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18 Commits

Author SHA1 Message Date
minjaesong
49f055ca27 it works yay :) 2020-11-10 16:21:08 +09:00
minjaesong
b7f7589990 y u no work :( 2020-11-10 11:54:52 +09:00
minjaesong
a7ef6b1f53 round 4 wip but not working :( 2020-11-10 00:51:46 +09:00
minjaesong
f857d49d82 one diag done, one more to go 2020-11-09 23:13:20 +09:00
minjaesong
503229675f using internal coord only; diagonal round todo 2020-10-25 23:47:39 +09:00
minjaesong
ead33aeb7a new lighting kinda works 2020-10-25 19:10:48 +09:00
minjaesong
feb2becbc2 variable renaming 2020-10-25 11:37:05 +09:00
minjaesong
01e10824f7 new lighting idea 2020-10-23 11:50:38 +09:00
minjaesong
cc0646ffc9 using kotlin's newfangled 'x in xs.indices' instead of 'x in 0 until xs.size' 2020-10-21 17:42:58 +09:00
minjaesong
fdb258f578 UnsafeHelper.getArrayOffset to return long 2020-10-21 17:03:28 +09:00
minjaesong
c8235aa57a trying to fix the threadexecutor, at least it will throw error if a job failed 2020-10-21 11:06:35 +09:00
minjaesong
d22959e993 illegalstateexception -> nullpointerexception 2020-10-11 13:05:57 +09:00
minjaesong
cbf0064e13 font update 2020-10-06 16:32:41 +09:00
minjaesong
50b98d565a test commit please ignore 2020-09-28 09:27:34 +09:00
minjaesong
216bc299a8 add: inventory minimap 2020-09-18 11:09:33 +09:00
minjaesong
ddebb65362 add: inventory esc menu 2020-09-17 17:00:52 +09:00
minjaesong
0d8c93d18e Merge branch 'inventory-ui-transition-container' into master 2020-09-17 11:24:15 +09:00
minjaesong
14eb765670 warning msg for not on debug mode 2020-09-09 09:22:24 +09:00
43 changed files with 536 additions and 441 deletions

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,4 @@
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

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@@ -2,7 +2,7 @@
*/
#version 120
#version 130
#ifdef GL_ES
precision mediump float;
#endif

Binary file not shown.

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@@ -44,7 +44,7 @@ internal object UnsafeHelper {
*
* @return offset from the array's base memory address (aka pointer) that the actual data begins.
*/
fun getArrayOffset(obj: Any) = unsafe.arrayBaseOffset(obj.javaClass)
fun getArrayOffset(obj: Any) = unsafe.arrayBaseOffset(obj.javaClass).toLong()
}
/**

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@@ -34,10 +34,10 @@ import com.badlogic.gdx.utils.NumberUtils
class Cvec {
/** the red, green, blue and alpha components */
var r: Float = 0.toFloat()
var g: Float = 0.toFloat()
var b: Float = 0.toFloat()
var a: Float = 0.toFloat()
var r: Float = 0f
var g: Float = 0f
var b: Float = 0f
var a: Float = 0f
/** Constructs a new Cvec with all components set to 0. */
constructor() {}

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@@ -107,7 +107,7 @@ internal object AssembleFrameBase {
transforms.forEach { transform ->
if (transform.joint.name == ADProperties.ALL_JOINT_SELECT_KEY) {
// transform applies to all joints
for (c in 0 until out.size) {
for (c in out.indices) {
out[c] = out[c].first to (out[c].second + transform.translate)
}
}

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@@ -346,7 +346,9 @@ public class AppLoader implements ApplicationListener {
// safe area box
//KeyToggler.INSTANCE.forceSet(Input.Keys.F11, true);
}
else {
System.err.println("Game not started using DEBUG MODE -- current build of the game will display black screen without debug mode");
}
// set some more configuration vars
MULTITHREAD = ThreadParallel.INSTANCE.getThreadCount() >= 3 && getConfigBoolean("multithread");

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@@ -59,6 +59,13 @@ data class Point2d(var x: Double, var y: Double) : Cloneable {
fun toDoubleArray() = doubleArrayOf(x, y)
fun apply(transformation: (Double, Double) -> Pair<Double, Double>): Point2d {
val translation = transformation(x, y)
this.x = translation.first
this.y = translation.second
return this
}
}
data class Point2i(var x: Int, var y: Int) {
@@ -79,4 +86,12 @@ data class Point2i(var x: Int, var y: Int) {
operator fun minus(other: Point2i): Point2i {
return Point2i(other.x - this.x, other.y - this.y)
}
fun apply(transformation: (Int, Int) -> Pair<Int, Int>): Point2i {
val translation = transformation(x, y)
this.x = translation.first
this.y = translation.second
return this
}
}

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@@ -1,5 +1,6 @@
package net.torvald.terrarum.blockstats
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.utils.Disposable
@@ -73,8 +74,8 @@ object MinimapComposer : Disposable {
fun update() {
// make the queueing work
// enqueue first
for (y in 0 until tilemap.size) {
for (x in 0 until tilemap[0].size) {
for (y in tilemap.indices) {
for (x in tilemap[0].indices) {
if (liveTilesMeta[tilemap[y][x]].revalidate) {
liveTilesMeta[tilemap[y][x]].revalidate = false
updaterQueue.addLast(createUpdater(x, y))
@@ -83,7 +84,7 @@ object MinimapComposer : Disposable {
}
}
// consume the queue
for (k in 0 until currentThreads.size) {
for (k in currentThreads.indices) {
if (currentThreads[k].state == Thread.State.TERMINATED && !updaterQueue.isEmpty) {
currentThreads[k] = Thread(updaterQueue.removeFirst(), "MinimapLivetilePainter")
printdbg(this, "Consuming from queue; queue size now: ${updaterQueue.size}")
@@ -139,11 +140,11 @@ object MinimapComposer : Disposable {
val colTerr = CreateTileAtlas.terrainTileColourMap.get(tileTerr % 16, tileTerr / 16)
val colWall = CreateTileAtlas.terrainTileColourMap.get(wallTerr % 16, wallTerr / 16).mul(BlocksDrawer.wallOverlayColour)
if (colTerr.a < 1f) {
pixmap.setColor(colWall)
pixmap.drawPixel(x - topLeftX, y - topLeftY)
}
pixmap.setColor(colTerr)
val outCol = if (colTerr.a > 0.1f) colTerr else colWall
pixmap.blending = Pixmap.Blending.None
pixmap.setColor(outCol)
//pixmap.setColor(Color.CORAL)
pixmap.drawPixel(x - topLeftX, y - topLeftY)
}
}

