++ // unused for now
GL11.glColor4f(0f, 0f, 0f, 1f)
GL11.glTexCoord2f(0f, 0f)
GL11.glVertex3f(x * TILE_SIZE.toFloat(), y * TILE_SIZE.toFloat(), 0f)
GL11.glTexCoord2f(0f, 0f + TILE_SIZE)
GL11.glVertex3f(x * TILE_SIZE.toFloat(), (y + 1) * TILE_SIZE.toFloat(), 0f)
GL11.glTexCoord2f(0f + TILE_SIZE, 0f + TILE_SIZE)
GL11.glVertex3f((x + 1) * TILE_SIZE.toFloat(), (y + 1) * TILE_SIZE.toFloat(), 0f)
GL11.glTexCoord2f(0f + TILE_SIZE, 0f)
GL11.glVertex3f((x + 1) * TILE_SIZE.toFloat(), y * TILE_SIZE.toFloat(), 0f)
GL11.glColor4f(1f, 1f, 1f, 1f)
}
} // end if (not an air)
} catch (e: NullPointerException) {
// do nothing. WARNING: This exception handling may hide erratic behaviour completely.
}
}
}
}
/**
* @param x
* *
* @param y
* *
* @return binary [0-15] 1: up, 2: right, 4: down, 8: left
*/
fun getNearbyTilesInfo(x: Int, y: Int, mode: Int, mark: Int?): Int {
val nearbyTiles = IntArray(4)
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(mode, x - 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(mode, x + 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_UP] = world.getTileFrom(mode, x , y - 1) ?: 4906
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(mode, x , y + 1) ?: Block.NULL
// try for
var ret = 0
for (i in 0..3) {
if (nearbyTiles[i] == mark) {
ret += 1 shl i // add 1, 2, 4, 8 for i = 0, 1, 2, 3
}
}
return ret
}
fun getNearbyTilesInfoNonSolid(x: Int, y: Int, mode: Int): Int {
val nearbyTiles = IntArray(4)
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(mode, x - 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(mode, x + 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_UP] = world.getTileFrom(mode, x , y - 1) ?: 4906
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(mode, x , y + 1) ?: Block.NULL
// try for
var ret = 0
for (i in 0..3) {
try {
if (!BlockCodex[nearbyTiles[i]].isSolid &&
!BlockCodex[nearbyTiles[i]].isFluid) {
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
}
} catch (e: ArrayIndexOutOfBoundsException) {
}
}
return ret
}
fun getNearbyTilesInfoWallSticker(x: Int, y: Int): Int {
val nearbyTiles = IntArray(4)
val NEARBY_TILE_KEY_BACK = NEARBY_TILE_KEY_UP
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(TERRAIN, x , y + 1) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_BACK] = world.getTileFrom(WALL, x , y) ?: Block.NULL
try {
if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid)
// has tile on the bottom
return 3
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid
&& BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid)
// has tile on both sides
return 0
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid)
// has tile on the right
return 2
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid)
// has tile on the left
return 1
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_BACK]].isSolid)
// has tile on the back
return 0
else
return 3
} catch (e: ArrayIndexOutOfBoundsException) {
return if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid)
// has tile on the bottom
3 else 0
}
}
fun getNearbyTilesInfoPlatform(x: Int, y: Int): Int {
val nearbyTiles = IntArray(4)
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL
if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid) ||
isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) &&
isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // LR solid || LR platform
return 0
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) &&
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // L solid and not platform && R not solid and not platform
return 4
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT]) &&
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // R solid and not platform && L not solid and nto platform
return 6
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // L solid && L not platform
return 3
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // R solid && R not platform
return 5
else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid ||
isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) &&
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // L solid or platform && R not solid and not platform
return 1
else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid ||
isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) &&
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // R solid or platform && L not solid and not platform
return 2
