mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
rendering scheme of the world changed, fluids draw as intended
But my idea wasn't very stellar, *sigh*
This commit is contained in:
Binary file not shown.
@@ -20,6 +20,9 @@ object Fluid {
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val fluidRange = 1..2 // MANUAL UPDATE
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/**
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* Returns tile number in the main tile atlas. Water being 4095.
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*/
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fun getFluidTileFrom(type: FluidType) = GameWorld.TILES_SUPPORTED - type.abs()
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fun isThisTileFluid(tileid: Int) = tileid in fluidTilesRange
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}
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@@ -86,6 +86,7 @@ object IngameRenderer {
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LightmapRenderer.fireRecalculateEvent()
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prepLightmapRGBA()
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BlocksDrawer.renderData()
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drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
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drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, particlesContainer)
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drawOverlayActors(actorsRenderOverlay)
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@@ -242,7 +243,7 @@ object IngameRenderer {
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}
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setCameraPosition(0f, 0f)
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BlocksDrawer.renderWall(batch.projectionMatrix)
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BlocksDrawer.drawWall(batch.projectionMatrix)
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batch.inUse {
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moveCameraToWorldCoord()
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@@ -251,7 +252,7 @@ object IngameRenderer {
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}
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setCameraPosition(0f, 0f)
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BlocksDrawer.renderTerrain(batch.projectionMatrix)
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BlocksDrawer.drawTerrain(batch.projectionMatrix)
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batch.inUse {
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/////////////////
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@@ -266,7 +267,7 @@ object IngameRenderer {
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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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BlocksDrawer.drawFront(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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@@ -10,9 +10,7 @@ import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.*
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.blockproperties.Fluid
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import net.torvald.terrarum.ceilInt
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import net.torvald.terrarum.gameworld.MapLayer
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_TILES
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import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
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@@ -42,6 +40,11 @@ internal object BlocksDrawer {
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private val TILE_SIZE = FeaturesDrawer.TILE_SIZE
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private val TILE_SIZEF = FeaturesDrawer.TILE_SIZE.toFloat()
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/**
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* Widths of the tile atlases must have exactly the same width (height doesn't matter)
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* If not, the engine will choose wrong tile for a number you provided.
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*/
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val tilesTerrain: TextureRegionPack
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val tilesWire: TextureRegionPack
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val tileItemWall: TextureRegionPack
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@@ -53,7 +56,10 @@ internal object BlocksDrawer {
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val wallOverlayColour = Color(2f/3f, 2f/3f, 2f/3f, 1f)
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const val breakAnimSteps = 10
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const val BREAKAGE_STEPS = 10
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const val TILES_PER_BLOCK = PairedMapLayer.RANGE
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const val BLOCKS_IN_ATLAS_X = 16 // assuming atlas size of 4096x4096 px
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const val BLOCKS_IN_ATLAS_Y = 256 // assuming atlas size of 4096x4096 px
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val WALL = GameWorld.WALL
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val TERRAIN = GameWorld.TERRAIN
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@@ -352,37 +358,40 @@ internal object BlocksDrawer {
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// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
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///////////////////////////////////////////
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internal fun renderWall(projectionMatrix: Matrix4) {
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internal fun renderData() {
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drawTiles(WALL)
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drawTiles(TERRAIN) // regular tiles
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drawTiles(WIRE)
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drawTiles(FLUID)
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}
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internal fun drawWall(projectionMatrix: Matrix4) {
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// blend normal
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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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drawTiles(WALL, false)
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renderUsingBuffer(WALL, projectionMatrix)
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}
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internal fun renderTerrain(projectionMatrix: Matrix4) {
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internal fun drawTerrain(projectionMatrix: Matrix4) {
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// blend normal
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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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drawTiles(TERRAIN, false) // regular tiles
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renderUsingBuffer(TERRAIN, projectionMatrix)
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renderUsingBuffer(FLUID, projectionMatrix)
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}
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internal fun renderFront(projectionMatrix: Matrix4, drawWires: Boolean) {
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internal fun drawFront(projectionMatrix: Matrix4, drawWires: Boolean) {
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// blend mul
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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_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA)
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drawTiles(TERRAIN, true) // blendmul tiles
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renderUsingBuffer(TERRAIN, projectionMatrix)
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renderFluids(projectionMatrix)
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// let's just not MUL on terrain, make it FLUID only...