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@@ -1,9 +1,6 @@
package net.torvald.terrarum.concurrent
import java.util.concurrent.ExecutorService
import java.util.concurrent.Executors
import java.util.concurrent.Future
import java.util.concurrent.TimeUnit
import java.util.concurrent.*
import kotlin.math.absoluteValue
typealias RunnableFun = () -> Unit
@@ -14,32 +11,58 @@ typealias ThreadableFun = (Int) -> Unit
object ThreadExecutor {
val threadCount = Runtime.getRuntime().availableProcessors() // not using (logicalCores + 1) method; it's often better idea to reserve one extra thread for other jobs in the app
private lateinit var executor: ExecutorService// = Executors.newFixedThreadPool(threadCount)
val futures = ArrayList<Future<*>>()
private var isOpen = true
private fun checkShutdown() {
try {
if (executor.isTerminated)
throw IllegalStateException("Executor terminated, renew the executor service.")
if (executor.isShutdown)
if (!isOpen || executor.isShutdown)
throw IllegalStateException("Pool is closed, come back when all the threads are terminated.")
}
catch (e: UninitializedPropertyAccessException) {}
}
fun renew() {
try {
if (!executor.isTerminated && !executor.isShutdown) throw IllegalStateException("Pool is still running")
}
catch (_: UninitializedPropertyAccessException) {}
executor = Executors.newFixedThreadPool(threadCount)
futures.clear()
isOpen = true
}
fun submit(t: Runnable): Future<*> {
/*fun invokeAll(ts: List<Callable<Unit>>) {
checkShutdown()
return executor.submit(t)
}
fun submit(f: RunnableFun): Future<*> {
checkShutdown()
return executor.submit { f() }
}
executor.invokeAll(ts)
}*/
fun submit(t: Callable<Unit>) {
checkShutdown()
val fut = executor.submit(t)
futures.add(fut)
}
/*fun submit(f: RunnableFun) {
checkShutdown()
val fut = executor.submit { f() }
futures.add(fut)
}*/
// https://stackoverflow.com/questions/28818494/threads-stopping-prematurely-for-certain-values
fun join() {
println("ThreadExecutor.join")
isOpen = false
futures.forEach {
try {
it.get()
}
catch (e: ExecutionException) {
throw e
}
}
executor.shutdown() // thread status of completed ones will be WAIT instead of TERMINATED without this line...
executor.awaitTermination(24L, TimeUnit.HOURS)
}

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@@ -407,7 +407,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
}
// scan for the one with non-null UI.
// what if there's multiple of such fixtures? whatever, you are supposed to DISALLOW such situation.
for (kk in 0 until actorsUnderMouse.size) {
for (kk in actorsUnderMouse.indices) {
actorsUnderMouse[kk].mainUI?.let {
uiOpened = true

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@@ -378,8 +378,8 @@ object WorldSimulator {
private val FALLABLE_MAX_FALL_SPEED = 2
private fun monitorIllegalFluidSetup() {
for (y in 0 until fluidMap.size) {
for (x in 0 until fluidMap[0].size) {
for (y in fluidMap.indices) {
for (x in fluidMap[0].indices) {
val fluidData = world.getFluid(x + updateXFrom, y + updateYFrom)
if (fluidData.amount < 0f) {
throw InternalError("Negative amount of fluid at (${x + updateXFrom},${y + updateYFrom}): $fluidData")
@@ -391,8 +391,8 @@ object WorldSimulator {
private fun makeFluidMapFromWorld() {
//printdbg(this, "Scan area: ($updateXFrom,$updateYFrom)..(${updateXFrom + fluidMap[0].size},${updateYFrom + fluidMap.size})")
for (y in 0 until fluidMap.size) {
for (x in 0 until fluidMap[0].size) {
for (y in fluidMap.indices) {
for (x in fluidMap[0].indices) {
val fluidData = world.getFluid(x + updateXFrom, y + updateYFrom)
fluidMap[y][x] = fluidData.amount
fluidTypeMap[y][x] = fluidData.type
@@ -407,8 +407,8 @@ object WorldSimulator {
}
private fun fluidmapToWorld() {
for (y in 0 until fluidMap.size) {
for (x in 0 until fluidMap[0].size) {
for (y in fluidMap.indices) {
for (x in fluidMap[0].indices) {
world.setFluid(x + updateXFrom, y + updateYFrom, fluidNewTypeMap[y][x], fluidNewMap[y][x])
}
}

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@@ -96,20 +96,20 @@ class WorldTime(initTime: Long = 0L) {
// these functions won't need inlining for performance
val yearlyDays: Int // 0 - 119
val ordinalDay: Int // 0 - 119
get() = (TIME_T.div(DAY_LENGTH) fmod YEAR_DAYS.toLong()).toInt()
val days: Int // 1 - 30 fixed
get() = (yearlyDays % MONTH_LENGTH) + 1
val months: Int // 1 - 4
get() = (yearlyDays / MONTH_LENGTH) + 1
val calendarDay: Int // 1 - 30 fixed
get() = (ordinalDay % MONTH_LENGTH) + 1
val calendarMonth: Int // 1 - 4
get() = (ordinalDay / MONTH_LENGTH) + 1
val years: Int
get() = TIME_T.div(YEAR_DAYS * DAY_LENGTH).abs().toInt() + EPOCH_YEAR
val quarter = months - 1 // 0 - 3
val quarter = calendarMonth - 1 // 0 - 3
val dayOfWeek: Int //0: Mondag-The first day of weekday (0 - 7)
get() = if (yearlyDays == YEAR_DAYS - 1) 7 else yearlyDays % 7
get() = if (ordinalDay == YEAR_DAYS - 1) 7 else ordinalDay % 7
var timeDelta: Int = 1
set(value) {
@@ -206,17 +206,17 @@ class WorldTime(initTime: Long = 0L) {
fun getFormattedTime() = "${getDayNameShort()}, " +
"$years " +
"${getMonthNameFull()} " +
"$days " +
"$calendarDay " +
"${String.format("%02d", hours)}:" +
"${String.format("%02d", minutes)}:" +
"${String.format("%02d", seconds)}"
fun getShortTime() = "${years.toString().padStart(4, '0')}-${getMonthNameShort()}-${days.toString().padStart(2, '0')}"
fun getFilenameTime() = "${years.toString().padStart(4, '0')}${months.toString().padStart(2, '0')}${days.toString().padStart(2, '0')}"
fun getShortTime() = "${years.toString().padStart(4, '0')}-${getMonthNameShort()}-${calendarDay.toString().padStart(2, '0')}"
fun getFilenameTime() = "${years.toString().padStart(4, '0')}${calendarMonth.toString().padStart(2, '0')}${calendarDay.toString().padStart(2, '0')}"
fun getDayNameFull() = DAY_NAMES[dayOfWeek]
fun getDayNameShort() = DAY_NAMES_SHORT[dayOfWeek]
fun getMonthNameFull() = MONTH_NAMES[months - 1]
fun getMonthNameShort() = MONTH_NAMES_SHORT[months - 1]
fun getMonthNameFull() = MONTH_NAMES[calendarMonth - 1]
fun getMonthNameShort() = MONTH_NAMES_SHORT[calendarMonth - 1]
override fun toString() = getFormattedTime()
}

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@@ -307,7 +307,7 @@ package net.torvald.terrarum.modulebasegame.ui
inventorySortList.sortBy { it.item.name }
// map sortList to item list
for (k in 0 until items.size) {
for (k in items.indices) {
// we have an item
try {
val sortListItem = inventorySortList[k + itemPage * items.size]

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@@ -31,8 +31,8 @@ internal class UIInventoryCells(
UIItemInventoryDynamicList(
full,
full.actor.inventory,
0 + (AppLoader.screenW - full.internalWidth) / 2,
107 + (AppLoader.screenH - full.internalHeight) / 2,
full.INVENTORY_CELLS_OFFSET_X,
full.INVENTORY_CELLS_OFFSET_Y,
full.CELLS_HOR, full.CELLS_VRT
)
@@ -43,7 +43,7 @@ internal class UIInventoryCells(
full.actor.inventory,
full.actor as ActorWithBody,
full.internalWidth - UIItemInventoryEquippedView.WIDTH + (AppLoader.screenW - full.internalWidth) / 2,
107 + (AppLoader.screenH - full.internalHeight) / 2
full.INVENTORY_CELLS_OFFSET_Y
)
init {