else
return 7
}
private fun drawTile(mode: Int, tilewisePosX: Int, tilewisePosY: Int, sheetX: Int, sheetY: Int) {
if (mode == TERRAIN || mode == WALL)
tilesTerrain.renderInUse(
FastMath.floor((tilewisePosX * TILE_SIZE).toFloat()),
FastMath.floor((tilewisePosY * TILE_SIZE).toFloat()),
sheetX, sheetY
)
else if (mode == WIRE)
tilesWire.renderInUse(
FastMath.floor((tilewisePosX * TILE_SIZE).toFloat()),
FastMath.floor((tilewisePosY * TILE_SIZE).toFloat()),
sheetX, sheetY
)
else
throw IllegalArgumentException()
}
fun clampH(x: Int): Int {
if (x < 0) {
return 0
} else if (x > world.height * TILE_SIZE) {
return world.height * TILE_SIZE
} else {
return x
}
}
fun clampWTile(x: Int): Int {
if (x < 0) {
return 0
} else if (x > world.width) {
return world.width
} else {
return x
}
}
fun clampHTile(x: Int): Int {
if (x < 0) {
return 0
} else if (x > world.height) {
return world.height
} else {
return x
}
}
fun getRenderStartX(): Int = x / TILE_SIZE
fun getRenderStartY(): Int = y / TILE_SIZE
fun getRenderEndX(): Int = clampWTile(getRenderStartX() + (width / TILE_SIZE) + 2)
fun getRenderEndY(): Int = clampHTile(getRenderStartY() + (height / TILE_SIZE) + 2)
fun isConnectSelf(b: Int?): Boolean = TILES_CONNECT_SELF.contains(b)
fun isConnectMutual(b: Int?): Boolean = TILES_CONNECT_MUTUAL.contains(b)
fun isWallSticker(b: Int?): Boolean = TILES_WALL_STICKER.contains(b)
fun isPlatform(b: Int?): Boolean = TILES_WALL_STICKER_CONNECT_SELF.contains(b)
fun isBlendMul(b: Int?): Boolean = TILES_BLEND_MUL.contains(b)
fun tileInCamera(x: Int, y: Int) =
x >= WorldCamera.x.div(TILE_SIZE) && y >= WorldCamera.y.div(TILE_SIZE) &&
x <= WorldCamera.x.plus(width).div(TILE_SIZE) && y <= WorldCamera.y.plus(width).div(TILE_SIZE)
}

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package net.torvald.terrarum.worlddrawer
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockstats.BlockStats
import com.jme3.math.FastMath
import net.torvald.colourutil.ColourTemp
import net.torvald.terrarum.blendMul
import org.newdawn.slick.*
/**
* Created by minjaesong on 15-12-31.
*/
object FeaturesDrawer {
const val TILE_SIZE = 16
private val ENV_COLTEMP_LOWEST = 5500
private val ENV_COLTEMP_HIGHEST = 7500
val ENV_COLTEMP_NOON = 6500 // 6500 == sRGB White; do not touch!
var colTemp: Int = 0
private set
private val TILES_COLD = intArrayOf(
Block.ICE_MAGICAL
, Block.ICE_FRAGILE
, Block.ICE_NATURAL
, Block.SNOW)
private val TILES_WARM = intArrayOf(
Block.SAND_DESERT
, Block.SAND_RED)
fun update(gc: GameContainer, delta_t: Int) {
}
fun render(gc: GameContainer, g: Graphics) {
}
/**
* A colour filter used to provide effect that makes whole screen look warmer/cooler,
* usually targeted for the environmental temperature (desert/winterland), hence the name.
*/
fun drawEnvOverlay(g: Graphics) {
val onscreen_tiles_max = FastMath.ceil(Terrarum.HEIGHT * Terrarum.WIDTH / FastMath.sqr(TILE_SIZE.toFloat())) * 2
val onscreen_tiles_cap = onscreen_tiles_max / 4f
val onscreen_cold_tiles = BlockStats.getCount(*TILES_COLD).toFloat()
val onscreen_warm_tiles = BlockStats.getCount(*TILES_WARM).toFloat()
val colTemp_cold = colTempLinearFunc(onscreen_cold_tiles / onscreen_tiles_cap)
val colTemp_warm = colTempLinearFunc(-(onscreen_warm_tiles / onscreen_tiles_cap))
colTemp = colTemp_warm + colTemp_cold - ENV_COLTEMP_NOON
val zoom = Terrarum.ingame!!.screenZoom
blendMul()
g.color = ColourTemp(colTemp)
g.fillRect(
WorldCamera.x * zoom,
WorldCamera.y * zoom,
Terrarum.WIDTH * if (zoom < 1) 1f / zoom else zoom,
Terrarum.HEIGHT * if (zoom < 1) 1f / zoom else zoom
)
}
/**
* @param x [-1 , 1], 0 for 6500K (median of ENV_COLTEMP_HIGHEST and ENV_COLTEMP_LOWEST)
* *
* @return
*/
private fun colTempLinearFunc(x: Float): Int {
val colTempMedian = (ENV_COLTEMP_HIGHEST + ENV_COLTEMP_LOWEST) / 2
return Math.round((ENV_COLTEMP_HIGHEST - ENV_COLTEMP_LOWEST) / 2 * FastMath.clamp(x, -1f, 1f) + colTempMedian)
}
}

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package net.torvald.terrarum.worlddrawer
import net.torvald.terrarum.gameactors.Luminous
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.blockproperties.BlockCodex
import com.jme3.math.FastMath
import net.torvald.terrarum.gameactors.ActorWithPhysics
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.blockproperties.Block
import org.newdawn.slick.Color
import org.newdawn.slick.Graphics
import java.util.*
/**
* Created by minjaesong on 16-01-25.
