mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
IngameRenderer: damned thing finally works somewhat
This commit is contained in:
@@ -8,10 +8,13 @@ varying vec2 v_texCoords;
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uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
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uniform sampler2D tex1; // lightmap texture
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uniform vec2 tex1Offset;
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void main() {
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vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture
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vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA)
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gl_FragColor = colorTex0 * vec4(colorTex1.aaa, 1.0);
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colorTex1 = vec4(colorTex1.www, 1.0);
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gl_FragColor = colorTex0 * colorTex1;
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}
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@@ -3,6 +3,6 @@ varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main(void) {
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float alpha = texture2D(u_texture, v_texCoords).a;
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gl_FragColor = vec4(alpha, alpha, alpha, 1.0);
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vec3 alpha = texture2D(u_texture, v_texCoords).aaa;
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gl_FragColor = vec4(alpha, 1.0);
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}
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@@ -40,6 +40,6 @@ void main(void) {
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out_color = out_color * scanline_darkening;
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}
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gl_FragColor = vec4(out_color, 0.5);
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gl_FragColor = vec4(out_color, 1);
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}
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@@ -8,10 +8,14 @@ varying vec2 v_texCoords;
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uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
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uniform sampler2D tex1; // lightmap texture
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uniform vec2 tex1Offset;
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uniform vec2 tex1Resolution;
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void main() {
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vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture
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vec4 colorTex0 = texture2D(u_texture, v_texCoords + vec2(0.5, 0.5)); // world texture
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vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA)
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gl_FragColor = colorTex0 * vec4(colorTex1.rgb, 1.0);
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colorTex1 = vec4(colorTex1.xyz, 1.0);
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gl_FragColor = colorTex0 * colorTex1;
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}
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@@ -216,11 +216,11 @@ public class AppLoader implements ApplicationListener {
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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.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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screen.render(Gdx.graphics.getDeltaTime());
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@@ -292,4 +292,14 @@ public class AppLoader implements ApplicationListener {
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camera.update();
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logoBatch.setProjectionMatrix(camera.combined);
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}
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private void updateFullscreenQuad(int WIDTH, int HEIGHT) {
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fullscreenQuad.setVertices(new float[]{
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0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 1f,
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WIDTH, 0f, 0f, 1f, 1f, 1f, 1f, 1f, 1f,
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WIDTH, HEIGHT, 0f, 1f, 1f, 1f, 1f, 1f, 0f,
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0f, HEIGHT, 0f, 1f, 1f, 1f, 1f, 0f, 0f
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});
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fullscreenQuad.setIndices(new short[]{0, 1, 2, 2, 3, 0});
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}
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}
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@@ -270,7 +270,7 @@ class FuckingWorldRenderer(val batch: SpriteBatch) : Screen {
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BlocksDrawer.renderTerrain(batch)
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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FeaturesDrawer.drawEnvOverlay(batch)
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@@ -25,12 +25,6 @@ object PostProcessor {
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}
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fun draw(fbo: FrameBuffer) {
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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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if (textureRegion == null) {
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textureRegion = TextureRegion(fbo.colorBufferTexture)
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@@ -49,20 +43,23 @@ object PostProcessor {
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Terrarum.debugTimers["GFX.PostProcessor"] = measureNanoTime {
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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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val shader = AppLoader.shader18Bit
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// no-screen screen renders but the game don't? wtf?
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batch.inUse {
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batch.shader = shader
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shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
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batch.draw(textureRegion, 0f, 0f)
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}
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shader.begin()
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shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
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AppLoader.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
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shader.end()
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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}
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@@ -15,6 +15,7 @@ import com.jme3.math.FastMath
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import net.torvald.terrarum.gameactors.Actor
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import net.torvald.terrarum.imagefont.TinyAlphNum
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import net.torvald.terrarum.itemproperties.ItemCodex
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import net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarum.ui.ConsoleWindow
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import net.torvald.terrarum.utils.JsonFetcher
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import net.torvald.terrarum.utils.JsonWriter
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@@ -193,8 +194,6 @@ object Terrarum : Screen {
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lateinit var shaderBlendGlow: ShaderProgram
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lateinit var shaderRGBOnly: ShaderProgram
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lateinit var shaderAtoGrey: ShaderProgram
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lateinit var shaderMulRGBX: ShaderProgram
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lateinit var shaderMulAAAX: ShaderProgram
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lateinit var textureWhiteSquare: Texture
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@@ -204,8 +203,7 @@ object Terrarum : Screen {
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/** Actually just a mesh of four vertices, two triangles -- not a literal glQuad */
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lateinit var fullscreenQuad: Mesh; private set
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private var fullscreenQuadInit = false
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val fullscreenQuad = AppLoader.fullscreenQuad
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val deltaTime: Float; get() = Gdx.graphics.rawDeltaTime
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@@ -283,28 +281,6 @@ object Terrarum : Screen {
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}
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val MINIMAL_GL_MAX_TEXTURE_SIZE = 4096
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private fun initFullscreenQuad() {
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if (!fullscreenQuadInit) {
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fullscreenQuad = Mesh(
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true, 4, 6,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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)
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fullscreenQuadInit = true
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}
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}
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private fun updateFullscreenQuad(WIDTH: Int, HEIGHT: Int) {
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initFullscreenQuad()
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fullscreenQuad.setVertices(floatArrayOf(
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0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 1f,
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WIDTH.toFloat(), 0f, 0f, 1f, 1f, 1f, 1f, 1f, 1f,
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WIDTH.toFloat(), HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 1f, 0f,
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0f, HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 0f, 0f
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))
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fullscreenQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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}
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override fun show() {
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if (environment != RunningEnvironment.MOBILE) {
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Gdx.gl.glDisable(GL20.GL_DITHER)
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@@ -327,9 +303,7 @@ object Terrarum : Screen {
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throw GdxRuntimeException("Graphics device not capable -- device's GL_VERSION: $GL_VERSION, required: $MINIMAL_GL_VERSION; GL_MAX_TEXTURE_SIZE: $GL_MAX_TEXTURE_SIZE, required: $MINIMAL_GL_MAX_TEXTURE_SIZE")
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}
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updateFullscreenQuad(WIDTH, HEIGHT)
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// resize fullscreen quad?
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TextureRegionPack.globalFlipY = true // !! TO MAKE LEGACY CODE RENDER ON ITS POSITION !!
