IngameRenderer: damned thing finally works somewhat

This commit is contained in:
minjaesong
2018-06-30 16:47:22 +09:00
parent 54a38407e2
commit cf04b7d22a
17 changed files with 628 additions and 646 deletions

View File

@@ -25,12 +25,6 @@ object PostProcessor {
}
fun draw(fbo: FrameBuffer) {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 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)
if (textureRegion == null) {
textureRegion = TextureRegion(fbo.colorBufferTexture)
@@ -49,20 +43,23 @@ object PostProcessor {
Terrarum.debugTimers["GFX.PostProcessor"] = measureNanoTime {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 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)
val shader = AppLoader.shader18Bit
// no-screen screen renders but the game don't? wtf?
batch.inUse {
batch.shader = shader
shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
batch.draw(textureRegion, 0f, 0f)
}
shader.begin()
shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
AppLoader.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
shader.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
}