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renderUsingBuffer(FLUID, projectionMatrix)
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@@ -392,48 +401,62 @@ internal object BlocksDrawer {
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
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if (drawWires) {
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drawTiles(WIRE, false)
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renderUsingBuffer(WIRE, projectionMatrix)
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}
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}
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/**
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* Returns a tile number as if we're addressing tile number in the main atlas. That is, returning int of
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* 18 means will point to the tile (32, 1) of the fluid atlas.
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*
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* This behaviour is to keep compatibility with World.getTile() method, this method need to mimic the World's
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* behaviour to return "starting point" of the tile, so nearby information (int 0..15) can simply be added to
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* the X-position that can be deduced from the tile number.
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*
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* As a consequence, fluids.tga must have the same width as tiles.tga.
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*/
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private fun GameWorld.FluidInfo.toFluidTile(): Int {
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/*
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val fluid = world.getFluid(x, y)
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if (AppLoader.IS_DEVELOPMENT_BUILD && fluid.type == Fluid.NULL && fluid.amount != 0f) {
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throw Error("Illegal fluid at ($x,$y): $fluid")
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}
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if (fluid.amount >= WorldSimulator.FLUID_MIN_MASS) {
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val fluidLevel = fluid.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
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val baseTileID = (GameWorld.TILES_SUPPORTED) - fluid.type.abs()
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val tileX = fluidLevel + (baseTileID % 16) * PairedMapLayer.RANGE
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val tileY = baseTileID / 16
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//printdbg(this, "$fluid")
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//printdbg(this, "$fluidLevel, $baseTileID, $tileX, $tileY")
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writeToBuffer(mode, bufferX, bufferY, tileX, tileY, 0)
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}
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*/
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val fluidNum = this.type.abs()
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if (this.amount >= WorldSimulator.FLUID_MIN_MASS) {
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val fluidLevel = this.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
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return fluidLevel * BLOCKS_IN_ATLAS_X + fluidNum
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}
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else {
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return 0
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}
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}
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private val tileDrawLightThreshold = 2f / LightmapRenderer.MUL
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private fun canIHazRender(mode: Int, x: Int, y: Int) =
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//(world.getTileFrom(mode, x, y) != 0) // not an air tile
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//&&
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// for WALLs; else: ret true
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if (mode == WALL) { // DRAW WHEN it is visible and 'is a lip'
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( BlockCodex[world.getTileFromTerrain(x, y) ?: 0].isClear ||
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!
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((!BlockCodex[world.getTileFromTerrain(x, y - 1) ?: 0].isClear && !BlockCodex[world.getTileFromTerrain(x, y + 1) ?: 0].isClear)
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&&
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(!BlockCodex[world.getTileFromTerrain(x - 1, y) ?: 0].isClear && !BlockCodex[world.getTileFromTerrain(x + 1, y + 1) ?: 0].isClear)
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)
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)
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}
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else
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true
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// end
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private fun hasLightNearby(x: Int, y: Int) = ( // check if light level of nearby or this tile is illuminated
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LightmapRenderer.getHighestRGB(x, y) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x - 1, y) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x, y - 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x, y + 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x - 1, y - 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y + 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x + 1, y - 1) ?: 0f >= tileDrawLightThreshold ||
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LightmapRenderer.getHighestRGB(x - 1, y + 1) ?: 0f >= tileDrawLightThreshold
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)
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/**
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* Writes to buffer. Actual draw code must be called after this operation.
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*
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* @param drawModeTilesBlendMul If current drawing mode is MULTIPLY. Doesn't matter if mode is FLUID.