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@@ -377,9 +351,6 @@ object Terrarum : Screen {
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shaderRGBOnly = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/rgbonly.frag"))
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shaderAtoGrey = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/aonly.frag"))
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shaderMulRGBX = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/rgbxmul.frag"))
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shaderMulAAAX = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/aaaxmul.frag"))
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if (!shaderBlendGlow.isCompiled) {
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Gdx.app.log("shaderBlendGlow", shaderBlendGlow.log)
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@@ -486,7 +457,7 @@ object Terrarum : Screen {
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// re-calculate fullscreen quad
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updateFullscreenQuad(screenW, screenH)
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//updateFullscreenQuad(screenW, screenH)
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//appLoader.resize(width, height)
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//Gdx.graphics.setWindowedMode(width, height)
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@@ -923,6 +894,10 @@ fun blendScreen(batch: SpriteBatch? = null) {
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Gdx.gl.glBlendEquation(GL20.GL_FUNC_ADD) // batch.flush does not touch blend equation
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}
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fun blendDisable(batch: SpriteBatch? = null) {
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(batch ?: Terrarum.batch).disableBlending()
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}
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object BlendMode {
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const val SCREEN = "screen"
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const val MULTIPLY = "multiply"
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@@ -16,6 +16,7 @@ import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarum.modulebasegame.gameactors.*
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import net.torvald.terrarum.serialise.ReadLayerData
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import net.torvald.terrarum.ui.UICanvas
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@@ -104,7 +105,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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private val gradWhiteTop = Color(0xf8f8f8ff.toInt())
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private val gradWhiteBottom = Color(0xd8d8d8ff.toInt())
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private val lightFBOformat = Pixmap.Format.RGB888
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private val lightFBOformat = Pixmap.Format.RGBA8888
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lateinit var lightmapFboA: FrameBuffer
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lateinit var lightmapFboB: FrameBuffer
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private var lightmapInitialised = false // to avoid nullability of lightmapFBO
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@@ -278,9 +279,9 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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// draw tiles //
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BlocksDrawer.renderWall(batch)
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BlocksDrawer.renderTerrain(batch)
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BlocksDrawer.renderFront(batch, false)
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BlocksDrawer.renderWall(batch.projectionMatrix)
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BlocksDrawer.renderTerrain(batch.projectionMatrix)
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BlocksDrawer.renderFront(batch.projectionMatrix, false)
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FeaturesDrawer.drawEnvOverlay(batch)
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@@ -311,7 +312,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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batch.draw(lightTex,
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xrem,
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yrem,
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lightTex.width * Ingame.lightmapDownsample, lightTex.height * Ingame.lightmapDownsample
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lightTex.width * IngameRenderer.lightmapDownsample, lightTex.height * IngameRenderer.lightmapDownsample
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//lightTex.width.toFloat(), lightTex.height.toFloat() // for debugging
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)
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@@ -420,7 +421,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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fun processBlur(mode: Int) {
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val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
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val blurRadius = 4f / Ingame.lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
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val blurRadius = 4f / IngameRenderer.lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
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var blurWriteBuffer = lightmapFboA
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var blurReadBuffer = lightmapFboB
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@@ -429,10 +430,12 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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lightmapFboA.inAction(null, null) {
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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Gdx.gl.glDisable(GL20.GL_BLEND)
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}
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lightmapFboB.inAction(null, null) {
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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Gdx.gl.glDisable(GL20.GL_BLEND)
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}
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@@ -440,9 +443,10 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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// initialise readBuffer with untreated lightmap
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blurReadBuffer.inAction(camera, batch) {
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batch.inUse {
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blendNormal(batch)
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//blendNormal(batch)
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blendDisable(batch)
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batch.color = Color.WHITE
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LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_RGB)
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LightmapRenderer.draw(batch)
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}
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}
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}
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@@ -450,9 +454,10 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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// initialise readBuffer with untreated lightmap
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blurReadBuffer.inAction(camera, batch) {
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batch.inUse {
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blendNormal(batch)
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//blendNormal(batch)
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blendDisable(batch)
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batch.color = Color.WHITE
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LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_ALPHA)
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LightmapRenderer.draw(batch)
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}
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}
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}
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@@ -41,7 +41,7 @@ class BlockProp {
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var lumColA = 0f
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/**
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* @param luminosity Raw RGB value, without alpha
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* @param luminosity
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*/
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inline val luminosity: Color
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get() = BlockPropUtil.getDynamicLumFunc(Color(lumColR, lumColG, lumColB, lumColA), dynamicLuminosityFunction)
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@@ -86,7 +86,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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//val ZOOM_MINIMUM = 0.5f // definition moved to IngameInstance
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companion object {
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val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
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//val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
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/** Sets camera position so that (0,0) would be top-left of the screen, (width, height) be bottom-right. */
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@@ -128,16 +128,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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private val worldFBOformat = if (Terrarum.environment == RunningEnvironment.MOBILE) Pixmap.Format.RGBA4444 else Pixmap.Format.RGBA8888
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private val lightFBOformat = Pixmap.Format.RGB888
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var worldDrawFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
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var worldGlowFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
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var worldBlendFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
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// RGB elements of Lightmap for Color Vec4(R, G, B, 1.0) 24-bit
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private lateinit var lightmapFboA: FrameBuffer
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private lateinit var lightmapFboB: FrameBuffer
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||||
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init {
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}
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@@ -205,21 +195,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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// GDX code //
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//////////////
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||||
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var camera = OrthographicCamera(Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