*/
object LightmapRenderer {
private val world: GameWorld = Terrarum.ingame!!.world
val overscan_open: Int = Math.min(32, 256f.div(BlockCodex[Block.AIR].opacity and 0xFF).ceil())
val overscan_opaque: Int = Math.min(8, 256f.div(BlockCodex[Block.STONE].opacity and 0xFF).ceil())
private val LIGHTMAP_WIDTH = Terrarum.ingame!!.ZOOM_MIN.inv().times(Terrarum.WIDTH)
.div(FeaturesDrawer.TILE_SIZE).ceil() + overscan_open * 2 + 3
private val LIGHTMAP_HEIGHT = Terrarum.ingame!!.ZOOM_MIN.inv().times(Terrarum.HEIGHT)
.div(FeaturesDrawer.TILE_SIZE).ceil() + overscan_open * 2 + 3
/**
* 8-Bit RGB values
*/
private val lightmap: Array<IntArray> = Array(LIGHTMAP_HEIGHT) { IntArray(LIGHTMAP_WIDTH) }
private val lanternMap = ArrayList<Lantern>(Terrarum.ingame!!.ACTORCONTAINER_INITIAL_SIZE * 4)
private val AIR = Block.AIR
private val OFFSET_R = 2
private val OFFSET_G = 1
private val OFFSET_B = 0
private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE
// color model related constants
const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB
const val CHANNEL_MAX_DECIMAL = 1f
const val MUL_2 = MUL * MUL
const val CHANNEL_MAX = MUL - 1
const val CHANNEL_MAX_FLOAT = CHANNEL_MAX.toFloat()
const val COLOUR_RANGE_SIZE = MUL * MUL_2
internal var for_x_start: Int = 0
internal var for_y_start: Int = 0
internal var for_x_end: Int = 0
internal var for_y_end: Int = 0
fun getLightRawPos(x: Int, y: Int) = lightmap[y][x]
fun getLight(x: Int, y: Int): Int? {
/*if (x !in 0..Terrarum.game.map.width - 1 || y !in 0..Terrarum.game.map.height - 1)
// if out of range then
null
else
lightmap[y][x]*/
try {
return lightmap[y - for_y_start + overscan_open][x - for_x_start + overscan_open]
}
catch (e: ArrayIndexOutOfBoundsException) {
return null
}
}
fun setLight(x: Int, y: Int, colour: Int) {
//lightmap[y][x] = colour
try {
lightmap[y - for_y_start + overscan_open][x - for_x_start + overscan_open] = colour
}
catch (e: ArrayIndexOutOfBoundsException) {
}
}
fun renderLightMap() {
for_x_start = WorldCamera.x / TILE_SIZE - 1 // fix for premature lightmap rendering
for_y_start = WorldCamera.y / TILE_SIZE - 1 // on topmost/leftmost side
for_x_end = for_x_start + WorldCamera.width / TILE_SIZE + 3
for_y_end = for_y_start + WorldCamera.height / TILE_SIZE + 2 // same fix as above
/**
* * true: overscanning is limited to 8 tiles in width (overscan_opaque)
* * false: overscanning will fully applied to 32 tiles in width (overscan_open)
*/
val rect_width = for_x_end - for_x_start
val rect_height_rem_hbars = for_y_end - for_y_start - 2
val noop_mask = BitSet(2 * (rect_width) +
2 * (rect_height_rem_hbars))
val rect_size = noop_mask.size()
// get No-op mask
fun edgeToMaskNum(i: Int): Pair<Int, Int> {
if (i > rect_size) throw IllegalArgumentException()
if (i < rect_width) // top edge horizontal
return Pair(for_x_start + i, for_y_start)
else if (i >= rect_size - rect_width) // bottom edge horizontal
return Pair(
for_x_start + i.minus(rect_size - rect_width),
for_y_end
)
else { // vertical edges without horizontal edge pair
return Pair(
if ((rect_width.even() && i.even()) || (rect_width.odd() && i.odd()))
// if the index is on the left side of the box
for_x_start
else for_x_end,
(i - rect_width).div(2) + for_y_start + 1
)
}
}
fun posToMaskNum(x: Int, y: Int): Int? {
if (x in for_x_start + 1..for_x_end - 1 && y in for_y_start + 1..for_y_end - 1) {
return null // inside of this imaginary box
}
else if (y <= for_y_start) { // upper edge
if (x < for_x_start) return 0
else if (x > for_x_end) return rect_width - 1
else return x - for_x_start
}
else if (y >= for_y_end) { // lower edge
if (x < for_x_start) return rect_size - rect_width
else if (x > for_x_end) return rect_size - 1
else return x - for_x_start + (rect_size - rect_width)
}
else { // between two edges
if (x < for_x_start) return (y - for_y_start - 1) * 2 + rect_width
else if (x > for_x_end) return (y - for_y_start - 1) * 2 + rect_width + 1
else return null
}
}
fun isNoop(x: Int, y: Int): Boolean =
if (posToMaskNum(x, y) == null)
false
else if (!(x in for_x_start - overscan_opaque..for_x_end + overscan_opaque &&
x in for_y_start - overscan_opaque..for_y_end + overscan_opaque))
// point is within the range of overscan_open but not overscan_opaque
noop_mask.get(posToMaskNum(x, y)!!)
