dump (another useless message)

This commit is contained in:
minjaesong
2018-08-05 21:57:18 +09:00
parent 24b2e2a2af
commit eee8a18875
130 changed files with 1350 additions and 563 deletions

View File

@@ -6,6 +6,7 @@ import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.badlogic.gdx.math.Matrix4
import kotlin.system.measureNanoTime
@@ -30,17 +31,13 @@ object PostProcessor {
if (textureRegion == null) {
textureRegion = TextureRegion(fbo.colorBufferTexture)
batch = SpriteBatch()
//camera = OrthographicCamera(AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
//camera.setToOrtho(true, AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
//camera.update()
Gdx.gl20.glViewport(0, 0, AppLoader.appConfig.width, AppLoader.appConfig.height)
}
Terrarum.debugTimers["GFX.PostProcessor"] = measureNanoTime {
Terrarum.debugTimers["Renderer.PostProcessor"] = measureNanoTime {
Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
@@ -48,18 +45,20 @@ object PostProcessor {
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
val shader = AppLoader.shaderHicolour
// no-screen screen renders but the game don't? wtf?
val shader: ShaderProgram? =
if (Terrarum.getConfigBoolean("fxdither"))
AppLoader.shaderHicolour
else
null
fbo.colorBufferTexture.bind(0)
shader.begin()
shader.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
shader.setUniformMatrix("u_projTrans", projMat)
shader.setUniformi("u_texture", 0)
shader?.begin()
shader?.setUniformf("resolution", AppLoader.appConfig.width.toFloat(), AppLoader.appConfig.height.toFloat())
shader?.setUniformMatrix("u_projTrans", projMat)
shader?.setUniformi("u_texture", 0)
AppLoader.fullscreenQuad.render(shader, GL20.GL_TRIANGLES)
shader.end()
shader?.end()
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it