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@@ -0,0 +1,76 @@
package net.torvald.terrarum.modulebasegame.ui
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.TitleScreen
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.ui.UIItemTextButtonList
import net.torvald.terrarum.ui.UIItemTextButtonList.Companion.DEFAULT_LINE_HEIGHT
class UIInventoryEscMenu(val full: UIInventoryFull) : UICanvas() {
override var width: Int = AppLoader.screenW
override var height: Int = AppLoader.screenH
override var openCloseTime = 0.0f
private val gameMenu = arrayOf("MENU_LABEL_MAINMENU", "MENU_LABEL_DESKTOP", "MENU_OPTIONS_CONTROLS", "MENU_OPTIONS_SOUND", "MENU_LABEL_GRAPHICS")
private val gameMenuListHeight = DEFAULT_LINE_HEIGHT * gameMenu.size
private val gameMenuListWidth = 400
private val gameMenuButtons = UIItemTextButtonList(
this, gameMenu,
(AppLoader.screenW - gameMenuListWidth) / 2,
full.INVENTORY_CELLS_OFFSET_Y + (full.INVENTORY_CELLS_UI_HEIGHT - gameMenuListHeight) / 2,
gameMenuListWidth, gameMenuListHeight,
readFromLang = true,
textAreaWidth = gameMenuListWidth,
activeBackCol = Color(0),
highlightBackCol = Color(0),
backgroundCol = Color(0),
inactiveCol = Color.WHITE,
defaultSelection = null
)
init {
uiItems.add(gameMenuButtons)
gameMenuButtons.selectionChangeListener = { _, new ->
when (new) {
0 -> AppLoader.setScreen(TitleScreen(AppLoader.batch))
1 -> Gdx.app.exit()
}
}
}
override fun updateUI(delta: Float) {
gameMenuButtons.update(delta)
}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
// control hints
blendNormal(batch)
batch.color = Color.WHITE
AppLoader.fontGame.draw(batch, full.gameMenuControlHelp, full.offsetX, full.yEnd - 20)
// text buttons
gameMenuButtons.render(batch, camera)
}
override fun doOpening(delta: Float) {
}
override fun doClosing(delta: Float) {
}
override fun endOpening(delta: Float) {
}
override fun endClosing(delta: Float) {
}
override fun dispose() {
}
}

