mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
shader seems working!; it's messed up by all the test codes but I commit anyway
This commit is contained in:
@@ -5,7 +5,7 @@ uniform sampler2D u_texture;
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uniform vec3 iResolution;
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uniform vec2 iResolution;
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uniform float flip;
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uniform vec2 direction;
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BIN
assets/testimage2.png
Normal file
BIN
assets/testimage2.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 20 KiB |
@@ -77,8 +77,9 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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}
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var worldDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width, Gdx.graphics.height, false)
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var lightmapFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width.div(lightmapDownsample).ceilInt(), Gdx.graphics.height.div(lightmapDownsample).ceilInt(), false)
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// lightmapFrameBuffer: used to smooth out lightmap using shader
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var lightmapFboA = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width.div(lightmapDownsample).ceilInt(), Gdx.graphics.height.div(lightmapDownsample).ceilInt(), false)
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var lightmapFboB = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width.div(lightmapDownsample).ceilInt(), Gdx.graphics.height.div(lightmapDownsample).ceilInt(), false)
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//private lateinit var shader12BitCol: Shader // grab LibGDX if you want some shader
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//private lateinit var shaderBlur: Shader
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@@ -370,6 +371,8 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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}
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val testTex = Texture("assets/test_texture.tga")
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private fun renderGame(batch: SpriteBatch) {
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Gdx.gl.glClearColor(.157f, .157f, .157f, 0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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@@ -379,16 +382,6 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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//batch.projectionMatrix = camera.combined
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// clean the shit beforehand
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worldDrawFrameBuffer.inAction {
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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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}
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lightmapFrameBuffer.inAction {
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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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}
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// Post-update; ones that needs everything is completed //
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FeaturesDrawer.render(batch) //
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@@ -396,20 +389,42 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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if (TerrarumGDX.getConfigBoolean("fullframelightupdate") or (TerrarumGDX.GLOBAL_RENDER_TIMER % 2 == 1)) { //
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LightmapRenderer.fireRecalculateEvent() //
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} //
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// end of post-update //
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// end of post-update /
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// now the actual drawing part //
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lightmapFrameBuffer.inAction {
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// TODO gaussian blur p=8
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batch.shader = TerrarumGDX.shaderBlur
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///////////////////
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// blur lightmap //
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///////////////////
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val blurIterations = 16 // ideally, 4 * radius; must be even number -- odd number will flip the image
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val blurRadius = 4f
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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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}
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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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}
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var blurWriteBuffer = lightmapFboA
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var blurReadBuffer = lightmapFboB
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KeyToggler.forceSet(Input.Keys.F6, false)
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KeyToggler.forceSet(Input.Keys.F7, true)
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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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//batch.shader.setUniform3fv("iResolution", floatArrayOf(lightmapFrameBuffer.width.toFloat(), lightmapFrameBuffer.height.toFloat(), 0f), 0, 12)
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//batch.shader.setUniformi("iChannel0", 0)
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//batch.shader.setUniform2fv("direction", floatArrayOf(8f, 8f), 0, 8)
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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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@@ -417,11 +432,67 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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blendNormal()
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LightmapRenderer.draw(batch)
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batch.color = Color.WHITE
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//LightmapRenderer.draw(batch)
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batch.draw(testTex, 0f, 0f)
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}
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}
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worldDrawFrameBuffer.inAction {
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for (i in 0..blurIterations - 1) {
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blurWriteBuffer.inAction(camera, batch) {
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batch.inUse {
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val texture = if (i == 0)
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testTex
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else
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blurReadBuffer.colorBufferTexture
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texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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batch.shader = TerrarumGDX.shaderBlur
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batch.shader.setUniformf("iResolution", 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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batch.color = Color.WHITE
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batch.draw(texture, 0f, 0f)
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// swap
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val t = blurWriteBuffer
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blurWriteBuffer = blurReadBuffer
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blurReadBuffer = t
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}
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}
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}
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// TEST: passthru to writeBuffer
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/*blurWriteBuffer.inAction(camera, batch) {
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batch.inUse {
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batch.color = Color.WHITE
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batch.draw(testTex, 0f, 0f)
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}
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}*/
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///////////////////////////
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// draw world to the FBO //
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///////////////////////////
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worldDrawFrameBuffer.inAction(camera, batch) {
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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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batch.inUse {
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batch.shader = null
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@@ -464,10 +535,14 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
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setCameraPosition(0f, 0f)
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val lightTex = lightmapFrameBuffer.colorBufferTexture // TODO zoom!