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||||
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// invert Y
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fun initViewPort(width: Int, height: Int) {
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// Set Y to point downwards
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camera.setToOrtho(true, width.toFloat(), height.toFloat())
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// Update camera matrix
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camera.update()
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// Set viewport to restrict drawing
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Gdx.gl20.glViewport(0, 0, width, height)
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}
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||||
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||||
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lateinit var gameLoadMode: GameLoadMode
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lateinit var gameLoadInfoPayload: Any
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@@ -337,8 +312,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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Gdx.input.inputProcessor = ingameController
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||||
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initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
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||||
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||||
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// init console window
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||||
consoleHandler = ConsoleWindow()
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||||
@@ -545,7 +518,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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||||
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||||
/** RENDER CODE GOES HERE */
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||||
//renderGame(batch)
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||||
Terrarum.debugTimers["Ingame.render"] = measureNanoTime { renderGame(batch) }
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||||
Terrarum.debugTimers["Ingame.render"] = measureNanoTime { renderGame() }
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||||
}
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||||
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||||
protected fun updateGame(delta: Float) {
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||||
@@ -609,471 +582,18 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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||||
}
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||||
|
||||
|
||||
private fun renderGame(batch: SpriteBatch) {
|
||||
Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
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||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
//camera.position.set(-WorldCamera.x.toFloat(), -WorldCamera.y.toFloat(), 0f) // make camara work
|
||||
//camera.position.set(0f, 0f, 0f) // make camara work
|
||||
//batch.projectionMatrix = camera.combined
|
||||
|
||||
|
||||
|
||||
LightmapRenderer.fireRecalculateEvent()
|
||||
|
||||
|
||||
|
||||
worldBlendFrameBuffer.inAction(null, null) {
|
||||
Gdx.gl.glClearColor(0f,0f,0f,0f)
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
|
||||
}
|
||||
worldDrawFrameBuffer.inAction(null, null) {
|
||||
Gdx.gl.glClearColor(0f,0f,0f,0f)
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
|
||||
}
|
||||
worldGlowFrameBuffer.inAction(null, null) {
|
||||
Gdx.gl.glClearColor(0f,0f,0f,1f)
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
|
||||
}
|
||||
|
||||
|
||||
fun moveCameraToWorldCoord() {
|
||||
// using custom code for camera; this is obscure and tricky
|
||||
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
|
||||
camera.update()
|
||||
batch.projectionMatrix = camera.combined
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////
|
||||
// draw world to the FBO //
|
||||
///////////////////////////
|
||||
processBlur(lightmapFboA, lightmapFboB, LightmapRenderer.DRAW_FOR_RGB)
|
||||
|
||||
worldDrawFrameBuffer.inAction(camera, batch) {
|
||||
|
||||
|
||||
// draw-with-poly doesn't want to co-op with peasant spriteBatch... (it hides sprites)
|
||||
|
||||
batch.inUse {
|
||||
batch.shader = null
|
||||
batch.color = Color.WHITE
|
||||
blendNormal()
|
||||
}
|
||||
|
||||
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
BlocksDrawer.renderWall(batch)
|
||||
|
||||
|
||||
|
||||
batch.inUse {
|
||||
moveCameraToWorldCoord()
|
||||
actorsRenderBehind.forEach { it.drawBody(batch) }
|
||||
particlesContainer.forEach { it.drawBody(batch) }
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
BlocksDrawer.renderTerrain(batch)
|
||||
|
||||
|
||||
|
||||
batch.inUse {
|
||||
/////////////////
|
||||
// draw actors //
|
||||
/////////////////
|
||||
moveCameraToWorldCoord()
|
||||
actorsRenderMiddle.forEach { it.drawBody(batch) }
|
||||
actorsRenderMidTop.forEach { it.drawBody(batch) }
|
||||
player.drawBody(batch)
|
||||
actorsRenderFront.forEach { it.drawBody(batch) }
|
||||
// --> Change of blend mode <-- introduced by children of ActorWithBody //
|
||||
|
||||
|
||||
/////////////////////////////
|
||||
// draw map related stuffs //
|
||||
/////////////////////////////
|
||||
}
|
||||
|
||||
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
BlocksDrawer.renderFront(batch, false)
|
||||
|
||||
|
||||
|
||||
batch.inUse {
|
||||
// --> blendNormal() <-- by BlocksDrawer.renderFront
|
||||
FeaturesDrawer.drawEnvOverlay(batch)
|
||||
|
||||
|
||||
|
||||
|
||||
// mix lighpmap canvas to this canvas (Colors -- RGB channel)
|
||||
if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
|
||||
setCameraPosition(0f, 0f)
|
||||
batch.shader = Terrarum.shaderBayer
|
||||
batch.shader.setUniformf("rcount", 64f)
|
||||
batch.shader.setUniformf("gcount", 64f)
|
||||
batch.shader.setUniformf("bcount", 64f) // de-banding
|
||||
|
||||
val lightTex = lightmapFboB.colorBufferTexture // A or B? flipped in Y means you chose wrong buffer; use one that works correctly
|
||||
lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) // blocky feeling for A E S T H E T I C S
|
||||
|
||||
if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
|
||||
else blendMul()
|
||||
|
||||
batch.color = Color.WHITE
|
||||
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
|
||||
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
|
||||
batch.draw(lightTex,
|
||||
xrem,
|
||||
yrem,
|
||||
lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample
|
||||
//lightTex.width.toFloat(), lightTex.height.toFloat() // for debugging
|
||||
)
|
||||
|
||||
}
|
||||
|
||||
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is REALLY needed; it really depresses me
|
||||
batch.shader = null
|
||||
|
||||
|
||||
// move camera back to its former position
|
||||
// using custom code for camera; this is obscure and tricky
|
||||
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
|
||||
camera.update()
|
||||
batch.projectionMatrix = camera.combined
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////
|
||||
// draw glow to the FBO //
|
||||
//////////////////////////
|
||||
processBlur(lightmapFboA, lightmapFboB, LightmapRenderer.DRAW_FOR_ALPHA)
|
||||
|
||||
worldGlowFrameBuffer.inAction(camera, batch) {
|
||||
batch.inUse {
|
||||
batch.shader = null
|
||||
|
||||
|
||||
batch.color = Color.WHITE
|
||||
blendNormal()
|
||||
|
||||
|
||||
|
||||
//////////////////////
|
||||
// draw actor glows //
|
||||
//////////////////////
|
||||
moveCameraToWorldCoord()
|
||||
actorsRenderBehind.forEach { it.drawGlow(batch) }
|
||||
particlesContainer.forEach { it.drawGlow(batch) }
|
||||
actorsRenderMiddle.forEach { it.drawGlow(batch) }
|
||||
actorsRenderMidTop.forEach { it.drawGlow(batch) }
|
||||
player.drawGlow(batch)
|
||||
actorsRenderFront.forEach { it.drawGlow(batch) }
|
||||
// --> blendNormal() <-- introduced by childs of ActorWithBody //
|
||||
|
||||
|
||||
|
||||
// mix lighpmap canvas to this canvas (UV lights -- A channel written on RGB as greyscale image)
|
||||
if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
|
||||
setCameraPosition(0f, 0f)
|
||||
batch.shader = Terrarum.shaderBayer
|
||||
batch.shader.setUniformf("rcount", 64f)
|
||||
batch.shader.setUniformf("gcount", 64f)
|
||||
batch.shader.setUniformf("bcount", 64f) // de-banding
|
||||
|
||||
val lightTex = lightmapFboB.colorBufferTexture // A or B? flipped in Y means you chose wrong buffer; use one that works correctly
|
||||
lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) // blocky feeling for A E S T H E T I C S
|
||||
|
||||
if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
|
||||
else blendMul()
|
||||
|
||||
batch.color = Color.WHITE
|
||||
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
|
||||
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
|
||||
batch.draw(lightTex,
|
||||
xrem,
|
||||
yrem,
|
||||
lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample
|
||||
//lightTex.width.toFloat(), lightTex.height.toFloat() // for debugging
|
||||
)
|
||||
|
||||
}
|
||||
|
||||
|
||||
blendNormal()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
worldBlendFrameBuffer.inAction(camera, batch) {
|
||||
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
|
||||
|
||||
// draw blended world
|
||||
val worldTex = worldDrawFrameBuffer.colorBufferTexture // WORLD: light_color must be applied beforehand
|
||||
val glowTex = worldGlowFrameBuffer.colorBufferTexture // GLOW: light_uvlight must be applied beforehand
|
||||
|
||||
worldTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
|
||||
glowTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
|
||||
|
||||
worldTex.bind(0)
|
||||
glowTex.bind(1)
|
||||
|
||||
|
||||
Terrarum.shaderBlendGlow.begin()
|
||||
Terrarum.shaderBlendGlow.setUniformMatrix("u_projTrans", camera.combined)
|
||||
Terrarum.shaderBlendGlow.setUniformi("u_texture", 0)
|
||||
Terrarum.shaderBlendGlow.setUniformi("tex1", 1)
|
||||
Terrarum.fullscreenQuad.render(Terrarum.shaderBlendGlow, GL20.GL_TRIANGLES)
|
||||
Terrarum.shaderBlendGlow.end()
|
||||
|
||||
|
||||
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is REALLY needed; it really depresses me
|
||||
|
||||
|
||||
batch.inUse {
|
||||
batch.color = Color.WHITE
|
||||
blendNormal()
|
||||
|
||||
batch.shader = null
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////
|
||||
// draw to main screen //
|
||||
/////////////////////////
|
||||
camera.setToOrtho(true, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
|
||||
batch.projectionMatrix = camera.combined
|
||||
batch.inUse {
|
||||
|
||||
batch.shader = null
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
batch.color = Color.WHITE
|
||||
blendNormal()
|
||||
|
||||
|
||||
///////////////////////////
|
||||
// draw skybox to screen //
|
||||
///////////////////////////
|
||||
|
||||
WeatherMixer.render(camera, world)
|
||||
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////
|
||||
// draw framebuffers to screen //
|
||||
/////////////////////////////////
|
||||
|
||||
|
||||
|
||||
val blendedTex = worldBlendFrameBuffer.colorBufferTexture
|
||||
blendedTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
|
||||
batch.color = Color.WHITE
|
||||
batch.shader = null
|
||||
blendNormal()
|
||||
batch.draw(blendedTex, 0f, 0f, blendedTex.width.toFloat(), blendedTex.height.toFloat())
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// an old code.
