rendering scheme of the world changed, fluids draw as intended

But my idea wasn't very stellar, *sigh*
This commit is contained in:
Minjae Song
2018-12-22 02:08:08 +09:00
parent 92d3c578a9
commit e5ea32ba56
5 changed files with 139 additions and 158 deletions

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@@ -20,6 +20,9 @@ object Fluid {
val fluidRange = 1..2 // MANUAL UPDATE
/**
* Returns tile number in the main tile atlas. Water being 4095.
*/
fun getFluidTileFrom(type: FluidType) = GameWorld.TILES_SUPPORTED - type.abs()
fun isThisTileFluid(tileid: Int) = tileid in fluidTilesRange
}

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@@ -86,6 +86,7 @@ object IngameRenderer {
LightmapRenderer.fireRecalculateEvent()
prepLightmapRGBA()
BlocksDrawer.renderData()
drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
drawOverlayActors(actorsRenderOverlay)
@@ -242,7 +243,7 @@ object IngameRenderer {
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderWall(batch.projectionMatrix)
BlocksDrawer.drawWall(batch.projectionMatrix)
batch.inUse {
moveCameraToWorldCoord()
@@ -251,7 +252,7 @@ object IngameRenderer {
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderTerrain(batch.projectionMatrix)
BlocksDrawer.drawTerrain(batch.projectionMatrix)
batch.inUse {
/////////////////
@@ -266,7 +267,7 @@ object IngameRenderer {
}
setCameraPosition(0f, 0f)
BlocksDrawer.renderFront(batch.projectionMatrix, false) // blue coloured filter of water, etc.
BlocksDrawer.drawFront(batch.projectionMatrix, false) // blue coloured filter of water, etc.
batch.inUse {
FeaturesDrawer.drawEnvOverlay(batch)

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@@ -10,9 +10,7 @@ import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.*
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.blockproperties.Fluid
import net.torvald.terrarum.ceilInt
import net.torvald.terrarum.gameworld.MapLayer
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_TILES
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
@@ -42,6 +40,11 @@ internal object BlocksDrawer {
private val TILE_SIZE = FeaturesDrawer.TILE_SIZE
private val TILE_SIZEF = FeaturesDrawer.TILE_SIZE.toFloat()
/**
* Widths of the tile atlases must have exactly the same width (height doesn't matter)
* If not, the engine will choose wrong tile for a number you provided.
*/
val tilesTerrain: TextureRegionPack
val tilesWire: TextureRegionPack
val tileItemWall: TextureRegionPack
@@ -53,7 +56,10 @@ internal object BlocksDrawer {
val wallOverlayColour = Color(2f/3f, 2f/3f, 2f/3f, 1f)
const val breakAnimSteps = 10
const val BREAKAGE_STEPS = 10
const val TILES_PER_BLOCK = PairedMapLayer.RANGE
const val BLOCKS_IN_ATLAS_X = 16 // assuming atlas size of 4096x4096 px
const val BLOCKS_IN_ATLAS_Y = 256 // assuming atlas size of 4096x4096 px
val WALL = GameWorld.WALL
val TERRAIN = GameWorld.TERRAIN
@@ -352,37 +358,40 @@ internal object BlocksDrawer {
// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
///////////////////////////////////////////
internal fun renderWall(projectionMatrix: Matrix4) {
internal fun renderData() {
drawTiles(WALL)
drawTiles(TERRAIN) // regular tiles
drawTiles(WIRE)
drawTiles(FLUID)
}
internal fun drawWall(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, projectionMatrix)
}
internal fun renderTerrain(projectionMatrix: Matrix4) {
internal fun drawTerrain(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, projectionMatrix)
renderUsingBuffer(FLUID, projectionMatrix)
}
internal fun renderFront(projectionMatrix: Matrix4, drawWires: Boolean) {
internal fun drawFront(projectionMatrix: Matrix4, drawWires: Boolean) {
// blend mul
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA)
drawTiles(TERRAIN, true) // blendmul tiles
renderUsingBuffer(TERRAIN, projectionMatrix)
renderFluids(projectionMatrix)
// let's just not MUL on terrain, make it FLUID only...
renderUsingBuffer(FLUID, projectionMatrix)
@@ -392,48 +401,62 @@ internal object BlocksDrawer {
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
if (drawWires) {
drawTiles(WIRE, false)
renderUsingBuffer(WIRE, projectionMatrix)
}
}
/**
* Returns a tile number as if we're addressing tile number in the main atlas. That is, returning int of
* 18 means will point to the tile (32, 1) of the fluid atlas.