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val lightTex = blurWriteBuffer.colorBufferTexture // TODO zoom!
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if (KeyToggler.isOn(Input.Keys.F7)) blendNormal()
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else blendMul()
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batch.draw(lightTex, 0f, 0f, lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample)
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batch.color = Color.WHITE
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//batch.draw(lightTex, 0f, 0f, lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample)
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TerrarumGDX.fontGame.draw(batch, "Thumbnail:", 100f, 80f)
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batch.draw(lightTex, 100f, 100f, 100f, 100f)
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}
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@@ -496,6 +571,8 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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/////////////////////////
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// draw to main screen //
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/////////////////////////
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camera.setToOrtho(true, Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
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batch.projectionMatrix = camera.combined
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batch.inUse {
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batch.shader = null
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@@ -1143,8 +1220,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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override fun resize(width: Int, height: Int) {
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worldDrawFrameBuffer.dispose()
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worldDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, width, height, false)
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lightmapFrameBuffer.dispose()
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lightmapFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample).ceilInt(), height.div(lightmapDownsample).ceilInt(), false)
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lightmapFboA.dispose()
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lightmapFboA = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample).ceilInt(), height.div(lightmapDownsample).ceilInt(), false)
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lightmapFboB.dispose()
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lightmapFboB = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample).ceilInt(), height.div(lightmapDownsample).ceilInt(), false)
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// Set up viewport when window is resized
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initViewPort(width, height)
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@@ -6,10 +6,7 @@ import com.badlogic.gdx.Screen
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import com.badlogic.gdx.assets.loaders.ShaderProgramLoader
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication
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import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.graphics.GL30
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.Batch
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import com.badlogic.gdx.graphics.g2d.BitmapFont
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import com.badlogic.gdx.graphics.g2d.CpuSpriteBatch
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@@ -46,9 +43,9 @@ fun main(args: Array<String>) {
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config.foregroundFPS = TerrarumGDX.RENDER_FPS
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config.backgroundFPS = TerrarumGDX.RENDER_FPS
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//config.vSyncEnabled = true
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config.resizable = true
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config.width = 1072
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config.height = 742
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config.resizable = false
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config.width = 512//1072
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config.height = 512//742
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config.backgroundFPS = 9999
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config.foregroundFPS = 9999
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//config.useGL30 = true
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@@ -297,7 +294,6 @@ object TerrarumGDX : ApplicationAdapter() {
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ShaderProgram.pedantic = false
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shaderBlur = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
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ModMgr // invoke Module Manager, will also invoke BlockCodex
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ItemCodex // invoke Item Codex
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@@ -305,8 +301,9 @@ object TerrarumGDX : ApplicationAdapter() {
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ingame = StateInGameGDX(batch)
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ingame!!.enter()
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currentScreen = ingame as Screen
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ingame!!.enter()
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}
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override fun render() {
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@@ -522,8 +519,12 @@ inline fun ShapeRenderer.inUse(shapeRendererType: ShapeRenderer.ShapeType = Shap
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}
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/** Use Batch inside of it! */
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inline fun FrameBuffer.inAction(action: (FrameBuffer) -> Unit) {
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inline fun FrameBuffer.inAction(camera: OrthographicCamera?, batch: SpriteBatch?, action: (FrameBuffer) -> Unit) {
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this.begin()
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camera?.setToOrtho(true, this.width.toFloat(), this.height.toFloat())
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camera?.position?.set(this.width / 2f, this.height / 2f, 0f) // are these actually needed?
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camera?.update() // are these actually needed?
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batch?.projectionMatrix = camera?.combined
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action(this)
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this.end()
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}
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@@ -2,40 +2,50 @@ package net.torvald.terrarum
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import com.badlogic.gdx.ApplicationAdapter
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Screen
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication
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import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
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import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.graphics.Pixmap
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.BitmapFont
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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 com.badlogic.gdx.graphics.glutils.ShaderProgram
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import net.torvald.terrarumsansbitmap.gdx.GameFontBase
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import com.badlogic.gdx.graphics.OrthographicCamera
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/**
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* Created by minjaesong on 2017-06-11.
