mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-21 16:04:05 +09:00
simplified a structure of UIs a bit
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@@ -466,7 +466,7 @@ class Ingame(val batch: SpriteBatch) : Screen {
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KeyToggler.update()
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GameController.processInput(delta)
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GameController.update(delta)
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if (!paused) {
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@@ -483,12 +483,6 @@ class Ingame(val batch: SpriteBatch) : Screen {
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world.globalLight = WeatherMixer.globalLightNow
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///////////////////////////
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// input-related updates //
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///////////////////////////
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uiContainer.forEach { it.processInput(delta) }
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////////////////////////////
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// camera-related updates //
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////////////////////////////
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@@ -608,11 +602,14 @@ class Ingame(val batch: SpriteBatch) : Screen {
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// mix lighpmap canvas to this canvas (Colors -- RGB channel)
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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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batch.shader = null
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batch.shader = Terrarum.shaderBayer
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batch.shader.setUniformf("rcount", 64f)
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batch.shader.setUniformf("gcount", 64f)
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batch.shader.setUniformf("bcount", 64f) // de-banding
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val lightTex = blurWriteBuffer.colorBufferTexture // TODO zoom!
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lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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lightTex.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
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else blendMul()
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@@ -671,14 +668,17 @@ class Ingame(val batch: SpriteBatch) : Screen {
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// --> blendNormal() <-- introduced by childs of ActorWithBody //
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// mix lighpmap canvas to this canvas (UV lights -- A channel)
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// mix lighpmap canvas to this canvas (UV lights -- A channel written on RGB as greyscale image)
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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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batch.shader = null
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batch.shader = Terrarum.shaderBayer
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batch.shader.setUniformf("rcount", 64f)
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batch.shader.setUniformf("gcount", 64f)
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batch.shader.setUniformf("bcount", 64f) // de-banding
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val lightTex = blurWriteBuffer.colorBufferTexture // TODO zoom!
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lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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lightTex.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
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else blendMul()
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@@ -702,22 +702,6 @@ class Ingame(val batch: SpriteBatch) : Screen {
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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// draw skybox
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/*WeatherMixer.render(camera)
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batch.inUse {
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batch.color = Color.WHITE
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blendNormal()
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // reset active textureunit to zero (i don't know tbh, but it won't work without this)
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batch.shader = null
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}*/
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// draw blended world
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val worldTex = worldDrawFrameBuffer.colorBufferTexture // WORLD: light_color must be applied beforehand
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val glowTex = worldGlowFrameBuffer.colorBufferTexture // GLOW: light_uvlight must be applied beforehand
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@@ -776,7 +760,6 @@ class Ingame(val batch: SpriteBatch) : Screen {
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val blendedTex = worldBlendFrameBuffer.colorBufferTexture
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blendedTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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batch.color = Color.WHITE
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//batch.shader = Terrarum.shaderBayer
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batch.shader = null
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blendNormal()
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batch.draw(blendedTex, 0f, 0f, blendedTex.width.toFloat(), blendedTex.height.toFloat())
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