|
||||
/*batch.shader = null
|
||||
val worldTex = worldDrawFrameBuffer.colorBufferTexture // WORLD: light_color must be applied beforehand
|
||||
val glowTex = worldGlowFrameBuffer.colorBufferTexture // GLOW: light_uvlight must be applied beforehand
|
||||
|
||||
|
||||
batch.draw(worldTex, 0f, 0f, worldTex.width.toFloat(), worldTex.height.toFloat())*/
|
||||
|
||||
|
||||
|
||||
batch.shader = null
|
||||
|
||||
////////////////////////
|
||||
// debug informations //
|
||||
////////////////////////
|
||||
|
||||
blendNormal()
|
||||
// draw reference ID if debugWindow is open
|
||||
if (debugWindow.isVisible) {
|
||||
|
||||
actorContainer.forEachIndexed { i, actor ->
|
||||
if (actor is ActorWithBody) {
|
||||
batch.color = Color.WHITE
|
||||
Terrarum.fontSmallNumbers.draw(batch,
|
||||
actor.referenceID.toString(),
|
||||
actor.hitbox.startX.toFloat(),
|
||||
actor.hitbox.canonicalY.toFloat() + 4
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
// debug physics
|
||||
if (KeyToggler.isOn(Input.Keys.F11)) {
|
||||
actorContainer.forEachIndexed { i, actor ->
|
||||
if (actor is ActorWithPhysics) {
|
||||
/*shapeRenderer.inUse(ShapeRenderer.ShapeType.Line) {
|
||||
shapeRenderer.color = Color(1f, 0f, 1f, 1f)
|
||||
//shapeRenderer.lineWidth = 1f
|
||||
shapeRenderer.rect(
|
||||
actor.hitbox.startX.toFloat(),
|
||||
actor.hitbox.startY.toFloat(),
|
||||
actor.hitbox.width.toFloat(),
|
||||
actor.hitbox.height.toFloat()
|
||||
)
|
||||
}*/
|
||||
|
||||
// velocity
|
||||
batch.color = Color.CHARTREUSE//GameFontBase.codeToCol["g"]
|
||||
Terrarum.fontSmallNumbers.draw(batch,
|
||||
"${0x7F.toChar()}X ${actor.externalForce.x}",
|
||||
actor.hitbox.startX.toFloat(),
|
||||
actor.hitbox.canonicalY.toFloat() + 4 + 8
|
||||
)
|
||||
Terrarum.fontSmallNumbers.draw(batch,
|
||||
"${0x7F.toChar()}Y ${actor.externalForce.y}",
|
||||
actor.hitbox.startX.toFloat(),
|
||||
actor.hitbox.canonicalY.toFloat() + 4 + 8 * 2
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
// fluidmap debug
|
||||
if (KeyToggler.isOn(Input.Keys.F4)) {
|
||||
WorldSimulator.drawFluidMapDebug(batch)
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/////////////////////////////
|
||||
// draw some overlays (UI) //
|
||||
/////////////////////////////
|
||||
|
||||
uiContainer.forEach {
|
||||
if (it != consoleHandler) {
|
||||
batch.color = Color.WHITE
|
||||
it.render(batch, camera)
|
||||
}
|
||||
}
|
||||
|
||||
debugWindow.render(batch, camera)
|
||||
// make sure console draws on top of other UIs
|
||||
consoleHandler.render(batch, camera)
|
||||
notifier.render(batch, camera)
|
||||
|
||||
|
||||
blendNormal()
|
||||
}
|
||||
|
||||
private fun renderGame() {
|
||||
IngameRenderer.invoke(
|
||||
actorsRenderBehind,
|
||||
actorsRenderMiddle,
|
||||
actorsRenderMidTop,
|
||||
actorsRenderFront,
|
||||
particlesContainer,
|
||||
player,
|
||||
uiContainer
|
||||
)
|
||||
}
|
||||
|
||||
fun processBlur(lightmapFboA: FrameBuffer, lightmapFboB: FrameBuffer, mode: Int) {
|
||||
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
|
||||
val blurRadius = 4f / lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
|
||||
|
||||
var blurWriteBuffer = lightmapFboA
|
||||
var blurReadBuffer = lightmapFboB
|
||||
|
||||
|
||||
lightmapFboA.inAction(null, null) {
|
||||
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
}
|
||||
lightmapFboB.inAction(null, null) {
|
||||
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
}
|
||||
|
||||
|
||||
if (mode == LightmapRenderer.DRAW_FOR_RGB) {
|
||||
// initialise readBuffer with untreated lightmap
|
||||
blurReadBuffer.inAction(camera, batch) {
|
||||
batch.inUse {
|
||||
blendNormal(batch)
|
||||
batch.color = Color.WHITE
|
||||
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_RGB)
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
// initialise readBuffer with untreated lightmap
|
||||
blurReadBuffer.inAction(camera, batch) {
|
||||
batch.inUse {
|
||||
blendNormal(batch)
|
||||
batch.color = Color.WHITE
|
||||
LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_ALPHA)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (!KeyToggler.isOn(Input.Keys.F8)) {
|
||||
for (i in 0 until blurIterations) {
|
||||
blurWriteBuffer.inAction(camera, batch) {
|
||||
|
||||
batch.inUse {
|
||||
val texture = blurReadBuffer.colorBufferTexture
|
||||
|
||||
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
|
||||
|
||||
|
||||
batch.shader = Terrarum.shaderBlur
|
||||
batch.shader.setUniformf("iResolution",
|
||||
blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
|
||||
batch.shader.setUniformf("flip", 1f)
|
||||
if (i % 2 == 0)
|
||||
batch.shader.setUniformf("direction", blurRadius, 0f)
|
||||
else
|
||||
batch.shader.setUniformf("direction", 0f, blurRadius)
|
||||
|
||||
|
||||
batch.color = Color.WHITE
|
||||
batch.draw(texture, 0f, 0f)
|
||||
|
||||
|
||||
// swap
|
||||
val t = blurWriteBuffer
|
||||
blurWriteBuffer = blurReadBuffer
|
||||
blurReadBuffer = t
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
blurWriteBuffer = blurReadBuffer
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private fun repossessActor() {
|
||||
// check if currently pocessed actor is removed from game
|
||||
@@ -1396,9 +916,6 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
}
|
||||
|
||||
|
||||
|
||||
private var lightmapInitialised = false // to avoid nullability of lightmapFBO
|
||||
|
||||
/**
|
||||
* @param width same as Terrarum.WIDTH
|
||||
* @param height same as Terrarum.HEIGHT
|
||||
@@ -1410,35 +927,8 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
LightmapRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
|
||||
MegaRainGovernor.resize()
|
||||
|
||||
worldDrawFrameBuffer.dispose()
|
||||
worldDrawFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
|
||||
worldGlowFrameBuffer.dispose()
|
||||
worldGlowFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
|
||||
worldBlendFrameBuffer.dispose()
|
||||
worldBlendFrameBuffer = FrameBuffer(worldFBOformat, Terrarum.WIDTH, Terrarum.HEIGHT, false)
|
||||
|
||||
if (lightmapInitialised) {
|
||||
lightmapFboA.dispose()
|
||||
lightmapFboB.dispose()
|
||||
}
|
||||
lightmapFboA = FrameBuffer(
|
||||
lightFBOformat,
|
||||
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
false
|
||||
)
|
||||
lightmapFboB = FrameBuffer(
|
||||
lightFBOformat,
|
||||
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
false
|
||||
)
|
||||
lightmapInitialised = true // are you the first time?