else // point within the overscan_opaque must be rendered, so no no-op
false
// build noop map
for (i in 0..rect_size) {
val point = edgeToMaskNum(i)
val tile = Terrarum.ingame!!.world.getTileFromTerrain(point.first, point.second) ?: Block.NULL
val isSolid = BlockCodex[tile].isSolid
noop_mask.set(i, isSolid)
}
/**
* Updating order:
* +--------+ +--+-----+ +-----+--+ +--------+ -
* |↘ | | | 3| |3 | | | ↙| ↕︎ overscan_open / overscan_opaque
* | +-----+ | | 2 | | 2 | | +-----+ | - depending on the noop_mask
* | |1 | → | |1 | → | 1| | → | 1| |
* | | 2 | | +-----+ +-----+ | | 2 | |
* | | 3| |↗ | | ↖| |3 | |
* +--+-----+ +--------+ +--------+ +-----+--+
* round: 1 2 3 4
* for all staticLightMap[y][x]
*/
purgeLightmap()
buildLanternmap()
// O(36n) == O(n) where n is a size of the map.
// Because of inevitable overlaps on the area, it only works with ADDITIVE blend (aka maxblend)
// Round 1
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
setLight(x, y, calculate(x, y, 1))
}
}
// Round 2
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
setLight(x, y, calculate(x, y, 2))
}
}
// Round 3
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
setLight(x, y, calculate(x, y, 3))
}
}
// Round 4
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
setLight(x, y, calculate(x, y, 4))
}
}
}
private fun buildLanternmap() {
lanternMap.clear()
Terrarum.ingame!!.actorContainer.forEach { it ->
if (it is Luminous && it is ActorWithPhysics) {
// put lanterns to the area the luminantBox is occupying
for (lightBox in it.lightBoxList) {
val lightBoxX = it.hitbox.posX + lightBox.posX
val lightBoxY = it.hitbox.posY + lightBox.posY
val lightBoxW = lightBox.width
val lightBoxH = lightBox.height
for (y in lightBoxY.div(TILE_SIZE).floorInt()
..lightBoxY.plus(lightBoxH).div(TILE_SIZE).floorInt()) {
for (x in lightBoxX.div(TILE_SIZE).floorInt()
..lightBoxX.plus(lightBoxW).div(TILE_SIZE).floorInt()) {
lanternMap.add(Lantern(x, y, it.luminosity))
// Q&D fix for Roundworld anomaly
lanternMap.add(Lantern(x + world.width, y, it.luminosity))
lanternMap.add(Lantern(x - world.width, y, it.luminosity))
}
}
}
}
}
}
private fun calculate(x: Int, y: Int, pass: Int): Int = calculate(x, y, pass, false)
private fun calculate(x: Int, y: Int, pass: Int, doNotCalculateAmbient: Boolean): Int {
// O(9n) == O(n) where n is a size of the map
// TODO devise multithreading on this
var lightLevelThis: Int = 0
val thisTerrain = Terrarum.ingame!!.world.getTileFromTerrain(x, y)
val thisWall = Terrarum.ingame!!.world.getTileFromWall(x, y)
val thisTileLuminosity = BlockCodex[thisTerrain].luminosity
val thisTileOpacity = BlockCodex[thisTerrain].opacity
val sunLight = Terrarum.ingame!!.world.globalLight
// MIX TILE
// open air
if (thisTerrain == AIR && thisWall == AIR) {
lightLevelThis = sunLight
}
// luminous tile on top of air
else if (thisWall == AIR && thisTileLuminosity > 0) {
lightLevelThis = sunLight maxBlend thisTileLuminosity // maximise to not exceed 1.0 with normal (<= 1.0) light
}
// opaque wall and luminous tile
else if (thisWall != AIR && thisTileLuminosity > 0) {
lightLevelThis = thisTileLuminosity
}
// END MIX TILE
for (i in 0..lanternMap.size - 1) {
val lmap = lanternMap[i]
if (lmap.posX == x && lmap.posY == y)
lightLevelThis = lightLevelThis maxBlend lmap.luminosity // maximise to not exceed 1.0 with normal (<= 1.0) light
}
if (!doNotCalculateAmbient) {
// calculate ambient
/* + * +
* * @ *
* + * +
* sample ambient for eight points and apply attenuation for those
* maxblend eight values and use it
*/
var ambient = 0
ambient = ambient maxBlend darkenColoured(getLight(x - 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