View File

@@ -29,8 +29,6 @@ class UIInventoryFull(
doNotWarnConstant: Boolean = false
) : UICanvas(toggleKeyLiteral, toggleButtonLiteral, customPositioning, doNotWarnConstant) {
private val debugvals = true
override var width: Int = AppLoader.screenW
override var height: Int = AppLoader.screenH
override var openCloseTime: Second = 0.0f
@@ -48,6 +46,10 @@ class UIInventoryFull(
val itemListHeight: Int = CELLS_VRT * UIItemInventoryElemSimple.height + (CELLS_VRT - 1) * net.torvald.terrarum.modulebasegame.ui.UIItemInventoryDynamicList.Companion.listGap
val INVENTORY_CELLS_UI_HEIGHT = CELLS_VRT * UIItemInventoryElemSimple.height + (CELLS_VRT - 1) * UIItemInventoryDynamicList.listGap
val INVENTORY_CELLS_OFFSET_X = 0 + (AppLoader.screenW - internalWidth) / 2
val INVENTORY_CELLS_OFFSET_Y = 107 + (AppLoader.screenH - internalHeight) / 2
init {
handler.allowESCtoClose = true
CommonResourcePool.addToLoadingList("inventory_caticons") {
@@ -111,13 +113,13 @@ class UIInventoryFull(
)
private val transitionalMinimap = UIInventoryCells(this) // PLACEHOLDER
private val transitionalMinimap = UIInventoryMinimap(this) // PLACEHOLDER
private val transitionalItemCells = UIInventoryCells(this)
private val transitionalEscMenu = UIInventoryCells(this) // PLACEHOLDER
private val transitionalEscMenu = UIInventoryEscMenu(this)
private val transitionPanel = UIItemHorizontalFadeSlide(
this,
(AppLoader.screenW - internalWidth) / 2,
107 + (AppLoader.screenH - internalHeight) / 2,
INVENTORY_CELLS_OFFSET_Y,
AppLoader.screenW,
AppLoader.screenH,
1f,
@@ -125,36 +127,9 @@ class UIInventoryFull(
)
private val gameMenu = arrayOf("MENU_LABEL_MAINMENU", "MENU_LABEL_DESKTOP", "MENU_OPTIONS_CONTROLS", "MENU_OPTIONS_SOUND", "MENU_LABEL_GRAPHICS")
private val gameMenuListHeight = DEFAULT_LINE_HEIGHT * gameMenu.size
private val gameMenuListWidth = 400
private val gameMenuButtons = UIItemTextButtonList(
this, gameMenu,
(AppLoader.screenW - gameMenuListWidth) / 2,
(transitionalItemCells.itemList.height - gameMenuListHeight) / 2 + transitionalItemCells.itemList.posY,
gameMenuListWidth, gameMenuListHeight,
readFromLang = true,
textAreaWidth = gameMenuListWidth,
activeBackCol = Color(0),
highlightBackCol = Color(0),
backgroundCol = Color(0),
inactiveCol = Color.WHITE,
defaultSelection = null
)
private val SCREEN_MINIMAP = 0f
private val SCREEN_INVENTORY = 1f
private val SCREEN_MENU = 2f
init {
addUIitem(categoryBar)
addUIitem(transitionPanel)
//itemList.let { addUIitem(it) }
//equipped.let { addUIitem(it) }
categoryBar.selectionChangeListener = { old, new ->
rebuildList()
@@ -164,15 +139,6 @@ class UIInventoryFull(
rebuildList()
// make gameMenuButtons work
gameMenuButtons.selectionChangeListener = { old, new ->
if (new == 0) {
AppLoader.setScreen(TitleScreen(AppLoader.batch))
}
else if (new == 1) {
Gdx.app.exit()
}
}
}
@@ -188,29 +154,8 @@ class UIInventoryFull(
rebuildList()
}
categoryBar.update(delta)
transitionPanel.update(delta)
// update map while visible
/*if (currentScreenTransition > 1f + epsilon) {
MinimapComposer.setWorld(Terrarum.ingame!!.world)
MinimapComposer.update()
}*/
// update inventory while visible
/*if (currentScreenTransition in epsilon..2f - epsilon) {
itemList.update(delta)
equipped.update(delta)
}*/
// update menu while visible
/*if (currentScreenTransition < 1f - epsilon) {
gameMenuButtons.update(delta)
}*/
minimapRerenderTimer += Gdx.graphics.rawDeltaTime
}
private val gradStartCol = Color(0x404040_60)
@@ -223,18 +168,6 @@ class UIInventoryFull(
internal var yEnd = (AppLoader.screenH + internalHeight).div(2).toFloat()
private set
private var minimapRerenderTimer = 0f
private val minimapRerenderInterval = .5f
// TODO implemented on UIItemTransitionContainer
/*fun requestTransition(target: Int) {
if (!transitionOngoing) {
transitionRequested = true
transitionReqSource = currentScreenTransition.round()
transitionReqTarget = target.toFloat()
}
}*/
override fun renderUI(batch: SpriteBatch, camera: Camera) {
@@ -262,252 +195,8 @@ class UIInventoryFull(
// UI items
categoryBar.render(batch, camera)
transitionPanel.render(batch, camera)
// render map while visible
/*if (currentScreenTransition > 1f + epsilon) {
renderScreenMinimap(batch, camera)
if (debugvals) {
batch.color = Color.CORAL
AppLoader.fontSmallNumbers.draw(batch, "Map", 300f, 10f)
}
}*/
// render inventory while visible
/*if (currentScreenTransition in epsilon..2f - epsilon) {
renderScreenInventory(batch, camera)
if (debugvals) {
batch.color = Color.CHARTREUSE
AppLoader.fontSmallNumbers.draw(batch, "Inv", 350f, 10f)
}
}*/
// render menu while visible
/*if (currentScreenTransition < 1f - epsilon) {
renderScreenGamemenu(batch, camera)
if (debugvals) {
batch.color = Color.SKY
AppLoader.fontSmallNumbers.draw(batch, "Men", 400f, 10f)
}
}*/
/*if (debugvals) {
batch.color = Color.WHITE
AppLoader.fontSmallNumbers.draw(batch, "minimap:$minimapScrOffX", 500f, 0f)
AppLoader.fontSmallNumbers.draw(batch, "inven:$inventoryScrOffX", 500f, 10f)
AppLoader.fontSmallNumbers.draw(batch, "menu:$menuScrOffX", 500f, 20f)
}*/
}
private val epsilon = 0.001f
/**
* - 0 on inventory screen
* - +WIDTH on minimap screen
* - -WIDTH on gamemenu screen
*/
/*private val minimapScrOffX: Float
get() = (currentScreenTransition - 2f) * AppLoader.screenW / 2f
private val inventoryScrOffX: Float
get() = (currentScreenTransition - 1f) * AppLoader.screenW / 2f
private val menuScrOffX: Float
get() = (currentScreenTransition - 0f) * AppLoader.screenW / 2f
private val minimapScrOpacity: Float
get() = (currentScreenTransition - 2f).coerceIn(0f, 1f)
private val inventoryScrOpacity: Float
get() = (currentScreenTransition - 1f).coerceIn(0f, 1f)
private val menuScrOpacity: Float
get() = (currentScreenTransition - 0f).coerceIn(0f, 1f)*/
//private val MINIMAP_WIDTH = 800f
//private val MINIMAP_HEIGHT = itemList.height.toFloat()
//private val MINIMAP_SKYCOL = Color(0x88bbddff.toInt())
//private var minimapZoom = 1f
//private var minimapPanX = -MinimapComposer.totalWidth / 2f
//private var minimapPanY = -MinimapComposer.totalHeight / 2f
//private val MINIMAP_ZOOM_MIN = 0.5f
//private val MINIMAP_ZOOM_MAX = 8f
//private val minimapFBO = FrameBuffer(Pixmap.Format.RGBA8888, MINIMAP_WIDTH.toInt(), MINIMAP_HEIGHT.toInt(), false)
//private val minimapCamera = OrthographicCamera(MINIMAP_WIDTH, MINIMAP_HEIGHT)
// TODO put 3 bare sub-UIs into proper UIcanvas to handle the motherfucking opacity
// TODO not yet refactored
/*private fun renderScreenMinimap(batch: SpriteBatch, camera: Camera) {
blendNormal(batch)
// update map panning
if (currentScreenTransition >= 2f - epsilon) {
// if left click is down and cursor is in the map area
if (Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary")) &&
Terrarum.mouseScreenY in itemList.posY..itemList.posY + itemList.height) {
minimapPanX += Terrarum.mouseDeltaX / minimapZoom
minimapPanY += Terrarum.mouseDeltaY / minimapZoom
}
if (Gdx.input.isKeyPressed(Input.Keys.NUM_1)) {
minimapZoom *= (1f / 1.02f)
}
if (Gdx.input.isKeyPressed(Input.Keys.NUM_2)) {
minimapZoom *= 1.02f
}
if (Gdx.input.isKeyPressed(Input.Keys.NUM_3)) {
minimapZoom = 1f
minimapPanX = -MinimapComposer.totalWidth / 2f
minimapPanY = -MinimapComposer.totalHeight / 2f
}
try {
//minimapPanX = minimapPanX.coerceIn(-(MinimapComposer.totalWidth * minimapZoom) + MINIMAP_WIDTH, 0f) // un-comment this line to constain the panning over x-axis
} catch (e: IllegalArgumentException) { }
try {
//minimapPanY = minimapPanY.coerceIn(-(MinimapComposer.totalHeight * minimapZoom) + MINIMAP_HEIGHT, 0f)
} catch (e: IllegalArgumentException) { }
minimapZoom = minimapZoom.coerceIn(MINIMAP_ZOOM_MIN, MINIMAP_ZOOM_MAX)
// make image to roll over for x-axis. This is for the ROUNDWORLD implementation, feel free to remove below.
}
// render minimap
batch.end()
if (minimapRerenderTimer >= minimapRerenderInterval) {
minimapRerenderTimer = 0f
MinimapComposer.requestRender()
}
MinimapComposer.renderToBackground()
minimapFBO.inAction(minimapCamera, batch) {
// whatever.
MinimapComposer.tempTex.dispose()
MinimapComposer.tempTex = Texture(MinimapComposer.minimap)
MinimapComposer.tempTex.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest)
batch.inUse {
// [ 1 0 0 ] [ s 0 0 ] [ s 0 0 ]
// [ 0 1 0 ] x [ 0 s 0 ] = [ 0 s 0 ]
// [ px py 1 ] [ w/2 h/2 1 ] [ tx ty 1 ]
//
// https://www.wolframalpha.com/input/?i=%7B%7B1,0,0%7D,%7B0,1,0%7D,%7Bp_x,p_y,1%7D%7D+*+%7B%7Bs,0,0%7D,%7B0,s,0%7D,%7Bw%2F2,h%2F2,1%7D%7D
val tx = minimapPanX * minimapZoom + 0.5f * MINIMAP_WIDTH
val ty = minimapPanY * minimapZoom + 0.5f * MINIMAP_HEIGHT
// sky background
batch.color = MINIMAP_SKYCOL
batch.fillRect(0f, 0f, MINIMAP_WIDTH, MINIMAP_HEIGHT)
// the actual image
batch.color = Color.WHITE
batch.draw(MinimapComposer.tempTex, tx, ty + MinimapComposer.totalHeight * minimapZoom, MinimapComposer.totalWidth * minimapZoom, -MinimapComposer.totalHeight * minimapZoom)
}
}
batch.begin()
if (debugvals) {
AppLoader.fontSmallNumbers.draw(batch, "$minimapPanX, $minimapPanY; x$minimapZoom", minimapScrOffX + (AppLoader.screenW - MINIMAP_WIDTH) / 2, -10f + itemList.posY)
}
batch.projectionMatrix = camera.combined
// 1px stroke
batch.color = Color.WHITE
batch.fillRect(-1 + minimapScrOffX + (AppLoader.screenW - MINIMAP_WIDTH) / 2, -1 + itemList.posY.toFloat(), 2 + MINIMAP_WIDTH, 2 + MINIMAP_HEIGHT)
// control hints
batch.color = Color.WHITE
AppLoader.fontGame.draw(batch, minimapControlHelp, offsetX + minimapScrOffX, yEnd - 20)
// the minimap
batch.draw(minimapFBO.colorBufferTexture, minimapScrOffX + (AppLoader.screenW - MINIMAP_WIDTH) / 2, itemList.posY.toFloat())
}*/
// TODO not yet refactored
/*private fun renderScreenGamemenu(batch: SpriteBatch, camera: Camera) {
// control hints
blendNormal(batch)
batch.color = Color.WHITE
AppLoader.fontGame.draw(batch, gameMenuControlHelp, offsetX + menuScrOffX, yEnd - 20)
// text buttons
gameMenuButtons.posX = gameMenuButtons.initialX + menuScrOffX.roundToInt()
gameMenuButtons.render(batch, camera)
}*/
// TODO refactoring wip
/*private fun renderScreenInventory(batch: SpriteBatch, camera: Camera) {
itemList.posX = itemList.initialX + inventoryScrOffX.roundToInt()
itemList.render(batch, camera)
equipped.posX = equipped.initialX + inventoryScrOffX.roundToInt()
equipped.render(batch, camera)
// control hints
val controlHintXPos = offsetX + inventoryScrOffX
blendNormal(batch)
batch.color = Color.WHITE
AppLoader.fontGame.draw(batch, listControlHelp, controlHintXPos, yEnd - 20)
// encumbrance meter
val encumbranceText = Lang["GAME_INVENTORY_ENCUMBRANCE"]
// encumbrance bar will go one row down if control help message is too long
val encumbBarXPos = xEnd - weightBarWidth + inventoryScrOffX
val encumbBarTextXPos = encumbBarXPos - 6 - AppLoader.fontGame.getWidth(encumbranceText)
val encumbBarYPos = yEnd-20 + 3f +
if (AppLoader.fontGame.getWidth(listControlHelp) + 2 + controlHintXPos >= encumbBarTextXPos)
AppLoader.fontGame.lineHeight
else 0f
AppLoader.fontGame.draw(batch,
encumbranceText,
encumbBarTextXPos,
encumbBarYPos - 3f
)
// encumbrance bar background
blendNormal(batch)
val encumbCol = UIItemInventoryCellCommonRes.getHealthMeterColour(1f - encumbrancePerc, 0f, 1f)
val encumbBack = encumbCol mul UIItemInventoryCellCommonRes.meterBackDarkening
batch.color = encumbBack
batch.fillRect(
encumbBarXPos, encumbBarYPos,
weightBarWidth, controlHelpHeight - 6f
)
// encumbrance bar
batch.color = encumbCol
batch.fillRect(
encumbBarXPos, encumbBarYPos,
if (actor.inventory.capacityMode == CAPACITY_MODE_NO_ENCUMBER)
1f
else // make sure 1px is always be seen
minOf(weightBarWidth, maxOf(1f, weightBarWidth * encumbrancePerc)),
controlHelpHeight - 6f
)
// debug text
batch.color = Color.LIGHT_GRAY
if (IS_DEVELOPMENT_BUILD) {
AppLoader.fontSmallNumbers.draw(batch,
"${actor.inventory.capacity}/${actor.inventory.maxCapacity}",
encumbBarTextXPos,
encumbBarYPos + controlHelpHeight - 4f
)
}
}*/
fun rebuildList() {
transitionalItemCells.rebuildList()
}