|
||||
|
||||
|
||||
// Set up viewport when window is resized
|
||||
initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
|
||||
|
||||
IngameRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
|
||||
|
||||
|
||||
if (gameInitialised) {
|
||||
@@ -1471,11 +961,7 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
}
|
||||
|
||||
override fun dispose() {
|
||||
worldDrawFrameBuffer.dispose()
|
||||
worldGlowFrameBuffer.dispose()
|
||||
worldBlendFrameBuffer.dispose()
|
||||
lightmapFboA.dispose()
|
||||
lightmapFboB.dispose()
|
||||
IngameRenderer.dispose()
|
||||
|
||||
actorsRenderBehind.forEach { it.dispose() }
|
||||
actorsRenderMiddle.forEach { it.dispose() }
|
||||
@@ -1497,14 +983,4 @@ class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* WARNING! this function flushes batch; use this sparingly!
|
||||
*
|
||||
* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
|
||||
*/
|
||||
fun setCameraPosition(newX: Float, newY: Float) {
|
||||
setCameraPosition(batch, camera, newX, newY)
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
520
src/net/torvald/terrarum/modulebasegame/IngameRenderer.kt
Normal file
520
src/net/torvald/terrarum/modulebasegame/IngameRenderer.kt
Normal file
@@ -0,0 +1,520 @@
|
||||
package net.torvald.terrarum.modulebasegame
|
||||
|
||||
import com.badlogic.gdx.Gdx
|
||||
import com.badlogic.gdx.Input
|
||||
import com.badlogic.gdx.graphics.*
|
||||
import com.badlogic.gdx.graphics.g2d.SpriteBatch
|
||||
import com.badlogic.gdx.graphics.glutils.FrameBuffer
|
||||
import net.torvald.dataclass.CircularArray
|
||||
import net.torvald.terrarum.*
|
||||
import net.torvald.terrarum.gameactors.ActorWithBody
|
||||
import net.torvald.terrarum.gamecontroller.KeyToggler
|
||||
import net.torvald.terrarum.gameworld.fmod
|
||||
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
|
||||
import net.torvald.terrarum.modulebasegame.gameactors.ParticleBase
|
||||
import net.torvald.terrarum.ui.UICanvas
|
||||
import net.torvald.terrarum.weather.WeatherMixer
|
||||
import net.torvald.terrarum.worlddrawer.BlocksDrawer
|
||||
import net.torvald.terrarum.worlddrawer.FeaturesDrawer
|
||||
import net.torvald.terrarum.worlddrawer.LightmapRenderer
|
||||
import net.torvald.terrarum.worlddrawer.WorldCamera
|
||||
|
||||
/**
|
||||
* This will be rendered to a postprocessor FBO
|
||||
*/
|
||||
object IngameRenderer {
|
||||
|
||||
private lateinit var batch: SpriteBatch
|
||||
private lateinit var camera: OrthographicCamera
|
||||
|
||||
private lateinit var lightmapFboA: FrameBuffer
|
||||
private lateinit var lightmapFboB: FrameBuffer
|
||||
private lateinit var fboRGB: FrameBuffer
|
||||
private lateinit var fboRGB_lightMixed: FrameBuffer
|
||||
private lateinit var fboA: FrameBuffer
|
||||
private lateinit var fboA_lightMixed: FrameBuffer
|
||||
|
||||
// you must have lightMixed FBO; otherwise you'll be reading from unbaked FBO and it freaks out GPU
|
||||
|
||||
private val shaderBlur = Terrarum.shaderBlur
|
||||
private val shaderSkyboxFill = Terrarum.shaderSkyboxFill
|
||||
private val shaderBlendGlow = Terrarum.shaderBlendGlow
|
||||
private val shaderRGBOnly = Terrarum.shaderRGBOnly
|
||||
private val shaderAtoGrey = Terrarum.shaderAtoGrey
|
||||
|
||||
private val width = Terrarum.WIDTH
|
||||
private val height = Terrarum.HEIGHT
|
||||
private val widthf = width.toFloat()
|
||||
private val heightf = height.toFloat()
|
||||
|
||||
private var initDone = false
|
||||
|
||||
private val world = (Terrarum.ingame as Ingame).world
|
||||
private lateinit var player: ActorHumanoid
|
||||
|
||||
var uiListToDraw = ArrayList<UICanvas>()
|
||||
|
||||
const val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
|
||||
|
||||
private var debugMode = 0
|
||||
|
||||
operator fun invoke(
|
||||
actorsRenderBehind: List<ActorWithBody>,
|
||||
actorsRenderMiddle: List<ActorWithBody>,
|
||||
actorsRenderMidTop: List<ActorWithBody>,
|
||||
actorsRenderFront : List<ActorWithBody>,
|
||||
particlesContainer: CircularArray<ParticleBase>,
|
||||
player: ActorHumanoid,
|
||||
uisToDraw: ArrayList<UICanvas>? = null
|
||||
) {
|
||||
|
||||
if (uisToDraw != null) {
|
||||
uiListToDraw = uisToDraw
|
||||
}
|
||||
|
||||
init()
|
||||
this.player = player
|
||||
|
||||
|
||||
|
||||
|
||||
LightmapRenderer.fireRecalculateEvent()
|
||||
|
||||
prepLightmapRGBA()
|
||||
drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
|
||||
drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
|
||||
|
||||
// clear main or whatever super-FBO being used
|
||||
clearBuffer()
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
|
||||
// draw sky
|
||||
WeatherMixer.render(camera, world)
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
|
||||
// use shader to mix RGB and A
|
||||
setCameraPosition(0f, 0f)
|
||||
|
||||
val rgbTex = fboRGB_lightMixed.colorBufferTexture
|
||||
val aTex = fboA_lightMixed.colorBufferTexture
|
||||
|
||||
// normal behaviour
|
||||
if (!KeyToggler.isOn(Input.Keys.F6) &&
|
||||
