mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-14 04:24:05 +09:00
IngameRenderer: damned thing finally works somewhat
This commit is contained in:
520
src/net/torvald/terrarum/modulebasegame/IngameRenderer.kt
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520
src/net/torvald/terrarum/modulebasegame/IngameRenderer.kt
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package net.torvald.terrarum.modulebasegame
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import net.torvald.dataclass.CircularArray
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import net.torvald.terrarum.*
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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import net.torvald.terrarum.modulebasegame.gameactors.ParticleBase
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.weather.WeatherMixer
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import net.torvald.terrarum.worlddrawer.BlocksDrawer
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import net.torvald.terrarum.worlddrawer.FeaturesDrawer
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import net.torvald.terrarum.worlddrawer.LightmapRenderer
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import net.torvald.terrarum.worlddrawer.WorldCamera
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/**
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* This will be rendered to a postprocessor FBO
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*/
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object IngameRenderer {
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private lateinit var batch: SpriteBatch
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private lateinit var camera: OrthographicCamera
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private lateinit var lightmapFboA: FrameBuffer
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private lateinit var lightmapFboB: FrameBuffer
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private lateinit var fboRGB: FrameBuffer
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private lateinit var fboRGB_lightMixed: FrameBuffer
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private lateinit var fboA: FrameBuffer
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private lateinit var fboA_lightMixed: FrameBuffer
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// you must have lightMixed FBO; otherwise you'll be reading from unbaked FBO and it freaks out GPU
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private val shaderBlur = Terrarum.shaderBlur
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private val shaderSkyboxFill = Terrarum.shaderSkyboxFill
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private val shaderBlendGlow = Terrarum.shaderBlendGlow
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private val shaderRGBOnly = Terrarum.shaderRGBOnly
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private val shaderAtoGrey = Terrarum.shaderAtoGrey
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private val width = Terrarum.WIDTH
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private val height = Terrarum.HEIGHT
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private val widthf = width.toFloat()
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private val heightf = height.toFloat()
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private var initDone = false
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private val world = (Terrarum.ingame as Ingame).world
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private lateinit var player: ActorHumanoid
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var uiListToDraw = ArrayList<UICanvas>()
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const val lightmapDownsample = 4f //2f: still has choppy look when the camera moves but unnoticeable when blurred
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private var debugMode = 0
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operator fun invoke(
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actorsRenderBehind: List<ActorWithBody>,
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actorsRenderMiddle: List<ActorWithBody>,
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actorsRenderMidTop: List<ActorWithBody>,
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actorsRenderFront : List<ActorWithBody>,
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particlesContainer: CircularArray<ParticleBase>,
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player: ActorHumanoid,
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uisToDraw: ArrayList<UICanvas>? = null
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) {
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if (uisToDraw != null) {
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uiListToDraw = uisToDraw
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}
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init()
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this.player = player
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LightmapRenderer.fireRecalculateEvent()
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prepLightmapRGBA()
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drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
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drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
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// clear main or whatever super-FBO being used
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clearBuffer()
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///////////////////////////////////////////////////////////////////////
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// draw sky
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WeatherMixer.render(camera, world)
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///////////////////////////////////////////////////////////////////////
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// use shader to mix RGB and A
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setCameraPosition(0f, 0f)
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val rgbTex = fboRGB_lightMixed.colorBufferTexture
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val aTex = fboA_lightMixed.colorBufferTexture
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// normal behaviour
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if (!KeyToggler.isOn(Input.Keys.F6) &&
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!KeyToggler.isOn(Input.Keys.F7)
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) {
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debugMode = 0
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aTex.bind(1)
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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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batch.inUse {
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blendNormal(batch)
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batch.shader = shaderBlendGlow
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shaderBlendGlow.setUniformi("tex1", 1)
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batch.draw(rgbTex, 0f, 0f)
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}
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// definitely something is not blended correctly
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}
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// something about RGB
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else if (KeyToggler.isOn(Input.Keys.F6) &&
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!KeyToggler.isOn(Input.Keys.F7)
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) {
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debugMode = 1
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batch.inUse {
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blendNormal(batch)
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batch.shader = null
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batch.draw(rgbTex, 0f, 0f)
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// indicator
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batch.color = Color.RED
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batch.fillRect(0f, 0f, 6f, 10f)
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batch.color = Color.LIME
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batch.fillRect(6f, 0f, 6f, 10f)
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batch.color = Color.BLUE
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batch.fillRect(12f, 0f, 6f, 10f)
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batch.color = Color.WHITE
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}
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// works as intended
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}