*
* This behaviour is to keep compatibility with World.getTile() method, this method need to mimic the World's
* behaviour to return "starting point" of the tile, so nearby information (int 0..15) can simply be added to
* the X-position that can be deduced from the tile number.
*
* As a consequence, fluids.tga must have the same width as tiles.tga.
*/
private fun GameWorld.FluidInfo.toFluidTile(): Int {
/*
val fluid = world.getFluid(x, y)
if (AppLoader.IS_DEVELOPMENT_BUILD && fluid.type == Fluid.NULL && fluid.amount != 0f) {
throw Error("Illegal fluid at ($x,$y): $fluid")
}
if (fluid.amount >= WorldSimulator.FLUID_MIN_MASS) {
val fluidLevel = fluid.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
val baseTileID = (GameWorld.TILES_SUPPORTED) - fluid.type.abs()
val tileX = fluidLevel + (baseTileID % 16) * PairedMapLayer.RANGE
val tileY = baseTileID / 16
//printdbg(this, "$fluid")
//printdbg(this, "$fluidLevel, $baseTileID, $tileX, $tileY")
writeToBuffer(mode, bufferX, bufferY, tileX, tileY, 0)
}
*/
val fluidNum = this.type.abs()
if (this.amount >= WorldSimulator.FLUID_MIN_MASS) {
val fluidLevel = this.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
return fluidLevel * BLOCKS_IN_ATLAS_X + fluidNum
}
else {
return 0
}
}
private val tileDrawLightThreshold = 2f / LightmapRenderer.MUL
private fun canIHazRender(mode: Int, x: Int, y: Int) =
//(world.getTileFrom(mode, x, y) != 0) // not an air tile
//&&
// for WALLs; else: ret true
if (mode == WALL) { // DRAW WHEN it is visible and 'is a lip'
( BlockCodex[world.getTileFromTerrain(x, y) ?: 0].isClear ||
!
((!BlockCodex[world.getTileFromTerrain(x, y - 1) ?: 0].isClear && !BlockCodex[world.getTileFromTerrain(x, y + 1) ?: 0].isClear)
&&
(!BlockCodex[world.getTileFromTerrain(x - 1, y) ?: 0].isClear && !BlockCodex[world.getTileFromTerrain(x + 1, y + 1) ?: 0].isClear)
)
)
}
else
true
// end
private fun hasLightNearby(x: Int, y: Int) = ( // check if light level of nearby or this tile is illuminated
LightmapRenderer.getHighestRGB(x, y) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x - 1, y) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x + 1, y) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x, y - 1) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x, y + 1) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x - 1, y - 1) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x + 1, y + 1) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x + 1, y - 1) ?: 0f >= tileDrawLightThreshold ||
LightmapRenderer.getHighestRGB(x - 1, y + 1) ?: 0f >= tileDrawLightThreshold
)
/**
* Writes to buffer. Actual draw code must be called after this operation.
*
* @param drawModeTilesBlendMul If current drawing mode is MULTIPLY. Doesn't matter if mode is FLUID.
*/
private fun drawTiles(mode: Int, drawModeTilesBlendMul: Boolean) {
private fun drawTiles(mode: Int) {
// can't be "WorldCamera.y / TILE_SIZE":
// ( 3 / 16) == 0
// (-3 / 16) == -1 <-- We want it to be '-1', not zero
@@ -459,122 +482,56 @@ internal object BlocksDrawer {
val bufferX = x - for_x_start
val bufferY = y - for_y_start
val thisTile: Int?