View File

@@ -0,0 +1,146 @@
package net.torvald.terrarum.modulebasegame.ui
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import net.torvald.terrarum.*
import net.torvald.terrarum.blockstats.MinimapComposer
import net.torvald.terrarum.ui.UICanvas
class UIInventoryMinimap(val full: UIInventoryFull) : UICanvas() {
private val debugvals = true
override var width: Int = AppLoader.screenW
override var height: Int = AppLoader.screenH
override var openCloseTime = 0.0f
private val MINIMAP_WIDTH = 800f
private val MINIMAP_HEIGHT = full.INVENTORY_CELLS_UI_HEIGHT.toFloat()
private val MINIMAP_SKYCOL = Color(0x88bbddff.toInt())
private var minimapZoom = 1f
private var minimapPanX = -MinimapComposer.totalWidth / 2f
private var minimapPanY = -MinimapComposer.totalHeight / 2f
private val MINIMAP_ZOOM_MIN = 0.5f
private val MINIMAP_ZOOM_MAX = 8f
private val minimapFBO = FrameBuffer(Pixmap.Format.RGBA8888, MINIMAP_WIDTH.toInt(), MINIMAP_HEIGHT.toInt(), false)
private val minimapCamera = OrthographicCamera(MINIMAP_WIDTH, MINIMAP_HEIGHT)
private var minimapRerenderTimer = 0f
private val minimapRerenderInterval = .5f
override fun updateUI(delta: Float) {
MinimapComposer.setWorld(Terrarum.ingame!!.world)
MinimapComposer.update()
minimapRerenderTimer += Gdx.graphics.rawDeltaTime
}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
blendNormal(batch)
// update map panning
// if left click is down and cursor is in the map area
if (Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary")) &&
Terrarum.mouseScreenY in full.INVENTORY_CELLS_OFFSET_Y..full.INVENTORY_CELLS_OFFSET_Y + full.INVENTORY_CELLS_UI_HEIGHT) {
minimapPanX += Terrarum.mouseDeltaX * 2f / minimapZoom
minimapPanY += Terrarum.mouseDeltaY * 2f / minimapZoom
}
if (Gdx.input.isKeyPressed(Input.Keys.NUM_1)) {
minimapZoom *= (1f / 1.02f)
}
if (Gdx.input.isKeyPressed(Input.Keys.NUM_2)) {
minimapZoom *= 1.02f
}
if (Gdx.input.isKeyPressed(Input.Keys.NUM_3)) {
minimapZoom = 1f
minimapPanX = -MinimapComposer.totalWidth / 2f
minimapPanY = -MinimapComposer.totalHeight / 2f
}
try {
//minimapPanX = minimapPanX.coerceIn(-(MinimapComposer.totalWidth * minimapZoom) + MINIMAP_WIDTH, 0f) // un-comment this line to constain the panning over x-axis
} catch (e: IllegalArgumentException) { }
try {
//minimapPanY = minimapPanY.coerceIn(-(MinimapComposer.totalHeight * minimapZoom) + MINIMAP_HEIGHT, 0f)
} catch (e: IllegalArgumentException) { }
minimapZoom = minimapZoom.coerceIn(MINIMAP_ZOOM_MIN, MINIMAP_ZOOM_MAX)
// make image to roll over for x-axis. This is for the ROUNDWORLD implementation, feel free to remove below.
// render minimap
batch.end()
if (minimapRerenderTimer >= minimapRerenderInterval) {
minimapRerenderTimer = 0f
MinimapComposer.requestRender()
}
MinimapComposer.renderToBackground()
minimapFBO.inAction(minimapCamera, batch) {
// whatever.
MinimapComposer.tempTex.dispose()
MinimapComposer.tempTex = Texture(MinimapComposer.minimap)
MinimapComposer.tempTex.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest)
batch.inUse {
// [ 1 0 0 ] [ s 0 0 ] [ s 0 0 ]
// [ 0 1 0 ] x [ 0 s 0 ] = [ 0 s 0 ]
// [ px py 1 ] [ w/2 h/2 1 ] [ tx ty 1 ]
//
// https://www.wolframalpha.com/input/?i=%7B%7B1,0,0%7D,%7B0,1,0%7D,%7Bp_x,p_y,1%7D%7D+*+%7B%7Bs,0,0%7D,%7B0,s,0%7D,%7Bw%2F2,h%2F2,1%7D%7D
val tx = minimapPanX * minimapZoom + 0.5f * MINIMAP_WIDTH
val ty = minimapPanY * minimapZoom + 0.5f * MINIMAP_HEIGHT
// sky background
batch.color = MINIMAP_SKYCOL
batch.fillRect(0f, 0f, MINIMAP_WIDTH, MINIMAP_HEIGHT)
// the actual image
batch.color = Color.WHITE
batch.draw(MinimapComposer.tempTex, tx, ty + MinimapComposer.totalHeight * minimapZoom, MinimapComposer.totalWidth * minimapZoom, -MinimapComposer.totalHeight * minimapZoom)
}
}
batch.begin()
if (debugvals) {
AppLoader.fontSmallNumbers.draw(batch, "$minimapPanX, $minimapPanY; x$minimapZoom", (AppLoader.screenW - MINIMAP_WIDTH) / 2, -10f + full.INVENTORY_CELLS_OFFSET_Y)
}
batch.projectionMatrix = camera.combined
// 1px stroke
batch.color = Color.WHITE
batch.fillRect((AppLoader.screenW - MINIMAP_WIDTH) / 2, -1 + full.INVENTORY_CELLS_OFFSET_Y.toFloat(), MINIMAP_WIDTH, 1f)
batch.fillRect((AppLoader.screenW - MINIMAP_WIDTH) / 2, full.INVENTORY_CELLS_OFFSET_Y + MINIMAP_HEIGHT, MINIMAP_WIDTH, 1f)
batch.fillRect(-1 + (AppLoader.screenW - MINIMAP_WIDTH) / 2, full.INVENTORY_CELLS_OFFSET_Y.toFloat(), 1f, MINIMAP_HEIGHT)
batch.fillRect((AppLoader.screenW - MINIMAP_WIDTH) / 2 + MINIMAP_WIDTH, full.INVENTORY_CELLS_OFFSET_Y.toFloat(), 1f, MINIMAP_HEIGHT)
// control hints
batch.color = Color.WHITE
AppLoader.fontGame.draw(batch, full.minimapControlHelp, full.offsetX, full.yEnd - 20)
// the minimap
batch.draw(minimapFBO.colorBufferTexture, (AppLoader.screenW - MINIMAP_WIDTH) / 2, full.INVENTORY_CELLS_OFFSET_Y.toFloat())
}
override fun doOpening(delta: Float) {}
override fun doClosing(delta: Float) {}
override fun endOpening(delta: Float) {}
override fun endClosing(delta: Float) {}
override fun dispose() {
minimapFBO.dispose()
}
}