ambient = ambient maxBlend darkenColoured(getLight(x + 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
ambient = ambient maxBlend darkenColoured(getLight(x - 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
ambient = ambient maxBlend darkenColoured(getLight(x + 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
ambient = ambient maxBlend darkenColoured(getLight(x , y - 1) ?: 0, thisTileOpacity)
ambient = ambient maxBlend darkenColoured(getLight(x , y + 1) ?: 0, thisTileOpacity)
ambient = ambient maxBlend darkenColoured(getLight(x - 1, y ) ?: 0, thisTileOpacity)
ambient = ambient maxBlend darkenColoured(getLight(x + 1, y ) ?: 0, thisTileOpacity)
return lightLevelThis maxBlend ambient
}
else {
return lightLevelThis
}
}
fun draw(g: Graphics) {
val this_x_start = for_x_start// + overscan_open
val this_x_end = for_x_end// + overscan_open
val this_y_start = for_y_start// + overscan_open
val this_y_end = for_y_end// + overscan_open
// draw
try {
// loop for "scanlines"
for (y in this_y_start..this_y_end) {
// loop x
var x = this_x_start
while (x < this_x_end) {
// smoothing enabled and zoom is 0.75 or greater
// (zoom of 0.5 should not smoothed, for performance)
if (Terrarum.getConfigBoolean("smoothlighting") ?: false &&
Terrarum.ingame!!.screenZoom >= 0.75) {
val thisLightLevel = getLight(x, y) ?: 0
if (x < this_x_end && thisLightLevel == 0
&& getLight(x, y - 1) == 0) {
try {
// coalesce zero intensity blocks to one
var zeroLevelCounter = 1
while (getLight(x + zeroLevelCounter, y) == 0) {
zeroLevelCounter += 1
if (x + zeroLevelCounter >= this_x_end) break
}
g.color = Color(0)
g.fillRect(
(x.toFloat() * TILE_SIZE).round().toFloat(),
(y.toFloat() * TILE_SIZE).round().toFloat(),
(TILE_SIZE * zeroLevelCounter).toFloat(),
(TILE_SIZE).toFloat()
)
x += zeroLevelCounter - 1
}
catch (e: ArrayIndexOutOfBoundsException) {
// do nothing
}
}
else {
/** a
* +-+-+
* |i|j|
* b +-+-+ c
* |k|l|
* +-+-+
* d
*/
val a = thisLightLevel maxBlend (getLight(x, y - 1) ?: thisLightLevel)
val d = thisLightLevel maxBlend (getLight(x, y + 1) ?: thisLightLevel)
val b = thisLightLevel maxBlend (getLight(x - 1, y) ?: thisLightLevel)
val c = thisLightLevel maxBlend (getLight(x + 1, y) ?: thisLightLevel)
val colourMapItoL = IntArray(4)
val colMean = (a linMix d) linMix (b linMix c)
val colDelta = thisLightLevel colSub colMean
colourMapItoL[0] = a linMix b colAdd colDelta
colourMapItoL[1] = a linMix c colAdd colDelta
colourMapItoL[2] = b linMix d colAdd colDelta
colourMapItoL[3] = c linMix d colAdd colDelta
for (iy in 0..1) {
for (ix in 0..1) {
g.color = colourMapItoL[iy * 2 + ix].normaliseToColour()
g.fillRect(
(x.toFloat() * TILE_SIZE).round()
+ ix * TILE_SIZE / 2f,
(y.toFloat() * TILE_SIZE).round()
+ iy * TILE_SIZE / 2f,
(TILE_SIZE / 2f).ceil().toFloat(),
(TILE_SIZE / 2f).ceil().toFloat()
)
}
}
}
}
// smoothing disabled
else {
try {
val thisLightLevel = getLight(x, y)
// coalesce identical intensity blocks to one
var sameLevelCounter = 1
while (getLight(x + sameLevelCounter, y) == thisLightLevel) {
sameLevelCounter += 1
if (x + sameLevelCounter >= this_x_end) break
}
g.color = (getLight(x, y) ?: 0).normaliseToColour()
g.fillRect(
(x.toFloat() * TILE_SIZE).round().toFloat(),
(y.toFloat() * TILE_SIZE).round().toFloat(),
(TILE_SIZE.toFloat().ceil() * sameLevelCounter).toFloat(),
TILE_SIZE.toFloat().ceil().toFloat()
)
x += sameLevelCounter - 1
}
catch (e: ArrayIndexOutOfBoundsException) {
// do nothing
}
}
x++
}
}
}
catch (e: ArrayIndexOutOfBoundsException) {
}
}
val lightScalingMagic = 8f
/**
* Subtract each channel's RGB value.