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*/
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private fun drawTiles(mode: Int, drawModeTilesBlendMul: Boolean) {
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private fun drawTiles(mode: Int) {
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// can't be "WorldCamera.y / TILE_SIZE":
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// ( 3 / 16) == 0
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// (-3 / 16) == -1 <-- We want it to be '-1', not zero
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@@ -459,122 +482,56 @@ internal object BlocksDrawer {
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val bufferX = x - for_x_start
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val bufferY = y - for_y_start
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val thisTile: Int?
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if (mode % 3 == WALL)
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thisTile = world.getTileFromWall(x, y)
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else if (mode % 3 == TERRAIN)
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thisTile = world.getTileFromTerrain(x, y)
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else if (mode % 3 == WIRE)
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thisTile = world.getTileFromWire(x, y)
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else
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throw IllegalArgumentException()
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val thisTile = when (mode) {
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WALL -> world.getTileFromWall(x, y)
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TERRAIN -> world.getTileFromTerrain(x, y)
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WIRE -> world.getTileFromWire(x, y)
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FLUID -> world.getFluid(x, y).toFluidTile()
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else -> throw IllegalArgumentException()
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}
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val noDamageLayer = mode % 3 == WIRE
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// draw a tile, but only when illuminated
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try {
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val nearbyTilesInfo: Int
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if (isPlatform(thisTile)) {
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nearbyTilesInfo = getNearbyTilesInfoPlatform(x, y)
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val nearbyTilesInfo = if (mode == FLUID) {
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getNearbyTilesInfoFluids(x, y)
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}
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else if (isPlatform(thisTile)) {
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getNearbyTilesInfoPlatform(x, y)
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}
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else if (isWallSticker(thisTile)) {
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nearbyTilesInfo = getNearbyTilesInfoWallSticker(x, y)
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getNearbyTilesInfoWallSticker(x, y)
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}
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else if (isConnectMutual(thisTile)) {
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nearbyTilesInfo = getNearbyTilesInfoNonSolid(x, y, mode)
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getNearbyTilesInfoNonSolid(x, y, mode)
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}
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else if (isConnectSelf(thisTile)) {
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nearbyTilesInfo = getNearbyTilesInfo(x, y, mode, thisTile)
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getNearbyTilesInfo(x, y, mode, thisTile)
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}
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else {
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nearbyTilesInfo = 0
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0
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}
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val thisTileX = if (!noDamageLayer)
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PairedMapLayer.RANGE * ((thisTile ?: 0) % PairedMapLayer.RANGE) + nearbyTilesInfo
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else
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nearbyTilesInfo
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val thisTileY = (thisTile ?: 0) / PairedMapLayer.RANGE
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val thisTileX = TILES_PER_BLOCK * ((thisTile ?: 0) % BLOCKS_IN_ATLAS_X) + nearbyTilesInfo
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val thisTileY = (thisTile ?: 0) / BLOCKS_IN_ATLAS_X
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val breakage = if (mode == TERRAIN) world.getTerrainDamage(x, y) else world.getWallDamage(x, y)
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val maxHealth = BlockCodex[world.getTileFromTerrain(x, y)].strength
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val breakingStage = (breakage / maxHealth).times(breakAnimSteps).roundInt()
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val breakingStage = (breakage / maxHealth).times(BREAKAGE_STEPS).roundInt()
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// draw a tile
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// I don't know what the fuck is going on here, one thing I sure is it will draw twice, blending
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// over what had drawn in first pass (blendNormal)
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// this code works, but may not work in the way I wanted
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// also, it DOES have a code snippet written twice:
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// if (BlockCodex[thisTile].isFluid) {
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// ...
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// }
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// else {
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// ...