!KeyToggler.isOn(Input.Keys.F7)
|
||||
) {
|
||||
debugMode = 0
|
||||
|
||||
aTex.bind(1)
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
|
||||
|
||||
batch.inUse {
|
||||
blendNormal(batch)
|
||||
batch.shader = shaderBlendGlow
|
||||
shaderBlendGlow.setUniformi("tex1", 1)
|
||||
batch.draw(rgbTex, 0f, 0f)
|
||||
}
|
||||
|
||||
|
||||
// definitely something is not blended correctly
|
||||
}
|
||||
// something about RGB
|
||||
else if (KeyToggler.isOn(Input.Keys.F6) &&
|
||||
!KeyToggler.isOn(Input.Keys.F7)
|
||||
) {
|
||||
debugMode = 1
|
||||
batch.inUse {
|
||||
blendNormal(batch)
|
||||
batch.shader = null
|
||||
batch.draw(rgbTex, 0f, 0f)
|
||||
|
||||
|
||||
// indicator
|
||||
batch.color = Color.RED
|
||||
batch.fillRect(0f, 0f, 6f, 10f)
|
||||
batch.color = Color.LIME
|
||||
batch.fillRect(6f, 0f, 6f, 10f)
|
||||
batch.color = Color.BLUE
|
||||
batch.fillRect(12f, 0f, 6f, 10f)
|
||||
batch.color = Color.WHITE
|
||||
}
|
||||
|
||||
// works as intended
|
||||
}
|
||||
// something about A
|
||||
else if (!KeyToggler.isOn(Input.Keys.F6) &&
|
||||
KeyToggler.isOn(Input.Keys.F7)
|
||||
) {
|
||||
debugMode = 2
|
||||
batch.inUse {
|
||||
blendNormal(batch)
|
||||
batch.shader = null
|
||||
batch.draw(aTex, 0f, 0f)
|
||||
|
||||
|
||||
// indicator
|
||||
batch.color = Color.WHITE
|
||||
batch.fillRect(18f, 0f, 18f, 10f)
|
||||
}
|
||||
|
||||
// works as intended
|
||||
}
|
||||
else {
|
||||
if (debugMode == 1) {
|
||||
KeyToggler.forceSet(Input.Keys.F6, false)
|
||||
KeyToggler.forceSet(Input.Keys.F7, true)
|
||||
}
|
||||
else if (debugMode == 2) {
|
||||
KeyToggler.forceSet(Input.Keys.F6, true)
|
||||
KeyToggler.forceSet(Input.Keys.F7, false)
|
||||
}
|
||||
else {
|
||||
KeyToggler.forceSet(Input.Keys.F6, false)
|
||||
KeyToggler.forceSet(Input.Keys.F7, false)
|
||||
}
|
||||
|
||||
// works as intended
|
||||
}
|
||||
|
||||
|
||||
blendNormal(batch)
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
|
||||
// draw UI
|
||||
setCameraPosition(0f, 0f)
|
||||
|
||||
batch.inUse {
|
||||
batch.shader = null
|
||||
batch.color = Color.WHITE
|
||||
|
||||
uiListToDraw.forEach {
|
||||
it.render(batch, camera)
|
||||
}
|
||||
}
|
||||
|
||||
// works but some UI elements have wrong transparency
|
||||
blendNormal(batch)
|
||||
}
|
||||
|
||||
|
||||
private fun prepLightmapRGBA() {
|
||||
lightmapFboA.inAction(null, null) {
|
||||
clearBuffer()
|
||||
Gdx.gl.glDisable(GL20.GL_BLEND)
|
||||
}
|
||||
lightmapFboB.inAction(null, null) {
|
||||
clearBuffer()
|
||||
Gdx.gl.glDisable(GL20.GL_BLEND)
|
||||
}
|
||||
|
||||
processBlur(lightmapFboA, lightmapFboB)
|
||||
}
|
||||
|
||||
private fun drawToRGB(
|
||||
actorsRenderBehind: List<ActorWithBody>,
|
||||
actorsRenderMiddle: List<ActorWithBody>,
|
||||
actorsRenderMidTop: List<ActorWithBody>,
|
||||
actorsRenderFront : List<ActorWithBody>,
|
||||
particlesContainer: CircularArray<ParticleBase>
|
||||
) {
|
||||
fboRGB.inAction(null, null) { clearBuffer() }
|
||||
fboRGB_lightMixed.inAction(null, null) { clearBuffer() }
|
||||
|
||||
fboRGB.inAction(camera, batch) {
|
||||
|
||||
batch.inUse {
|
||||
batch.shader = null
|
||||
batch.color = Color.WHITE
|
||||
}
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
BlocksDrawer.renderWall(batch.projectionMatrix)
|
||||
|
||||
batch.inUse {
|
||||
moveCameraToWorldCoord()
|
||||
actorsRenderBehind.forEach { it.drawBody(batch) }
|
||||
particlesContainer.forEach { it.drawBody(batch) }
|
||||
}
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
BlocksDrawer.renderTerrain(batch.projectionMatrix)
|
||||
|
||||
batch.inUse {
|
||||
/////////////////
|
||||
// draw actors //
|
||||
/////////////////
|
||||
moveCameraToWorldCoord()
|
||||
actorsRenderMiddle.forEach { it.drawBody(batch) }
|
||||
actorsRenderMidTop.forEach { it.drawBody(batch) }
|
||||
player.drawBody(batch)
|
||||
actorsRenderFront.forEach { it.drawBody(batch) }
|
||||
// --> Change of blend mode <-- introduced by children of ActorWithBody //
|
||||
}
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
BlocksDrawer.renderFront(batch.projectionMatrix, false) // blue coloured filter of water, etc.
|
||||
|
||||
batch.inUse {
|
||||
FeaturesDrawer.drawEnvOverlay(batch)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fboRGB_lightMixed.inAction(camera, batch) {
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
|
||||
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
|
||||
|
||||
batch.inUse {
|
||||
// draw world
|
||||
batch.draw(fboRGB.colorBufferTexture, 0f, 0f)
|
||||
batch.flush()
|
||||
|
||||
// multiply light on top of it
|
||||
val lightTex = lightmapFboB.colorBufferTexture
|
||||
|
||||
if (KeyToggler.isOn(Input.Keys.F8))
|
||||
blendNormal(batch)
|
||||
else
|
||||
blendMul(batch)
|
||||
|
||||
batch.shader = shaderRGBOnly
|
||||
batch.draw(lightTex,
|
||||
xrem, yrem,
|
||||
lightTex.width * lightmapDownsample,
|
||||
lightTex.height * lightmapDownsample
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
// NOTE TO SELF: this works.