*
* @param data Raw channel value (0-255) per channel
* @param darken (0-255) per channel
* @return darkened data (0-255) per channel
*/
fun darkenColoured(data: Int, darken: Int): Int {
if (darken < 0 || darken >= COLOUR_RANGE_SIZE)
throw IllegalArgumentException("darken: out of range ($darken)")
// use equation with magic number 8.0
// should draw somewhat exponential curve when you plot the propagation of light in-game
val r = data.r() * (1f - darken.r() * lightScalingMagic)
val g = data.g() * (1f - darken.g() * lightScalingMagic)
val b = data.b() * (1f - darken.b() * lightScalingMagic)
return constructRGBFromFloat(r.clampZero(), g.clampZero(), b.clampZero())
}
fun scaleColour(data: Int, scale: Float): Int {
val r = data.r() * scale
val g = data.g() * scale
val b = data.b() * scale
return constructRGBFromFloat(r.clampOne(), g.clampOne(), b.clampOne())
}
/**
* Add each channel's RGB value.
*
* @param data Raw channel value (0-255) per channel
* @param brighten (0-255) per channel
* @return brightened data (0-255) per channel
*/
fun brightenColoured(data: Int, brighten: Int): Int {
if (brighten < 0 || brighten >= COLOUR_RANGE_SIZE)
throw IllegalArgumentException("brighten: out of range ($brighten)")
val r = data.r() * (1f + brighten.r() * lightScalingMagic)
val g = data.g() * (1f + brighten.g() * lightScalingMagic)
val b = data.b() * (1f + brighten.b() * lightScalingMagic)
return constructRGBFromFloat(r.clampChannel(), g.clampChannel(), b.clampChannel())
}
/**
* Darken each channel by 'darken' argument
*
* @param data Raw channel value (0-255) per channel
* @param darken (0-255)
* @return
*/
fun darkenUniformInt(data: Int, darken: Int): Int {
if (darken < 0 || darken > CHANNEL_MAX)
throw IllegalArgumentException("darken: out of range ($darken)")
val darkenColoured = constructRGBFromInt(darken, darken, darken)
return darkenColoured(data, darkenColoured)
}
/**
* Darken or brighten colour by 'brighten' argument
*
* @param data Raw channel value (0-255) per channel
* @param brighten (-1.0 - 1.0) negative means darkening
* @return processed colour
*/
fun alterBrightnessUniform(data: Int, brighten: Float): Int {
val modifier = if (brighten < 0)
constructRGBFromFloat(-brighten, -brighten, -brighten)
else
constructRGBFromFloat(brighten, brighten, brighten)
return if (brighten < 0)
darkenColoured(data, modifier)
else
brightenColoured(data, modifier)
}
/** Get each channel from two RGB values, return new RGB that has max value of each channel
* @param rgb
* @param rgb2
* @return
*/
private infix fun Int.maxBlend(other: Int): Int {
val r1 = this.rawR(); val r2 = other.rawR(); val newR = if (r1 > r2) r1 else r2
val g1 = this.rawG(); val g2 = other.rawG(); val newG = if (g1 > g2) g1 else g2
val b1 = this.rawB(); val b2 = other.rawB(); val newB = if (b1 > b2) b1 else b2
return constructRGBFromInt(newR, newG, newB)
}
/**
* Deprecated: Fuck it, this vittupää just doesn't want to work
*/
private infix fun Int.screenBlend(other: Int): Int {
/*val r1 = this.r(); val r2 = other.r(); val newR = 1 - (1 - r1) * (1 - r2)
val g1 = this.g(); val g2 = other.g(); val newG = 1 - (1 - g1) * (1 - g2)
val b1 = this.b(); val b2 = other.b(); val newB = 1 - (1 - b1) * (1 - b2)*/
val r1 = this.r(); val r2 = other.r()
val g1 = this.g(); val g2 = other.g()
val b1 = this.b(); val b2 = other.b()
var screenR = 1f - (1f - r1).clampZero() * (1f - r2).clampZero()
var screenG = 1f - (1f - g1).clampZero() * (1f - g2).clampZero()
var screenB = 1f - (1f - b1).clampZero() * (1f - b2).clampZero()
// hax.