if (mode % 3 == WALL)
thisTile = world.getTileFromWall(x, y)
else if (mode % 3 == TERRAIN)
thisTile = world.getTileFromTerrain(x, y)
else if (mode % 3 == WIRE)
thisTile = world.getTileFromWire(x, y)
else
throw IllegalArgumentException()
val thisTile = when (mode) {
WALL -> world.getTileFromWall(x, y)
TERRAIN -> world.getTileFromTerrain(x, y)
WIRE -> world.getTileFromWire(x, y)
FLUID -> world.getFluid(x, y).toFluidTile()
else -> throw IllegalArgumentException()
}
val noDamageLayer = mode % 3 == WIRE
// draw a tile, but only when illuminated
try {
val nearbyTilesInfo: Int
if (isPlatform(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfoPlatform(x, y)
val nearbyTilesInfo = if (mode == FLUID) {
getNearbyTilesInfoFluids(x, y)
}
else if (isPlatform(thisTile)) {
getNearbyTilesInfoPlatform(x, y)
}
else if (isWallSticker(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfoWallSticker(x, y)
getNearbyTilesInfoWallSticker(x, y)
}
else if (isConnectMutual(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfoNonSolid(x, y, mode)
getNearbyTilesInfoNonSolid(x, y, mode)
}
else if (isConnectSelf(thisTile)) {
nearbyTilesInfo = getNearbyTilesInfo(x, y, mode, thisTile)
getNearbyTilesInfo(x, y, mode, thisTile)
}
else {
nearbyTilesInfo = 0
0
}
val thisTileX = if (!noDamageLayer)
PairedMapLayer.RANGE * ((thisTile ?: 0) % PairedMapLayer.RANGE) + nearbyTilesInfo
else
nearbyTilesInfo
val thisTileY = (thisTile ?: 0) / PairedMapLayer.RANGE
val thisTileX = TILES_PER_BLOCK * ((thisTile ?: 0) % BLOCKS_IN_ATLAS_X) + nearbyTilesInfo
val thisTileY = (thisTile ?: 0) / BLOCKS_IN_ATLAS_X
val breakage = if (mode == TERRAIN) world.getTerrainDamage(x, y) else world.getWallDamage(x, y)
val maxHealth = BlockCodex[world.getTileFromTerrain(x, y)].strength
val breakingStage = (breakage / maxHealth).times(breakAnimSteps).roundInt()
val breakingStage = (breakage / maxHealth).times(BREAKAGE_STEPS).roundInt()
// draw a tile
// I don't know what the fuck is going on here, one thing I sure is it will draw twice, blending
// over what had drawn in first pass (blendNormal)
// this code works, but may not work in the way I wanted
// also, it DOES have a code snippet written twice:
// if (BlockCodex[thisTile].isFluid) {
// ...
// }
// else {
// ...
// }
if (drawModeTilesBlendMul) {
// while iterating through, only the some tiles are actually eligible to be drawn as MUL,
// so obviously when we caught not eligible tile, we need to skip that by marking as Tile No. zero
if (isBlendMul(thisTile)) {
if (BlockCodex[thisTile].isFluid) {
val fluid = world.getFluid(x, y)
if (AppLoader.IS_DEVELOPMENT_BUILD && fluid.type == Fluid.NULL && fluid.amount != 0f) {
throw Error("Illegal fluid at ($x,$y): $fluid")
}
if (fluid.amount >= WorldSimulator.FLUID_MIN_MASS) {
val fluidLevel = fluid.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
val baseTileID = (GameWorld.TILES_SUPPORTED) - fluid.type.abs()
val tileX = fluidLevel + (baseTileID % 16) * PairedMapLayer.RANGE
val tileY = baseTileID / 16
//printdbg(this, "$fluid")
//printdbg(this, "$fluidLevel, $baseTileID, $tileX, $tileY")
writeToBuffer(mode, bufferX, bufferY, tileX, tileY, 0)
}
}
else {
writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
}
}
else {
writeToBuffer(mode, bufferX, bufferY, 0, 0, 0)
}
if (mode == FLUID) {
writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, 0)
}
else if (!BlockCodex[thisTile].isFluid) {
writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
}
else {
// do NOT add "if (!isBlendMul(thisTile))"!