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// something about A
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else if (!KeyToggler.isOn(Input.Keys.F6) &&
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KeyToggler.isOn(Input.Keys.F7)
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) {
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debugMode = 2
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batch.inUse {
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blendNormal(batch)
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batch.shader = null
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batch.draw(aTex, 0f, 0f)
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// indicator
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batch.color = Color.WHITE
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batch.fillRect(18f, 0f, 18f, 10f)
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}
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// works as intended
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}
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else {
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if (debugMode == 1) {
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KeyToggler.forceSet(Input.Keys.F6, false)
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KeyToggler.forceSet(Input.Keys.F7, true)
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}
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else if (debugMode == 2) {
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KeyToggler.forceSet(Input.Keys.F6, true)
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KeyToggler.forceSet(Input.Keys.F7, false)
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}
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else {
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KeyToggler.forceSet(Input.Keys.F6, false)
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KeyToggler.forceSet(Input.Keys.F7, false)
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}
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// works as intended
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}
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blendNormal(batch)
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///////////////////////////////////////////////////////////////////////
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// draw UI
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setCameraPosition(0f, 0f)
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batch.inUse {
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batch.shader = null
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batch.color = Color.WHITE
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uiListToDraw.forEach {
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it.render(batch, camera)
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}
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}
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// works but some UI elements have wrong transparency
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blendNormal(batch)
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}
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private fun prepLightmapRGBA() {
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lightmapFboA.inAction(null, null) {
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clearBuffer()
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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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clearBuffer()
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Gdx.gl.glDisable(GL20.GL_BLEND)
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}
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processBlur(lightmapFboA, lightmapFboB)
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}
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private fun drawToRGB(
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actorsRenderBehind: List<ActorWithBody>,
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actorsRenderMiddle: List<ActorWithBody>,
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actorsRenderMidTop: List<ActorWithBody>,
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actorsRenderFront : List<ActorWithBody>,
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particlesContainer: CircularArray<ParticleBase>
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) {
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fboRGB.inAction(null, null) { clearBuffer() }
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fboRGB_lightMixed.inAction(null, null) { clearBuffer() }
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fboRGB.inAction(camera, batch) {
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batch.inUse {
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batch.shader = null
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batch.color = Color.WHITE
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}
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setCameraPosition(0f, 0f)
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BlocksDrawer.renderWall(batch.projectionMatrix)
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batch.inUse {
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moveCameraToWorldCoord()
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actorsRenderBehind.forEach { it.drawBody(batch) }
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particlesContainer.forEach { it.drawBody(batch) }
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}
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setCameraPosition(0f, 0f)
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BlocksDrawer.renderTerrain(batch.projectionMatrix)
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batch.inUse {
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/////////////////
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// draw actors //
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/////////////////
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moveCameraToWorldCoord()
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actorsRenderMiddle.forEach { it.drawBody(batch) }
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actorsRenderMidTop.forEach { it.drawBody(batch) }
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player.drawBody(batch)
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actorsRenderFront.forEach { it.drawBody(batch) }
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// --> Change of blend mode <-- introduced by children of ActorWithBody //
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}
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setCameraPosition(0f, 0f)
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BlocksDrawer.renderFront(batch.projectionMatrix, false) // blue coloured filter of water, etc.
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batch.inUse {
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FeaturesDrawer.drawEnvOverlay(batch)
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}
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}
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fboRGB_lightMixed.inAction(camera, batch) {
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setCameraPosition(0f, 0f)
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val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
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val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
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batch.inUse {
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// draw world
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batch.draw(fboRGB.colorBufferTexture, 0f, 0f)
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batch.flush()
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// multiply light on top of it
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val lightTex = lightmapFboB.colorBufferTexture
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if (KeyToggler.isOn(Input.Keys.F8))
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blendNormal(batch)
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else
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blendMul(batch)
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batch.shader = shaderRGBOnly
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batch.draw(lightTex,
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xrem, yrem,
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lightTex.width * lightmapDownsample,
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lightTex.height * lightmapDownsample
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)
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}
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// NOTE TO SELF: this works.