val addR = if (r1 > r2) r1 else r2
val addG = if (g1 > g2) g1 else g2
val addB = if (b1 > b2) b1 else b2
val newR = Math.min(screenR, addR)
val newG = Math.min(screenG, addG)
val newB = Math.min(screenB, addB)
return constructRGBFromFloat(newR, newG, newB)
}
private infix fun Int.colSub(other: Int) = constructRGBFromInt(
(this.rawR() - other.rawR()).clampChannel() ,
(this.rawG() - other.rawG()).clampChannel() ,
(this.rawB() - other.rawB()).clampChannel()
)
private infix fun Int.colAdd(other: Int) = constructRGBFromInt(
(this.rawR() + other.rawR()).clampChannel() ,
(this.rawG() + other.rawG()).clampChannel() ,
(this.rawB() + other.rawB()).clampChannel()
)
fun Int.rawR() = this / MUL_2
fun Int.rawG() = this % MUL_2 / MUL
fun Int.rawB() = this % MUL
/** 0.0 - 1.0 for 0-1023 (0.0 - 0.25 for 0-255) */
fun Int.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
fun Int.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
fun Int.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT
/**
* @param RGB
* @param offset 2 = R, 1 = G, 0 = B
* @return
*/
fun getRaw(RGB: Int, offset: Int): Int {
if (offset == OFFSET_R) return RGB.rawR()
else if (offset == OFFSET_G) return RGB.rawG()
else if (offset == OFFSET_B) return RGB.rawB()
else throw IllegalArgumentException("Channel offset out of range")
}
private fun addRaw(rgb1: Int, rgb2: Int): Int {
val newR = (rgb1.rawR() + rgb2.rawR()).clampChannel()
val newG = (rgb1.rawG() + rgb2.rawG()).clampChannel()
val newB = (rgb1.rawB() + rgb2.rawB()).clampChannel()
return constructRGBFromInt(newR, newG, newB)
}
fun constructRGBFromInt(r: Int, g: Int, b: Int): Int {
if (r !in 0..CHANNEL_MAX) throw IllegalArgumentException("Red: out of range ($r)")
if (g !in 0..CHANNEL_MAX) throw IllegalArgumentException("Green: out of range ($g)")
if (b !in 0..CHANNEL_MAX) throw IllegalArgumentException("Blue: out of range ($b)")
return r * MUL_2 + g * MUL + b
}
fun constructRGBFromFloat(r: Float, g: Float, b: Float): Int {
if (r < 0 || r > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Red: out of range ($r)")
if (g < 0 || g > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Green: out of range ($g)")
if (b < 0 || b > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Blue: out of range ($b)")
val intR = (r * CHANNEL_MAX).round()
val intG = (g * CHANNEL_MAX).round()
val intB = (b * CHANNEL_MAX).round()
return constructRGBFromInt(intR, intG, intB)
}
private infix fun Int.linMix(other: Int): Int {
val r = (this.rawR() + other.rawR()) ushr 1
val g = (this.rawG() + other.rawG()) ushr 1
val b = (this.rawB() + other.rawB()) ushr 1
return constructRGBFromInt(r, g, b)
}
private fun Int.clampZero() = if (this < 0) 0 else this
private fun Float.clampZero() = if (this < 0) 0f else this
private fun Int.clampChannel() = if (this < 0) 0 else if (this > CHANNEL_MAX) CHANNEL_MAX else this
private fun Float.clampOne() = if (this < 0) 0f else if (this > 1) 1f else this
private fun Float.clampChannel() = if (this > CHANNEL_MAX_DECIMAL) CHANNEL_MAX_DECIMAL else this
fun getValueFromMap(x: Int, y: Int): Int? = getLight(x, y)
fun getHighestRGB(x: Int, y: Int): Int? {
val value = getLight(x, y)
if (value == null)
return null
else
return FastMath.max(value.rawR(), value.rawG(), value.rawB())
}
private fun purgeLightmap() {
for (y in 0..LIGHTMAP_HEIGHT - 1) {
for (x in 0..LIGHTMAP_WIDTH - 1) {