// or else they will not look like they should be when backed with wall
if (BlockCodex[thisTile].isFluid) {
val fluid = world.getFluid(x, y)
if (AppLoader.IS_DEVELOPMENT_BUILD && fluid.type == Fluid.NULL && fluid.amount != 0f) {
throw Error("Illegal fluid at ($x,$y): $fluid")
}
if (fluid.amount >= WorldSimulator.FLUID_MIN_MASS) {
val fluidLevel = fluid.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
val baseTileID = (GameWorld.TILES_SUPPORTED) - fluid.type.abs()
val tileX = fluidLevel + (baseTileID % 16) * PairedMapLayer.RANGE
val tileY = baseTileID / 16
//printdbg(this, "$fluid")
//printdbg(this, "$fluidLevel, $baseTileID, $tileX, $tileY")
writeToBuffer(mode, bufferX, bufferY, tileX, tileY, 0)
}
}
else {
writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
}
writeToBuffer(mode, bufferX, bufferY, 0, 0, 0)
}
} catch (e: NullPointerException) {
// do nothing. WARNING: This exception handling may hide erratic behaviour completely.
@@ -620,8 +577,33 @@ internal object BlocksDrawer {
var ret = 0
for (i in 0..3) {
try {
if (!BlockCodex[nearbyTiles[i]].isSolid &&
!BlockCodex[nearbyTiles[i]].isFluid) {
if (!BlockCodex[nearbyTiles[i]].isSolid) {
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
}
} catch (e: ArrayIndexOutOfBoundsException) {
}
}
return ret
}
/**
* Basically getNearbyTilesInfoNonSolid() but connects mutually with all the fluids
*/
internal fun getNearbyTilesInfoFluids(x: Int, y: Int): Int {
val nearbyTiles = IntArray(4)
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFromTerrain(x - 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFromTerrain(x + 1, y) ?: Block.NULL
nearbyTiles[NEARBY_TILE_KEY_UP] = world.getTileFromTerrain(x , y - 1) ?: 4906
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFromTerrain(x , y + 1) ?: Block.NULL
// try for
var ret = 0
for (i in 0..3) {
try {
if (!BlockCodex[nearbyTiles[i]].isFluid &&
!BlockCodex[nearbyTiles[i]].isSolid) {
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
}
} catch (e: ArrayIndexOutOfBoundsException) {
@@ -711,15 +693,14 @@ internal object BlocksDrawer {
*
* @return Raw colour bits in RGBA8888 format
*/
private fun sheetXYToTilemapColour(mode: Int, sheetX: Int, sheetY: Int, breakage: Int): Int = when (mode) {
// the tail ".or(255)" is there to write 1.0 to the A channel (remember, return type is RGBA)
private fun sheetXYToTilemapColour(mode: Int, sheetX: Int, sheetY: Int, breakage: Int): Int =
// the tail ".or(255)" is there to write 1.0 to the A channel (remember, return type is RGBA)
TERRAIN, WALL ->
(tilesTerrain.horizontalCount * sheetY + sheetX).shl(8).or(255) or // the actual tile bits
// this code is synced to the tilesTerrain's tile configuration, but everything else is hard-coded
// right now.
(tilesTerrain.horizontalCount * sheetY + sheetX).shl(8).or(255) or // the actual tile bits
breakage.and(15).shl(28) // breakage bits
WIRE -> (tilesWire.horizontalCount * sheetY + sheetX).shl(8).or(255)
else -> throw IllegalArgumentException()
}
private fun writeToBuffer(mode: Int, bufferPosX: Int, bufferPosY: Int, sheetX: Int, sheetY: Int, breakage: Int) {
val sourceBuffer = when(mode) {
@@ -796,7 +777,7 @@ internal object BlocksDrawer {
/*shader hard-code*/shader.setUniformi("tilesInAtlas", tileAtlas.horizontalCount, tileAtlas.verticalCount) //depends on the tile atlas
/*shader hard-code*/shader.setUniformi("atlasTexSize", tileAtlas.texture.width, tileAtlas.texture.height) //depends on the tile atlas
// set the blend value as world's time progresses, in linear fashion
shader.setUniformf("tilesBlend", if (world is GameWorldExtension)
shader.setUniformf("tilesBlend", if (world is GameWorldExtension && mode != FLUID)
(world as GameWorldExtension).time.days.minus(1f) / WorldTime.MONTH_LENGTH
else
0f
@@ -807,10 +788,6 @@ internal object BlocksDrawer {
//tilesBufferAsTex.dispose()
}
private fun renderFluids(projectionMatrix: Matrix4) {
}
private var oldScreenW = 0
private var oldScreenH = 0

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