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// }
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if (drawModeTilesBlendMul) {
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// while iterating through, only the some tiles are actually eligible to be drawn as MUL,
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// so obviously when we caught not eligible tile, we need to skip that by marking as Tile No. zero
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if (isBlendMul(thisTile)) {
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if (BlockCodex[thisTile].isFluid) {
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val fluid = world.getFluid(x, y)
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if (AppLoader.IS_DEVELOPMENT_BUILD && fluid.type == Fluid.NULL && fluid.amount != 0f) {
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throw Error("Illegal fluid at ($x,$y): $fluid")
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}
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if (fluid.amount >= WorldSimulator.FLUID_MIN_MASS) {
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val fluidLevel = fluid.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
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val baseTileID = (GameWorld.TILES_SUPPORTED) - fluid.type.abs()
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val tileX = fluidLevel + (baseTileID % 16) * PairedMapLayer.RANGE
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val tileY = baseTileID / 16
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//printdbg(this, "$fluid")
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//printdbg(this, "$fluidLevel, $baseTileID, $tileX, $tileY")
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writeToBuffer(mode, bufferX, bufferY, tileX, tileY, 0)
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}
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}
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else {
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writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
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}
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}
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else {
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writeToBuffer(mode, bufferX, bufferY, 0, 0, 0)
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}
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if (mode == FLUID) {
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writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, 0)
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}
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else if (!BlockCodex[thisTile].isFluid) {
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writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
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}
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else {
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// do NOT add "if (!isBlendMul(thisTile))"!
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// or else they will not look like they should be when backed with wall
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if (BlockCodex[thisTile].isFluid) {
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val fluid = world.getFluid(x, y)
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if (AppLoader.IS_DEVELOPMENT_BUILD && fluid.type == Fluid.NULL && fluid.amount != 0f) {
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throw Error("Illegal fluid at ($x,$y): $fluid")
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}
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if (fluid.amount >= WorldSimulator.FLUID_MIN_MASS) {
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val fluidLevel = fluid.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
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val baseTileID = (GameWorld.TILES_SUPPORTED) - fluid.type.abs()
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val tileX = fluidLevel + (baseTileID % 16) * PairedMapLayer.RANGE
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val tileY = baseTileID / 16
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//printdbg(this, "$fluid")
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//printdbg(this, "$fluidLevel, $baseTileID, $tileX, $tileY")
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writeToBuffer(mode, bufferX, bufferY, tileX, tileY, 0)
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}
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}
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else {
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writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
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}
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writeToBuffer(mode, bufferX, bufferY, 0, 0, 0)
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}
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} catch (e: NullPointerException) {
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// do nothing. WARNING: This exception handling may hide erratic behaviour completely.
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@@ -620,8 +577,33 @@ internal object BlocksDrawer {
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var ret = 0
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for (i in 0..3) {
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try {
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if (!BlockCodex[nearbyTiles[i]].isSolid &&
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!BlockCodex[nearbyTiles[i]].isFluid) {
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if (!BlockCodex[nearbyTiles[i]].isSolid) {
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ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
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}
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} catch (e: ArrayIndexOutOfBoundsException) {
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}
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}
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return ret
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}
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/**
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* Basically getNearbyTilesInfoNonSolid() but connects mutually with all the fluids
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*/
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internal fun getNearbyTilesInfoFluids(x: Int, y: Int): Int {
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val nearbyTiles = IntArray(4)
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nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFromTerrain(x - 1, y) ?: Block.NULL
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nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFromTerrain(x + 1, y) ?: Block.NULL
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nearbyTiles[NEARBY_TILE_KEY_UP] = world.getTileFromTerrain(x , y - 1) ?: 4906
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nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFromTerrain(x , y + 1) ?: Block.NULL
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// try for
|
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var ret = 0
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for (i in 0..3) {
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try {
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if (!BlockCodex[nearbyTiles[i]].isFluid &&
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!BlockCodex[nearbyTiles[i]].isSolid) {
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ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
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}
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} catch (e: ArrayIndexOutOfBoundsException) {
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||||
@@ -711,15 +693,14 @@ internal object BlocksDrawer {
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||||
*
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||||
* @return Raw colour bits in RGBA8888 format
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*/
|
||||
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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Reference in New Issue
Block a user