lightmap[y][x] = 0
}
}
}
private fun arithmeticAverage(vararg i: Int): Int {
var sum = 0
for (k in i.indices) {
sum += i[k]
}
return Math.round(sum / i.size.toFloat())
}
private fun Int.clamp256() = if (this > 255) 255 else this
infix fun Float.powerOf(f: Float) = FastMath.pow(this, f)
private fun Float.sqr() = this * this
private fun Float.sqrt() = FastMath.sqrt(this)
private fun Float.inv() = 1f / this
fun Float.floor() = FastMath.floor(this)
fun Double.floorInt() = Math.floor(this).toInt()
fun Float.round(): Int = Math.round(this)
fun Double.round(): Int = Math.round(this).toInt()
fun Float.ceil() = FastMath.ceil(this)
fun Int.even(): Boolean = this and 1 == 0
fun Int.odd(): Boolean = this and 1 == 1
fun Int.normaliseToColour(): Color = Color(
Math.min(this.rawR(), 256),
Math.min(this.rawG(), 256),
Math.min(this.rawB(), 256)
)
data class Lantern(val posX: Int, val posY: Int, val luminosity: Int)
val histogram: Histogram
get() {
var reds = IntArray(MUL) // reds[intensity] ← counts
var greens = IntArray(MUL) // do.
var blues = IntArray(MUL) // do.
val render_width = for_x_end - for_x_start
val render_height = for_y_end - for_y_start
// excluiding overscans; only reckon echo lights
for (y in overscan_open..render_height + overscan_open + 1) {
for (x in overscan_open..render_width + overscan_open + 1) {
reds[lightmap[y][x].rawR()] += 1
greens[lightmap[y][x].rawG()] += 1
blues[lightmap[y][x].rawB()] += 1
}
}
return Histogram(reds, greens, blues)
}
class Histogram(val reds: IntArray, val greens: IntArray, val blues: IntArray) {
val RED = 0
val GREEN = 1
val BLUE = 2
val screen_tiles: Int = (for_x_end - for_x_start + 2) * (for_y_end - for_y_start + 2)
val brightest: Int
get() {
for (i in CHANNEL_MAX downTo 1) {
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
return i
}
return 0
}
val brightest8Bit: Int
get() { val b = brightest
return if (brightest > 255) 255 else b
}
val dimmest: Int
get() {
for (i in 0..CHANNEL_MAX) {
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
return i
}
return CHANNEL_MAX
}
val range: Int = CHANNEL_MAX
fun get(index: Int): IntArray {
return when (index) {
RED -> reds
GREEN -> greens
BLUE -> blues
else -> throw IllegalArgumentException()
}
}
}
}

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@@ -0,0 +1,46 @@
package net.torvald.terrarum.worlddrawer
import com.jme3.math.FastMath
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameworld.GameWorld
/**
* Created by minjaesong on 2016-12-30.
*/
object WorldCamera {
private val world: GameWorld? = Terrarum.ingame?.world
private val TILE_SIZE = FeaturesDrawer.TILE_SIZE
var x: Int = 0
private set
var y: Int = 0
private set
var width: Int = 0
private set
var height: Int = 0
private set
val xCentre: Int
get() = x + width.ushr(1)
val yCentre: Int
get() = y + height.ushr(1)
fun update() {
if (Terrarum.ingame != null) {
val player = Terrarum.ingame!!.player
width = FastMath.ceil(Terrarum.WIDTH / Terrarum.ingame!!.screenZoom) // div, not mul
height = FastMath.ceil(Terrarum.HEIGHT / Terrarum.ingame!!.screenZoom)
// position - (WH / 2)
x = Math.round(// X only: ROUNDWORLD implementation
(player?.hitbox?.centeredX?.toFloat() ?: 0f) - width / 2)
y = Math.round(FastMath.clamp(
(player?.hitbox?.centeredY?.toFloat() ?: 0f) - height / 2,
TILE_SIZE.toFloat(),
world!!.height * TILE_SIZE - height - TILE_SIZE.toFloat()
))
}
}
}