|
||||
}
|
||||
|
||||
|
||||
blendNormal(batch)
|
||||
}
|
||||
|
||||
private fun drawToA(
|
||||
actorsRenderBehind: List<ActorWithBody>,
|
||||
actorsRenderMiddle: List<ActorWithBody>,
|
||||
actorsRenderMidTop: List<ActorWithBody>,
|
||||
actorsRenderFront : List<ActorWithBody>,
|
||||
particlesContainer: CircularArray<ParticleBase>
|
||||
) {
|
||||
fboA.inAction(null, null) {
|
||||
clearBuffer()
|
||||
// paint black
|
||||
Gdx.gl.glClearColor(0f,0f,0f,1f) // solid black: so that unused area will be also black
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
}
|
||||
fboA_lightMixed.inAction(null, null) { clearBuffer() }
|
||||
|
||||
fboA.inAction(camera, batch) {
|
||||
|
||||
batch.inUse {
|
||||
batch.shader = null
|
||||
batch.color = Color.WHITE
|
||||
}
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
// BlocksDrawer.renderWhateverGlow_WALL
|
||||
|
||||
batch.inUse {
|
||||
moveCameraToWorldCoord()
|
||||
actorsRenderBehind.forEach { it.drawGlow(batch) }
|
||||
particlesContainer.forEach { it.drawGlow(batch) }
|
||||
}
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
// BlocksDrawer.renderWhateverGlow_TERRAIN
|
||||
|
||||
batch.inUse {
|
||||
/////////////////
|
||||
// draw actors //
|
||||
/////////////////
|
||||
moveCameraToWorldCoord()
|
||||
actorsRenderMiddle.forEach { it.drawGlow(batch) }
|
||||
actorsRenderMidTop.forEach { it.drawGlow(batch) }
|
||||
player.drawGlow(batch)
|
||||
actorsRenderFront.forEach { it.drawGlow(batch) }
|
||||
// --> Change of blend mode <-- introduced by children of ActorWithBody //
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fboA_lightMixed.inAction(camera, batch) {
|
||||
|
||||
setCameraPosition(0f, 0f)
|
||||
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
|
||||
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
|
||||
|
||||
batch.inUse {
|
||||
// draw world
|
||||
batch.draw(fboA.colorBufferTexture, 0f, 0f)
|
||||
batch.flush()
|
||||
|
||||
// multiply light on top of it
|
||||
val lightTex = lightmapFboB.colorBufferTexture
|
||||
|
||||
if (KeyToggler.isOn(Input.Keys.F8))
|
||||
blendNormal(batch)
|
||||
else
|
||||
blendMul(batch)
|
||||
|
||||
batch.shader = shaderAtoGrey
|
||||
batch.draw(lightTex,
|
||||
xrem, yrem,
|
||||
lightTex.width * lightmapDownsample,
|
||||
lightTex.height * lightmapDownsample
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
// NOTE TO SELF: this works.
|
||||
}
|
||||
|
||||
|
||||
blendNormal(batch)
|
||||
}
|
||||
|
||||
|
||||
private fun init() {
|
||||
if (!initDone) {
|
||||
batch = SpriteBatch()
|
||||
camera = OrthographicCamera(widthf, heightf)
|
||||
|
||||
camera.setToOrtho(true, widthf, heightf)
|
||||
camera.update()
|
||||
Gdx.gl20.glViewport(0, 0, width, height)
|
||||
|
||||
resize(width, height)
|
||||
|
||||
LightmapRenderer.world = world
|
||||
|
||||
|
||||
|
||||
|
||||
initDone = true
|
||||
}
|
||||
}
|
||||
|
||||
private fun clearBuffer() {
|
||||
Gdx.gl.glClearColor(0f,0f,0f,0f)
|
||||
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
|
||||
}
|
||||
|
||||
private fun moveCameraToWorldCoord() {
|
||||
// using custom code for camera; this is obscure and tricky
|
||||
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
|
||||
camera.update()
|
||||
batch.projectionMatrix = camera.combined
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 + Terrarum.HALFW).round(), (-newY + Terrarum.HALFH).round(), 0f)
|
||||
camera.update()
|
||||
batch.projectionMatrix = camera.combined
|
||||
}
|
||||
|
||||
fun processBlur(lightmapFboA: FrameBuffer, lightmapFboB: FrameBuffer) {
|
||||
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
|
||||
val blurRadius = 4f / lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
|
||||
|
||||
var blurWriteBuffer = lightmapFboA
|
||||
var blurReadBuffer = lightmapFboB
|
||||
|
||||
|
||||
// buffers must be cleared beforehand
|
||||
|
||||
|
||||
// initialise readBuffer with untreated lightmap
|
||||
blurReadBuffer.inAction(camera, batch) {
|
||||
batch.inUse {
|
||||
blendDisable(batch)
|
||||
batch.color = Color.WHITE
|
||||
LightmapRenderer.draw(batch)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
for (i in 0 until blurIterations) {
|
||||
blurWriteBuffer.inAction(camera, batch) {
|
||||
|
||||
batch.inUse {
|
||||
val texture = blurReadBuffer.colorBufferTexture
|
||||
|
||||
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
|
||||
|
||||
|
||||
batch.shader = shaderBlur
|
||||
batch.shader.setUniformf("iResolution",
|
||||
blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
|
||||
batch.shader.setUniformf("flip", 1f)
|
||||
if (i % 2 == 0)
|
||||
batch.shader.setUniformf("direction", blurRadius, 0f)
|
||||
else
|
||||
batch.shader.setUniformf("direction", 0f, blurRadius)
|
||||
|
||||
|
||||
batch.color = Color.WHITE
|
||||
batch.draw(texture, 0f, 0f)
|
||||
|
||||
|
||||
// swap
|
||||
val t = blurWriteBuffer
|
||||
blurWriteBuffer = blurReadBuffer
|
||||
blurReadBuffer = t
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
blendNormal(batch)
|
||||
}
|
||||
|
||||
fun resize(width: Int, height: Int) {
|
||||
fboRGB = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
|
||||
fboRGB_lightMixed = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
|
||||
fboA = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
|
||||
fboA_lightMixed = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
|
||||
lightmapFboA = FrameBuffer(
|
||||
Pixmap.Format.RGBA8888,
|
||||
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
false
|
||||
)
|
||||
lightmapFboB = FrameBuffer(
|
||||
Pixmap.Format.RGBA8888,
|
||||
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
|
||||
false
|
||||
)
|
||||
|
||||
BlocksDrawer.resize(width, height)
|
||||
LightmapRenderer.resize(width, height)
|
||||
}
|
||||
|
||||
private val TILE_SIZEF = FeaturesDrawer.TILE_SIZE.toFloat()
|
||||
|
||||
fun dispose() {
|
||||
fboRGB.dispose()
|
||||
fboA.dispose()
|
||||
fboRGB_lightMixed.dispose()
|
||||
fboA_lightMixed.dispose()
|
||||
lightmapFboA.dispose()
|
||||
lightmapFboB.dispose()
|
||||
}
|
||||
}
|
||||
@@ -53,7 +53,7 @@ object PlayerBuilderSigrid {
|
||||
//p.actorValue[AVKey.LUMR] = 0.84
|
||||
//p.actorValue[AVKey.LUMG] = 0.93
|
||||
//p.actorValue[AVKey.LUMB] = 1.37
|
||||
p.actorValue[AVKey.LUMA] = 1.93
|
||||
//p.actorValue[AVKey.LUMA] = 1.93
|
||||
|
||||
p.actorValue[AVKey.BASEDEFENCE] = 141
|
||||
|
||||
|
||||
@@ -140,7 +140,7 @@ object WeatherMixer {
|
||||
Terrarum.shaderSkyboxFill.end()
|
||||
|
||||
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -376,27 +376,27 @@ object BlocksDrawer {
|
||||
// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
|
||||
///////////////////////////////////////////