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*/
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class TestTestTest : ApplicationAdapter() {
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class TestTestTest(val batch: SpriteBatch) : Screen {
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lateinit var batch: SpriteBatch
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lateinit var img: Texture
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lateinit var gameFont: BitmapFont
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lateinit var blurShader: ShaderProgram
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lateinit var blurFboA: FrameBuffer
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lateinit var blurFboB: FrameBuffer
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lateinit var cam: OrthographicCamera
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lateinit var worldFbo: FrameBuffer
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lateinit var camera: OrthographicCamera
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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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fun enter() {
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// init view port
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camera = OrthographicCamera(Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
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override fun create() {
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batch = SpriteBatch()
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img = Texture("assets/test_texture.tga")
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gameFont = GameFontBase("assets/graphics/fonts/terrarum-sans-bitmap")
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@@ -45,20 +55,21 @@ class TestTestTest : ApplicationAdapter() {
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blurFboA = FrameBuffer(Pixmap.Format.RGBA8888, img.width, img.height, false)
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blurFboB = FrameBuffer(Pixmap.Format.RGBA8888, img.width, img.height, false)
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ShaderProgram.pedantic = false
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blurShader = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
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worldFbo = FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.width, Gdx.graphics.height, false)
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blurShader.begin()
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blurShader.setUniformf("iResolution", img.width.toFloat(), img.height.toFloat(), 0f)
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blurShader.end()
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//blurShader.begin()
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//blurShader.setUniformf("iResolution", img.width.toFloat(), img.height.toFloat(), 0f)
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//blurShader.end()
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cam = OrthographicCamera(Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
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cam.setToOrtho(false)
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initViewPort(Gdx.graphics.width, Gdx.graphics.height)
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}
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override fun render() {
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val iterations = 16
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override fun render(delta: Float) {
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Gdx.graphics.setTitle("TestTestTest — F: ${Gdx.graphics.framesPerSecond}")
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val iterations = 16 // ideally, 4 * radius; must be even number -- odd number will flip the image
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val radius = 4f
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@@ -66,12 +77,12 @@ class TestTestTest : ApplicationAdapter() {
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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blurFboA.inAction {
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blurFboA.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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}
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blurFboB.inAction {
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blurFboB.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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}
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@@ -82,12 +93,9 @@ class TestTestTest : ApplicationAdapter() {
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for (i in 0..iterations - 1) {
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writeBuffer.inAction {
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writeBuffer.inAction(camera, batch) {
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batch.inUse {
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cam.setToOrtho(false, writeBuffer.width.toFloat(), writeBuffer.height.toFloat())