View File

@@ -353,7 +353,7 @@ class UIItemInventoryDynamicList(
inventorySortList.sortBy { ItemCodex[it.item]!!.name }
// map sortList to item list
for (k in 0 until items.size) {
for (k in items.indices) {
// we have an item
try {
val sortListItem = inventorySortList[k + itemPage * items.size]
@@ -372,7 +372,7 @@ class UIItemInventoryDynamicList(
}
// set equippedslot number
for (eq in 0 until inventory.itemEquipped.size) {
for (eq in inventory.itemEquipped.indices) {
if (eq < inventory.itemEquipped.size) {
if (inventory.itemEquipped[eq] == items[k].item?.dynamicID) {
items[k].equippedSlot = eq

View File

@@ -118,7 +118,7 @@ class UIItemInventoryEquippedView(
// sort by equip position
// fill the grid from fastest index, make no gap in-between of slots
for (k in 0 until itemGrid.size) {
for (k in itemGrid.indices) {
val item = inventory.itemEquipped[k]
if (item == null) {

View File

@@ -76,7 +76,7 @@ class UITierOneWatch(private val player: ActorHumanoid?) : UICanvas() {
watchFont.draw(batch, worldTime.getDayNameShort().toUpperCase(), 73f, 7f)
// day
watchFont.draw(batch, worldTime.days.toString().padStart(2, '@'), 107f, 7f)
watchFont.draw(batch, worldTime.calendarDay.toString().padStart(2, '@'), 107f, 7f)
// hour
watchFont.draw(batch, worldTime.hours.toString().padStart(2, '@'), 27f, 7f)
@@ -84,7 +84,7 @@ class UITierOneWatch(private val player: ActorHumanoid?) : UICanvas() {
watchFont.draw(batch, worldTime.minutes.toString().padStart(2, '0'), 49f, 7f)
// season marker
batch.draw(atlas.get(1, worldTime.months - 1), 0f, 0f)
batch.draw(atlas.get(1, worldTime.calendarMonth - 1), 0f, 0f)
// moon dial

View File

@@ -300,13 +300,13 @@ internal object WeatherMixer : RNGConsumer {
var mixFrom: String?
try { mixFrom = JSON.get("mixFrom").asJsonPrimitive.asString }
catch (e: IllegalStateException) { mixFrom = null }
catch (e: NullPointerException) { mixFrom = null }
var mixPercentage: Double?
try { mixPercentage = JSON.get("mixPercentage").asJsonPrimitive.asDouble }
catch (e: IllegalStateException) { mixPercentage = null }
catch (e: NullPointerException) { mixPercentage = null }

View File

@@ -23,21 +23,13 @@ class Biomegen(world: GameWorld, seed: Long, params: Any) : Gen(world, seed, par
private val genSlices = maxOf(ThreadExecutor.threadCount, world.width / 8)
private var genFutures: Array<Future<*>?> = arrayOfNulls(genSlices)
override var generationStarted: Boolean = false
override val generationDone: Boolean
get() = generationStarted && genFutures.fold(true) { acc, f -> acc and (f?.isDone ?: true) }
private val YHEIGHT_MAGIC = 2800.0 / 3.0
private val YHEIGHT_DIVISOR = 2.0 / 7.0
override fun run() {
generationStarted = true
override fun getDone() {
ThreadExecutor.renew()
(0 until world.width).sliceEvenly(genSlices).mapIndexed { i, xs ->
genFutures[i] = ThreadExecutor.submit {
(0 until world.width).sliceEvenly(genSlices).map { xs ->
ThreadExecutor.submit {
val localJoise = getGenerator(seed, params as BiomegenParams)
for (x in xs) {
for (y in 0 until world.height) {