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}
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blendNormal(batch)
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}
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private fun drawToA(
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actorsRenderBehind: List<ActorWithBody>,
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actorsRenderMiddle: List<ActorWithBody>,
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actorsRenderMidTop: List<ActorWithBody>,
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actorsRenderFront : List<ActorWithBody>,
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particlesContainer: CircularArray<ParticleBase>
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) {
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fboA.inAction(null, null) {
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clearBuffer()
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// paint black
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Gdx.gl.glClearColor(0f,0f,0f,1f) // solid black: so that unused area will be also black
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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}
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fboA_lightMixed.inAction(null, null) { clearBuffer() }
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fboA.inAction(camera, batch) {
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batch.inUse {
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batch.shader = null
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batch.color = Color.WHITE
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}
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setCameraPosition(0f, 0f)
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// BlocksDrawer.renderWhateverGlow_WALL
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batch.inUse {
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moveCameraToWorldCoord()
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actorsRenderBehind.forEach { it.drawGlow(batch) }
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particlesContainer.forEach { it.drawGlow(batch) }
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}
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setCameraPosition(0f, 0f)
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// BlocksDrawer.renderWhateverGlow_TERRAIN
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batch.inUse {
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/////////////////
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// draw actors //
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/////////////////
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moveCameraToWorldCoord()
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actorsRenderMiddle.forEach { it.drawGlow(batch) }
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actorsRenderMidTop.forEach { it.drawGlow(batch) }
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player.drawGlow(batch)
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actorsRenderFront.forEach { it.drawGlow(batch) }
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// --> Change of blend mode <-- introduced by children of ActorWithBody //
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}
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}
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fboA_lightMixed.inAction(camera, batch) {
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setCameraPosition(0f, 0f)
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val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
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val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
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batch.inUse {
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// draw world
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batch.draw(fboA.colorBufferTexture, 0f, 0f)
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batch.flush()
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// multiply light on top of it
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val lightTex = lightmapFboB.colorBufferTexture
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if (KeyToggler.isOn(Input.Keys.F8))
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blendNormal(batch)
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else
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blendMul(batch)
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batch.shader = shaderAtoGrey
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batch.draw(lightTex,
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xrem, yrem,
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lightTex.width * lightmapDownsample,
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lightTex.height * lightmapDownsample
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)
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}
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// NOTE TO SELF: this works.
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}
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blendNormal(batch)
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}
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private fun init() {
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if (!initDone) {
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batch = SpriteBatch()
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camera = OrthographicCamera(widthf, heightf)
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camera.setToOrtho(true, widthf, heightf)
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camera.update()
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Gdx.gl20.glViewport(0, 0, width, height)
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resize(width, height)
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LightmapRenderer.world = world
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initDone = true
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}
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}
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private fun clearBuffer() {
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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.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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}
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private fun moveCameraToWorldCoord() {
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// using custom code for camera; this is obscure and tricky
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camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
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camera.update()
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batch.projectionMatrix = camera.combined
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}
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/**
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* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
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*/
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private fun setCameraPosition(newX: Float, newY: Float) {
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camera.position.set((-newX + Terrarum.HALFW).round(), (-newY + Terrarum.HALFH).round(), 0f)
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camera.update()
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batch.projectionMatrix = camera.combined
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}
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fun processBlur(lightmapFboA: FrameBuffer, lightmapFboB: FrameBuffer) {
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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 / 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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// buffers must be cleared beforehand
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||||
|
||||
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// initialise readBuffer with untreated lightmap
|
||||
blurReadBuffer.inAction(camera, batch) {
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batch.inUse {
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blendDisable(batch)
|
||||
batch.color = Color.WHITE
|
||||
LightmapRenderer.draw(batch)
|
||||
}
|
||||
}
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||||
|
||||
|
||||
|
||||
|
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for (i in 0 until blurIterations) {
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blurWriteBuffer.inAction(camera, batch) {
|
||||
|
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batch.inUse {
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val texture = blurReadBuffer.colorBufferTexture
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||||
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texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
|
||||
|
||||
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||||
batch.shader = shaderBlur
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batch.shader.setUniformf("iResolution",
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blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
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batch.shader.setUniformf("flip", 1f)
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if (i % 2 == 0)
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batch.shader.setUniformf("direction", blurRadius, 0f)
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else
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batch.shader.setUniformf("direction", 0f, blurRadius)
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||||
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||||
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||||
batch.color = Color.WHITE
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||||
batch.draw(texture, 0f, 0f)
|
||||
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||||
|
||||
// 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()
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user