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batch.projectionMatrix = cam.combined
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val texture = if (i == 0)
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img
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else
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@@ -95,7 +103,9 @@ class TestTestTest : ApplicationAdapter() {
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texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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batch.shader = blurShader
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batch.shader = TestTestMain.blurShader
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batch.shader.setUniformf("iResolution", writeBuffer.width.toFloat(), writeBuffer.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", radius, 0f)
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@@ -103,7 +113,7 @@ class TestTestTest : ApplicationAdapter() {
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batch.shader.setUniformf("direction", 0f, radius)
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batch.color = Color.WHITE
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batch.draw(texture, 0f, 0f)
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@@ -115,16 +125,57 @@ class TestTestTest : ApplicationAdapter() {
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}
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}
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// draw last FBO to screen
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batch.inUse {
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cam.setToOrtho(false, Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
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batch.projectionMatrix = cam.combined
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worldFbo.inAction(camera, batch) {
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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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batch.inUse {
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batch.shader = null
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camera.position.set(Gdx.graphics.width / 2f - 50f, Gdx.graphics.height / 2f - 50f, 0f)
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camera.update()
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batch.projectionMatrix = camera.combined
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||||
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batch.shader.setUniformf("direction", 0f, 0f)
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batch.shader.setUniformf("flip", if (iterations % 2 != 0) 1f else 0f)
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batch.draw(writeBuffer.colorBufferTexture, 0f, 0f)
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batch.color = Color.WHITE
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batch.draw(writeBuffer.colorBufferTexture, 0f, 0f)
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}
|
||||
}
|
||||
|
||||
|
||||
camera.setToOrtho(true, Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
|
||||
batch.projectionMatrix = camera.combined
|
||||
batch.inUse {
|
||||
|
||||
camera.position.set(Gdx.graphics.width / 2f, Gdx.graphics.height / 2f, 0f)
|
||||
camera.update()
|
||||
batch.projectionMatrix = camera.combined
|
||||
|
||||
|
||||
batch.color = Color.WHITE
|
||||
batch.draw(worldFbo.colorBufferTexture, 0f, 0f)
|
||||
|
||||
|
||||
batch.draw(img, 0f, 0f, 100f, 100f)
|
||||
}
|
||||
}
|
||||
|
||||
override fun hide() {
|
||||
}
|
||||
|
||||
override fun show() {
|
||||
initViewPort(Gdx.graphics.width, Gdx.graphics.height)
|
||||
}
|
||||
|
||||
override fun pause() {
|
||||
}
|
||||
|
||||
override fun resume() {
|
||||
}
|
||||
|
||||
override fun resize(width: Int, height: Int) {
|
||||
}
|
||||
|
||||
override fun dispose() {
|
||||
@@ -133,18 +184,42 @@ class TestTestTest : ApplicationAdapter() {
|
||||
}
|
||||
|
||||
|
||||
private inline fun SpriteBatch.inUse(action: () -> Unit) {
|
||||
this.begin()
|
||||
action()
|
||||
this.end()
|
||||
}
|
||||
|
||||
object TestTestMain : ApplicationAdapter() {
|
||||
lateinit var blurShader: ShaderProgram
|
||||
lateinit var batch: SpriteBatch
|
||||
|
||||
lateinit var currentScreen: TestTestTest
|
||||
|
||||
override fun create() {
|
||||
ShaderProgram.pedantic = false
|
||||
blurShader = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
|
||||
|
||||
// culprit #4
|
||||
blurShader.begin()
|
||||
blurShader.setUniformf("dir", 0f, 0f); //direction of blur; nil for now
|
||||
blurShader.setUniformf("resolution", maxOf(Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())) //size of FBO texture
|
||||
blurShader.setUniformf("radius", 9f) //radius of blur
|
||||
blurShader.end()
|
||||
|
||||
Gdx.graphics.isContinuousRendering = true // culprit #3
|
||||
|
||||
|
||||
batch = SpriteBatch()
|
||||
|
||||
|
||||
currentScreen = TestTestTest(batch)
|
||||
currentScreen.enter()
|
||||
}
|
||||
|
||||
inline fun FrameBuffer.inAction(action: (FrameBuffer) -> Unit) {
|
||||
this.begin()
|
||||
action(this)
|
||||
this.end()
|