View File

@@ -20,33 +20,28 @@ class Terragen(world: GameWorld, seed: Long, params: Any) : Gen(world, seed, par
private val genSlices = maxOf(ThreadExecutor.threadCount, world.width / 8)
private var genFutures: Array<Future<*>?> = arrayOfNulls(genSlices)
override var generationStarted: Boolean = false
override val generationDone: Boolean
get() = generationStarted && genFutures.fold(true) { acc, f -> acc and (f?.isDone ?: true) }
private val YHEIGHT_MAGIC = 2800.0 / 3.0
private val YHEIGHT_DIVISOR = 2.0 / 7.0
override fun run() {
generationStarted = true
override fun getDone() {
ThreadExecutor.renew()
(0 until world.width).sliceEvenly(genSlices).mapIndexed { i, xs ->
genFutures[i] = ThreadExecutor.submit {
ThreadExecutor.submit {
val localJoise = getGenerator(seed, params as TerragenParams)
for (x in xs) {
for (y in 0 until world.height) {
val sampleTheta = (x.toDouble() / world.width) * TWO_PI
val sampleOffset = world.width / 8.0
val sampleX = sin(sampleTheta) * sampleOffset + sampleOffset // plus sampleOffset to make only
val sampleZ = cos(sampleTheta) * sampleOffset + sampleOffset // positive points are to be sampled
val sampleY = y - (world.height - YHEIGHT_MAGIC) * YHEIGHT_DIVISOR // Q&D offsetting to make ratio of sky:ground to be constant
// DEBUG NOTE: it is the OFFSET FROM THE IDEAL VALUE (observed land height - (HEIGHT * DIVISOR)) that must be constant
val noise = localJoise.map { it.get(sampleX, sampleY, sampleZ) }
val localLock = java.lang.Object() // in an attempt to fix the "premature exit" issue of a thread run
synchronized(localLock) { // also see: https://stackoverflow.com/questions/28818494/threads-stopping-prematurely-for-certain-values
for (x in xs) {
for (y in 0 until world.height) {
val sampleTheta = (x.toDouble() / world.width) * TWO_PI
val sampleOffset = world.width / 8.0
val sampleX = sin(sampleTheta) * sampleOffset + sampleOffset // plus sampleOffset to make only
val sampleZ = cos(sampleTheta) * sampleOffset + sampleOffset // positive points are to be sampled
val sampleY = y - (world.height - YHEIGHT_MAGIC) * YHEIGHT_DIVISOR // Q&D offsetting to make ratio of sky:ground to be constant
// DEBUG NOTE: it is the OFFSET FROM THE IDEAL VALUE (observed land height - (HEIGHT * DIVISOR)) that must be constant
val noise = localJoise.map { it.get(sampleX, sampleY, sampleZ) }
draw(x, y, noise, world)
draw(x, y, noise, world)
}
}
}
}

View File

@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame.worldgenerator
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.gameworld.GameWorld
import java.util.concurrent.Callable
/**
* New world generator.
@@ -34,7 +35,7 @@ object Worldgen {
val it = jobs[i]
AppLoader.getLoadScreen().addMessage(it.loadingScreenName)
it.theWork.run()
it.theWork.getDone()
}
printdbg(this, "Generation job finished")
@@ -46,9 +47,7 @@ object Worldgen {
}
abstract class Gen(val world: GameWorld, val seed: Long, val params: Any) {
abstract var generationStarted: Boolean
abstract val generationDone: Boolean
open fun run() { }
open fun getDone() { } // trying to use different name so that it won't be confused with Runnable or Callable
}
data class WorldgenParams(

View File

@@ -153,7 +153,7 @@ internal object ReadLayerDataLzma {
val fluidFills = HashMap<BlockAddress, Float>()
// parse terrain damages
for (c in 0 until payloadBytes["TdMG"]!!.size step 10) {
for (c in payloadBytes["TdMG"]!!.indices step 10) {
val bytes = payloadBytes["TdMG"]!!
val tileAddr = bytes.sliceArray(c..c+5)
@@ -164,7 +164,7 @@ internal object ReadLayerDataLzma {
// parse wall damages
for (c in 0 until payloadBytes["WdMG"]!!.size step 10) {
for (c in payloadBytes["WdMG"]!!.indices step 10) {
val bytes = payloadBytes["WdMG"]!!
val tileAddr = bytes.sliceArray(c..c+5)

View File

@@ -154,7 +154,7 @@ internal object ReadLayerDataZip {
val fluidFills = HashMap<BlockAddress, Float>()
// parse terrain damages
for (c in 0 until payloadBytes["TdMG"]!!.size step 10) {
for (c in payloadBytes["TdMG"]!!.indices step 10) {
val bytes = payloadBytes["TdMG"]!!
val tileAddr = bytes.sliceArray(c..c+5)
@@ -165,7 +165,7 @@ internal object ReadLayerDataZip {
// parse wall damages
for (c in 0 until payloadBytes["WdMG"]!!.size step 10) {
for (c in payloadBytes["WdMG"]!!.indices step 10) {
val bytes = payloadBytes["WdMG"]!!
val tileAddr = bytes.sliceArray(c..c+5)

View File

@@ -53,7 +53,7 @@ class RGBtoXYZBenchmark {
// print out captured data
println("with LUT\tno LUT\tmult")
for (i in 0 until timer1.size) {
for (i in timer1.indices) {
println("${timer1[i]}\t${timer2[i]}\t${timer1[i].toFloat() / timer2[i]}")
}
}

View File

@@ -130,7 +130,7 @@ void main() {
val mouseUp: Boolean
get() {
for (k in 0 until subUIs.size) {
for (k in subUIs.indices) {
val ret2 = subUIs[k].mouseUp
if (ret2) return true
}

View File

@@ -410,7 +410,7 @@ internal object BlocksDrawer {
val nearbyTiles = getNearbyTilesPos(x, y).map { world.getTileFrom(mode, it.x, it.y) ?: Block.NULL }
var ret = 0
for (i in 0 until nearbyTiles.size) {
for (i in nearbyTiles.indices) {
if (nearbyTiles[i] == mark) {
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
}
@@ -429,7 +429,7 @@ internal object BlocksDrawer {
val nearbyTiles = getNearbyTilesPos(x, y).map { world.getWiringBlocks(it.x, it.y).and(drawWires).toBitOrd() * 16 }
var ret = 0
for (i in 0 until nearbyTiles.size) {
for (i in nearbyTiles.indices) {
if (nearbyTiles[i] == wire) {
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
}
@@ -442,7 +442,7 @@ internal object BlocksDrawer {
val nearbyTiles = getNearbyTilesPos(x, y).map { world.getTileFrom(mode, it.x, it.y) ?: Block.NULL }
var ret = 0
for (i in 0 until nearbyTiles.size) {
for (i in nearbyTiles.indices) {
if (BlockCodex[nearbyTiles[i]].isSolid) {
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
}
@@ -459,7 +459,7 @@ internal object BlocksDrawer {
val nearbyTiles = nearbyPos.map { world.getTileFromTerrain(it.x, it.y) ?: Block.NULL }
var ret = 0
for (i in 0 until nearbyTiles.size) {
for (i in nearbyTiles.indices) {
val fluid = world.getFluid(nearbyPos[i].x, nearbyPos[i].y)
if (BlockCodex[nearbyTiles[i]].isSolid || (fluid.isFluid() && 0 < CreateTileAtlas.fluidFillToTileLevel(fluid.amount))) {
ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3