|
||||
|
||||
fun renderWall(batch: SpriteBatch) {
|
||||
fun renderWall(projectionMatrix: Matrix4) {
|
||||
// blend normal
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
drawTiles(WALL, false)
|
||||
renderUsingBuffer(WALL, batch.projectionMatrix)
|
||||
renderUsingBuffer(WALL, projectionMatrix)
|
||||
}
|
||||
|
||||
fun renderTerrain(batch: SpriteBatch) {
|
||||
fun renderTerrain(projectionMatrix: Matrix4) {
|
||||
// blend normal
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
drawTiles(TERRAIN, false) // regular tiles
|
||||
renderUsingBuffer(TERRAIN, batch.projectionMatrix)
|
||||
renderUsingBuffer(TERRAIN, projectionMatrix)
|
||||
}
|
||||
|
||||
fun renderFront(batch: SpriteBatch, drawWires: Boolean) {
|
||||
fun renderFront(projectionMatrix: Matrix4, drawWires: Boolean) {
|
||||
// blend mul
|
||||
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
|
||||
Gdx.gl.glEnable(GL20.GL_BLEND)
|
||||
@@ -404,7 +404,7 @@ object BlocksDrawer {
|
||||
|
||||
|
||||
drawTiles(TERRAIN, true) // blendmul tiles
|
||||
renderUsingBuffer(TERRAIN, batch.projectionMatrix)
|
||||
renderUsingBuffer(TERRAIN, projectionMatrix)
|
||||
|
||||
|
||||
|
||||
@@ -416,7 +416,7 @@ object BlocksDrawer {
|
||||
|
||||
if (drawWires) {
|
||||
drawTiles(WIRE, false)
|
||||
renderUsingBuffer(WIRE, batch.projectionMatrix)
|
||||
renderUsingBuffer(WIRE, projectionMatrix)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -757,7 +757,7 @@ object BlocksDrawer {
|
||||
tilesQuad.render(shader, GL20.GL_TRIANGLES)
|
||||
shader.end()
|
||||
|
||||
tilesBufferAsTex.dispose()
|
||||
//tilesBufferAsTex.dispose()
|
||||
}
|
||||
|
||||
private var oldScreenW = 0
|
||||
|
||||
@@ -12,6 +12,7 @@ import net.torvald.terrarum.fillRect
|
||||
import net.torvald.terrarum.gameactors.*
|
||||
import net.torvald.terrarum.modulebasegame.gameactors.ActorWithPhysics
|
||||
import net.torvald.terrarum.floorInt
|
||||
import net.torvald.terrarum.modulebasegame.IngameRenderer
|
||||
import java.util.*
|
||||
|
||||
/**
|
||||
@@ -54,7 +55,7 @@ object LightmapRendererOld {
|
||||
private val AIR = Block.AIR
|
||||
|
||||
private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE
|
||||
private val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / Ingame.lightmapDownsample
|
||||
private val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / IngameRenderer.lightmapDownsample
|
||||
|
||||
// color model related constants
|
||||
const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB
|
||||
|
||||
@@ -16,6 +16,7 @@ import net.torvald.terrarum.gameactors.*
|
||||
import net.torvald.terrarum.modulebasegame.gameactors.ActorWithPhysics
|
||||
import net.torvald.terrarum.ceilInt
|
||||
import net.torvald.terrarum.floorInt
|
||||
import net.torvald.terrarum.modulebasegame.IngameRenderer
|
||||
import java.util.*
|
||||
|
||||
/**
|
||||
@@ -58,7 +59,7 @@ object LightmapRenderer {
|
||||
private val AIR = Block.AIR
|
||||
|
||||
private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE
|
||||
val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / Ingame.lightmapDownsample
|
||||
val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / IngameRenderer.lightmapDownsample
|
||||
|
||||
// color model related constants
|
||||
const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB
|
||||
@@ -292,6 +293,7 @@ object LightmapRenderer {
|
||||
val l = getLightInternal(x, y)
|
||||
if (l == null) return null
|
||||
|
||||
// brighten if solid
|
||||
if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) {
|
||||
return Color(
|
||||
(l.r * 1.25f),//.clampOne(),
|
||||
@@ -310,13 +312,20 @@ object LightmapRenderer {
|
||||
|
||||
lateinit var lightBuffer: Pixmap
|
||||
|
||||
fun draw(batch: SpriteBatch, drawMode: Int) {
|
||||
private val colourNull = Color(0)
|
||||
|
||||
fun draw(batch: SpriteBatch) {
|
||||
|
||||
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
|
||||
|
||||
// wipe out beforehand. You DO need this
|
||||
lightBuffer.blending = Pixmap.Blending.None // gonna overwrite
|
||||
lightBuffer.setColor(colourNull)
|
||||
lightBuffer.fillRectangle(0, 0, lightBuffer.width, lightBuffer.height)
|
||||
|
||||
|
||||
// write to colour buffer
|
||||
for (y in this_y_start..this_y_end) {
|
||||
@@ -327,16 +336,7 @@ object LightmapRenderer {
|
||||
|
||||
for (x in this_x_start..this_x_end) {
|
||||
|
||||
val color = if (drawMode == DRAW_FOR_RGB) {
|
||||
(getLightForOpaque(x, y) ?: Color(0f,0f,0f,0f)).normaliseToColourHDR()
|
||||
}
|
||||
else if (drawMode == DRAW_FOR_ALPHA) {
|
||||
(getLightForOpaque(x, y) ?: Color(0f,0f,0f,0f)).normaliseToAlphaHDR()
|
||||
}
|
||||
else {
|
||||
throw IllegalArgumentException()
|
||||
}
|
||||
|
||||
val color = (getLightForOpaque(x, y) ?: Color(0f,0f,0f,0f)).normaliseToHDR()
|
||||
|
||||
lightBuffer.setColor(color)
|
||||
|
||||
@@ -366,7 +366,7 @@ object LightmapRenderer {
|
||||
lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
|
||||
|
||||
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
|
||||
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
|
||||
// we might not need shader here...
|
||||
//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
|
||||
batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width * DRAW_TILE_SIZE, lightBufferAsTex.height * DRAW_TILE_SIZE)
|
||||
@@ -375,10 +375,6 @@ object LightmapRenderer {
|
||||
|
||||
|
||||
|
||||
// TODO: set lightmap BACK TO array
|
||||
// TODO: re-iterate over the lightmap, applying filters like getLightForOpaque(x, y) and save it to new buffer (pixmap)
|
||||
// TODO: and THEN draw the map using SHADER
|
||||
|
||||
}
|
||||
|
||||
val lightScalingMagic = 8f
|
||||
@@ -555,11 +551,13 @@ object LightmapRenderer {
|
||||
|
||||
val intervalPos = (intensity * CHANNEL_MAX) - (intensity * CHANNEL_MAX).toInt()
|
||||
|
||||
return interpolateLinear(
|
||||
val ret = interpolateLinear(
|
||||
intervalPos,
|
||||
rgbHDRLookupTable[intervalStart],
|
||||
rgbHDRLookupTable[intervalEnd]
|
||||
)
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
|
||||
@@ -645,18 +643,11 @@ object LightmapRenderer {
|
||||
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f // isn't it beautiful?
|
||||
)
|
||||
/** To eliminated visible edge on the gradient when 255/1023 is exceeded */
|
||||
inline fun Color.normaliseToColourHDR() = Color(
|
||||
inline fun Color.normaliseToHDR() = Color(
|
||||
hdr(this.r),
|
||||
hdr(this.g),
|
||||
hdr(this.b),
|
||||
1f
|
||||
)
|
||||
|
||||
inline fun Color.normaliseToAlphaHDR() = Color(
|
||||
hdr(this.a),
|
||||
hdr(this.a),
|
||||
hdr(this.a),
|
||||
1f
|
||||
hdr(this.a)
|
||||
)
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user