||||
override fun render() {
|
||||
currentScreen.render(Gdx.graphics.deltaTime)
|
||||
}
|
||||
|
||||
override fun dispose() {
|
||||
currentScreen.dispose()
|
||||
}
|
||||
}
|
||||
|
||||
fun main(args: Array<String>) { // LWJGL 3 won't work? java.lang.VerifyError
|
||||
@@ -155,5 +230,5 @@ fun main(args: Array<String>) { // LWJGL 3 won't work? java.lang.VerifyError
|
||||
config.width = 1072
|
||||
config.height = 742
|
||||
config.foregroundFPS = 9999
|
||||
LwjglApplication(TestTestTest(), config)
|
||||
LwjglApplication(TestTestMain, config)
|
||||
}
|
||||
@@ -83,14 +83,6 @@ class UIBasicNotifier(private val player: ActorHumanoid?) : UICanvas {
|
||||
}
|
||||
|
||||
override fun render(batch: SpriteBatch) {
|
||||
// backplate
|
||||
batch.draw(atlas.get(0, 0), 0f, 0f)
|
||||
|
||||
// because what the fuck (rendered darker than what it supposed to be)
|
||||
/*blendScreen()
|
||||
batch.color = Color(0x0c0c0c_ff)
|
||||
batch.draw(atlas.get(0, 1), 0f, 0f)*/
|
||||
|
||||
// light overlay or EL
|
||||
if (ELon) {
|
||||
blendNormal()
|
||||
@@ -108,9 +100,11 @@ class UIBasicNotifier(private val player: ActorHumanoid?) : UICanvas {
|
||||
else {
|
||||
lightLevel = TerrarumGDX.ingame!!.world.globalLight.normaliseToColour()
|
||||
}
|
||||
blendMul()
|
||||
|
||||
|
||||
// backplate
|
||||
batch.color = lightLevel
|
||||
batch.draw(atlas.get(0, 1), 0f, 0f)
|
||||
batch.draw(atlas.get(0, 0), 0f, 0f)
|
||||
}
|
||||
|
||||
// LCD back
|
||||
|
||||
@@ -58,14 +58,6 @@ class UITierOneWatch(private val player: ActorHumanoid?) : UICanvas {
|
||||
}
|
||||
|
||||
override fun render(batch: SpriteBatch) {
|
||||
// backplate
|
||||
batch.draw(atlas.get(0, 0), 0f, 0f)
|
||||
|
||||
// because what the fuck (rendered darker than what it supposed to be)
|
||||
/*blendScreen()
|
||||
batch.color = Color(0x0c0c0c_ff)
|
||||
batch.draw(atlas.get(0, 1), 0f, 0f)*/
|
||||
|
||||
// light overlay or EL
|
||||
if (ELon) {
|
||||
blendNormal()
|
||||
@@ -83,9 +75,10 @@ class UITierOneWatch(private val player: ActorHumanoid?) : UICanvas {
|
||||
else {
|
||||
lightLevel = TerrarumGDX.ingame!!.world.globalLight.normaliseToColour()
|
||||
}
|
||||
blendMul()
|
||||
|
||||
// backplate
|
||||
batch.color = lightLevel
|
||||
batch.draw(atlas.get(0, 1), 0f, 0f)
|
||||
batch.draw(atlas.get(0, 0), 0f, 0f)
|
||||
}
|
||||
|
||||
// LCD back
|
||||
|
||||
@@ -13,6 +13,7 @@ import net.torvald.terrarum.gameactors.ActorWithPhysics
|
||||
import net.torvald.terrarum.gameworld.GameWorld
|
||||
import net.torvald.terrarum.blockproperties.Block
|
||||
import net.torvald.terrarum.fillRect
|
||||
import net.torvald.terrarum.gameactors.roundInt
|
||||
import net.torvald.terrarum.inUse
|
||||
import java.util.*
|
||||
|
||||
@@ -285,10 +286,10 @@ object LightmapRenderer {
|
||||
* sample ambient for eight points and apply attenuation for those
|
||||
* maxblend eight values and use it
|
||||
*/
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y - 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y + 1) ?: 0, scaleColour(thisTileOpacity, 1.4142f))
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y - 1) ?: 0, scaleSqrt2(thisTileOpacity))
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y - 1) ?: 0, scaleSqrt2(thisTileOpacity))
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x - 1, y + 1) ?: 0, scaleSqrt2(thisTileOpacity))
|
||||
/* + */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x + 1, y + 1) ?: 0, scaleSqrt2(thisTileOpacity))
|
||||
|
||||
/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x , y - 1) ?: 0, thisTileOpacity)
|
||||
/* * */ambientAccumulator = ambientAccumulator maxBlend darkenColoured(getLight(x , y + 1) ?: 0, thisTileOpacity)
|
||||
@@ -462,17 +463,25 @@ object LightmapRenderer {
|
||||
// use equation with magic number 8.0
|
||||
// should draw somewhat exponential curve when you plot the propagation of light in-game
|
||||
|
||||
return ((data.r() * (1f - darken.r() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round() * MUL_2 +
|
||||
((data.g() * (1f - darken.g() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round() * MUL +
|
||||
return ((data.r() * (1f - darken.r() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round().shl(20) or
|
||||
((data.g() * (1f - darken.g() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round().shl(10) or
|
||||
((data.b() * (1f - darken.b() * lightScalingMagic)).clampZero() * CHANNEL_MAX).round()
|
||||
}
|
||||
|
||||
fun scaleColour(data: Int, scale: Float): RGB10 {
|
||||
return ((data.r() * scale).clampOne() * CHANNEL_MAX).round() * MUL_2 +
|
||||
((data.g() * scale).clampOne() * CHANNEL_MAX).round() * MUL +
|
||||
return ((data.r() * scale).clampOne() * CHANNEL_MAX).round().shl(20) or
|
||||
((data.g() * scale).clampOne() * CHANNEL_MAX).round().shl(10) or
|
||||
((data.b() * scale).clampOne() * CHANNEL_MAX).round()
|
||||
}
|
||||
|
||||
private fun scaleSqrt2(data: Int): RGB10 {
|
||||
return scaleSqrt2Lookup[data.rawR()].shl(20) or
|
||||
scaleSqrt2Lookup[data.rawG()].shl(10) or
|
||||
scaleSqrt2Lookup[data.rawB()]
|
||||
}
|
||||
|
||||
private val scaleSqrt2Lookup = IntArray(MUL, { it -> minOf(MUL - 1, (it * 1.41421356).roundInt()) })
|
||||
|
||||
/**
|
||||
* Add each channel's RGB value.