View File

@@ -211,7 +211,7 @@ object LightmapRenderer {
}
// wipe out lightmap
AppLoader.measureDebugTime("Renderer.Light0") {
AppLoader.measureDebugTime("Renderer.LightPrecalc") {
// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
// but the performance boost is measly 0.1 ms on 6700K
lightmap.zerofill()
@@ -224,10 +224,10 @@ object LightmapRenderer {
}
}
}
// O((5*9)n) == O(n) where n is a size of the map.
// O((5*9)n where n is a size of the map.
// Because of inevitable overlaps on the area, it only works with MAX blend
fun r1() {
/*fun or1() {
// Round 1
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
@@ -235,7 +235,7 @@ object LightmapRenderer {
}
}
}
fun r2() {
fun or2() {
// Round 2
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
@@ -243,7 +243,7 @@ object LightmapRenderer {
}
}
}
fun r3() {
fun or3() {
// Round 3
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
@@ -251,13 +251,109 @@ object LightmapRenderer {
}
}
}
fun r4() {
fun or4() {
// Round 4
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calculateAndAssign(lightmap, x, y)
}
}
}*/
// O((8*2)n) where n is a size of the map.
fun r1() {
// TODO test non-parallel
swipeDiag = false
for (line in 1 until LIGHTMAP_HEIGHT - 1) {
swipeLight(
1, line,
LIGHTMAP_WIDTH - 2, line,
1, 0
)
}
}
fun r2() {
// TODO test non-parallel
swipeDiag = false
for (line in 1 until LIGHTMAP_WIDTH - 1) {
swipeLight(
line, 1,
line, LIGHTMAP_HEIGHT - 2,
0, 1
)
}
}
fun r3() {
// TODO test non-parallel
swipeDiag = true
/* construct indices such that:
56789ABC
4 1 w-2
3 \---\---+
2 \\···\··|
1 \\\···\·|
0 \\\\···\|
h-2 \\\\\---\
0 (1, h-2) -> (1, h-2)
1 (1, h-2-1) -> (2, h-2)
2 (1, h-2-2) -> (3, h-2)
3 (1, h-2-3) -> (4, h-2)
4 (1, 1) -> (5, h-2)
5 (2, 1) -> (6, h-2)
6 (3, 1) -> (7, h-2)
7 (4, 1) -> (8, h-2)
8 (5, 1) -> (w-2, h-2)
9 (6, 1) -> (w-2, h-2-1)
10 (7, 1) -> (w-2, h-2-2)
11 (8, 1) -> (w-2, h-2-3)
12 (w-2, 1) -> (w-2, 1)
number of indices: internal_width + internal_height - 1
*/
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
swipeLight(
maxOf(1, i - LIGHTMAP_HEIGHT + 4), maxOf(1, LIGHTMAP_HEIGHT - 2 - i),
minOf(LIGHTMAP_WIDTH - 2, i + 1), minOf(LIGHTMAP_HEIGHT - 2, (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) - i),
1, 1
)
}
}
fun r4() {
// TODO test non-parallel
swipeDiag = true
/*
1 w-2
/////---/
////···/|
///···/·|
//···/··|
h-2 /---/---+
d:(1,-1)
0 (1, 1) -> (1, 1)
1 (1, 2) -> (2, 1)
2 (1, 3) -> (3, 1)
3 (1, 4) -> (4, 1)
4 (1, h-2) -> (5, 1)
5 (2, h-2) -> (6, 1)
6 (3, h-2) -> (7, 1)
7 (4, h-2) -> (8, 1)
8 (5, h-2) -> (w-2, 1)
9 (6, h-2) -> (w-2, 2)
10 (7, h-2) -> (w-2, 3)
11 (8, h-2) -> (w-2, 4)
12 (w-2, h-2) -> (w-2, h-2)
*/
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
swipeLight(
maxOf(1, i - LIGHTMAP_HEIGHT + 4), minOf(LIGHTMAP_HEIGHT - 2, i + 1),
minOf(LIGHTMAP_WIDTH - 2, i + 1), maxOf(1, (LIGHTMAP_HEIGHT - 2) - (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 6) + i),
1, -1
)
}
}
@@ -266,7 +362,7 @@ object LightmapRenderer {
// I was able to pull out 3.5..5.5 ms! With abhorrently many occurrences of segfaults I had to track down...
if (!AppLoader.getConfigBoolean("multithreadedlight")) {
AppLoader.measureDebugTime("Renderer.LightTotal") {
AppLoader.measureDebugTime("Renderer.LightRuns") {
// To save you from pains:
// - Per-channel light updating is actually slower
@@ -275,11 +371,15 @@ object LightmapRenderer {
// - Multithreading? I have absolutely no idea.
// - If you naively slice the screen (job area) to multithread, the seam will appear.
r3();r4();r1();r2();r3();
//r3();r4();r1();r2();r3();
r1();r2();r3();r4()
r1();r2();r3();r4()
}
}
else if (world.worldIndex != -1) { // to avoid updating on the null world
AppLoader.measureDebugTime("Renderer.LightTotal") {
AppLoader.measureDebugTime("Renderer.LightRuns") {
}
}
}
@@ -522,6 +622,57 @@ object LightmapRenderer {
// you're doing it wrong, the IF and return statements must be inclusive.
}
private var swipeX = -1
private var swipeY = -1
private var swipeDiag = false
private fun _swipeTask(x: Int, y: Int, x2: Int, y2: Int) {
if (x2 < 0 || y2 < 0 || x2 >= LIGHTMAP_WIDTH || y2 >= LIGHTMAP_HEIGHT) return
_ambientAccumulator.r = _mapLightLevelThis.getR(x, y)
_ambientAccumulator.g = _mapLightLevelThis.getG(x, y)
_ambientAccumulator.b = _mapLightLevelThis.getB(x, y)
_ambientAccumulator.a = _mapLightLevelThis.getA(x, y)
if (!swipeDiag) {
_thisTileOpacity.r = _mapThisTileOpacity.getR(x, y)
_thisTileOpacity.g = _mapThisTileOpacity.getG(x, y)
_thisTileOpacity.b = _mapThisTileOpacity.getB(x, y)
_thisTileOpacity.a = _mapThisTileOpacity.getA(x, y)
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity))
}
else {
_thisTileOpacity2.r = _mapThisTileOpacity2.getR(x, y)
_thisTileOpacity2.g = _mapThisTileOpacity2.getG(x, y)
_thisTileOpacity2.b = _mapThisTileOpacity2.getB(x, y)
_thisTileOpacity2.a = _mapThisTileOpacity2.getA(x, y)
_ambientAccumulator.maxAndAssign(darkenColoured(x2, y2, _thisTileOpacity2))
}
_mapLightLevelThis.setVec(x, y, _ambientAccumulator)
lightmap.setVec(x, y, _ambientAccumulator)
}
private fun swipeLight(sx: Int, sy: Int, ex: Int, ey: Int, dx: Int, dy: Int) {
swipeX = sx; swipeY = sy
while (swipeX*dx <= ex*dx && swipeY*dy <= ey*dy) {
// conduct the task #1
// spread towards the end
_swipeTask(swipeX, swipeY, swipeX-dx, swipeY-dy)
swipeX += dx
swipeY += dy
}
swipeX = ex; swipeY = ey
while (swipeX*dx >= sx*dx && swipeY*dy >= sy*dy) {
// conduct the task #2
// spread towards the start
_swipeTask(swipeX, swipeY, swipeX+dx, swipeY+dy)
swipeX -= dx
swipeY -= dy
}
}
/**
* Calculates the light simulation, using main lightmap as one of the input.
*/

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