|
||||
*
|
||||
@@ -559,37 +568,37 @@ object LightmapRenderer {
|
||||
* @return
|
||||
*/
|
||||
private infix fun RGB10.maxBlend(other: Int): RGB10 {
|
||||
return (if (this.rawR() > other.rawR()) this.rawR() else other.rawR()) * MUL_2 +
|
||||
(if (this.rawG() > other.rawG()) this.rawG() else other.rawG()) * MUL +
|
||||
return (if (this.rawR() > other.rawR()) this.rawR() else other.rawR()).shl(20) or
|
||||
(if (this.rawG() > other.rawG()) this.rawG() else other.rawG()).shl(10) or
|
||||
(if (this.rawB() > other.rawB()) this.rawB() else other.rawB())
|
||||
}
|
||||
|
||||
private infix fun RGB10.linMix(other: Int): RGB10 {
|
||||
return ((this.rawR() + other.rawR()) ushr 1) * MUL_2 +
|
||||
((this.rawG() + other.rawG()) ushr 1) * MUL +
|
||||
return ((this.rawR() + other.rawR()) ushr 1).shl(20) or
|
||||
((this.rawG() + other.rawG()) ushr 1).shl(10) or
|
||||
((this.rawB() + other.rawB()) ushr 1)
|
||||
}
|
||||
|
||||
private infix fun RGB10.colSub(other: Int): RGB10 {
|
||||
return ((this.rawR() - other.rawR()).clampChannel()) * MUL_2 +
|
||||
((this.rawG() - other.rawG()).clampChannel()) * MUL +
|
||||
return ((this.rawR() - other.rawR()).clampChannel()).shl(20) or
|
||||
((this.rawG() - other.rawG()).clampChannel()).shl(10) or
|
||||
((this.rawB() - other.rawB()).clampChannel())
|
||||
}
|
||||
|
||||
private infix fun RGB10.colAdd(other: Int): RGB10 {
|
||||
return ((this.rawR() + other.rawR()).clampChannel()) * MUL_2 +
|
||||
((this.rawG() + other.rawG()).clampChannel()) * MUL +
|
||||
return ((this.rawR() + other.rawR()).clampChannel()).shl(20) or
|
||||
((this.rawG() + other.rawG()).clampChannel()).shl(10) or
|
||||
((this.rawB() + other.rawB()).clampChannel())
|
||||
}
|
||||
|
||||
fun RGB10.rawR() = this / MUL_2
|
||||
fun RGB10.rawG() = this % MUL_2 / MUL
|
||||
fun RGB10.rawB() = this % MUL
|
||||
inline fun RGB10.rawR() = this.ushr(20) and 1023
|
||||
inline fun RGB10.rawG() = this.ushr(10) and 1023
|
||||
inline fun RGB10.rawB() = this and 1023
|
||||
|
||||
/** 0.0 - 1.0 for 0-1023 (0.0 - 0.25 for 0-255) */
|
||||
fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
|
||||
fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
|
||||
fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT
|
||||
inline fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
|
||||
inline fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
|
||||
inline fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT
|
||||
|
||||
/**
|
||||
|
||||
@@ -617,8 +626,8 @@ object LightmapRenderer {
|
||||
//if (g !in 0..CHANNEL_MAX) throw IllegalArgumentException("Green: out of range ($g)")
|
||||
//if (b !in 0..CHANNEL_MAX) throw IllegalArgumentException("Blue: out of range ($b)")
|
||||
|
||||
return r * MUL_2 +
|
||||
g * MUL +
|
||||
return r.shl(20) or
|
||||
g.shl(10) or
|
||||
b
|
||||
}
|
||||
|
||||
@@ -627,8 +636,8 @@ object LightmapRenderer {
|
||||
//if (g < 0 || g > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Green: out of range ($g)")
|
||||
//if (b < 0 || b > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Blue: out of range ($b)")
|
||||
|
||||
return (r * CHANNEL_MAX).round() * MUL_2 +
|
||||
(g * CHANNEL_MAX).round() * MUL +
|
||||
return (r * CHANNEL_MAX).round().shl(20) or
|
||||
(g * CHANNEL_MAX).round().shl(10) or
|
||||
(b * CHANNEL_MAX).round()
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user