package net.torvald.terrarum.worlddrawer import com.badlogic.gdx.Gdx import com.badlogic.gdx.graphics.* import com.badlogic.gdx.math.Matrix4 import net.torvald.terrarum.* import net.torvald.terrarum.AppLoader.printdbg import net.torvald.terrarum.blockproperties.Block import net.torvald.terrarum.blockproperties.BlockCodex import net.torvald.terrarum.gameworld.GameWorld import net.torvald.terrarum.gameworld.PairedMapLayer import net.torvald.terrarum.gameworld.fmod import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension import net.torvald.terrarum.modulebasegame.gameworld.WorldSimulator import net.torvald.terrarum.modulebasegame.gameworld.WorldTime import net.torvald.terrarum.utils.JsonWriter import net.torvald.terrarum.worlddrawer.CreateTileAtlas.TILES_IN_X import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack import kotlin.math.roundToInt /** * Sub-portion of IngameRenderer. You are not supposed to directly deal with this. * * The terrain texture atlas is HARD CODED as "4096x4096, on which 256x256 tiles are contained" * in the shader (tiling.frag). This will not be a problem in the base game, but if you are modifying * this engine for your project, you must edit the shader program accordingly. * * Created by minjaesong on 2016-01-19. */ internal object BlocksDrawer { var world: GameWorld = GameWorld.makeNullWorld() private val TILE_SIZE = CreateTileAtlas.TILE_SIZE private val TILE_SIZEF = CreateTileAtlas.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. */ /** Index zero: spring */ val weatherTerrains: Array lateinit var tilesTerrain: TextureRegionPack; private set lateinit var tilesTerrainBlend: TextureRegionPack; private set val tilesWire: TextureRegionPack val tileItemTerrain: TextureRegionPack val tileItemWall: TextureRegionPack val tilesFluid: TextureRegionPack //val tileItemWall = Image(TILE_SIZE * 16, TILE_SIZE * GameWorld.TILES_SUPPORTED / 16) // 4 MB val wallOverlayColour = Color(5f/9f,5f/9f,5f/9f,1f) const val BREAKAGE_STEPS = 10 const val TILES_PER_BLOCK = PairedMapLayer.RANGE val WALL = GameWorld.WALL val TERRAIN = GameWorld.TERRAIN val WIRE = GameWorld.WIRE val FLUID = -2 private const val NEARBY_TILE_KEY_UP = 0 private const val NEARBY_TILE_KEY_RIGHT = 1 private const val NEARBY_TILE_KEY_DOWN = 2 private const val NEARBY_TILE_KEY_LEFT = 3 private const val NEARBY_TILE_CODE_UP = 1 private const val NEARBY_TILE_CODE_RIGHT = 2 private const val NEARBY_TILE_CODE_DOWN = 4 private const val NEARBY_TILE_CODE_LEFT = 8 private const val GZIP_READBUF_SIZE = 8192 private lateinit var terrainTilesBuffer: Array private lateinit var wallTilesBuffer: Array private lateinit var wireTilesBuffer: Array private lateinit var fluidTilesBuffer: Array private var tilesBuffer: Pixmap = Pixmap(1, 1, Pixmap.Format.RGBA8888) private lateinit var tilesQuad: Mesh private val shader = AppLoader.loadShader("assets/4096.vert", "assets/tiling.frag") init { // PNG still doesn't work right. // The thing is, pixel with alpha 0 must have RGB of also 0, which PNG does not guarantee it. // (pixels of RGB = 255, A = 0 -- white transparent -- causes 'glow') // with TGA, you have a complete control over this, with the expense of added hassle on your side. // -- Torvald, 2018-12-19 printdbg(this, "Making terrain textures...") CreateTileAtlas() JsonWriter.writeToFile(CreateTileAtlas.tags, "${AppLoader.defaultDir}/test_rendertags.json") // each takes about 60 seconds //printdbg(this, "Writing pixmap as tga: atlas.tga") //PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlas.tga"), CreateTileAtlas.atlas, false) //printdbg(this, "Writing pixmap as tga: atlasAutumn.tga") //PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasAutumn.tga"), CreateTileAtlas.atlasAutumn, false) //printdbg(this, "Writing pixmap as tga: atlasWinter.tga") //PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasWinter.tga"), CreateTileAtlas.atlasWinter, false) //printdbg(this, "Writing pixmap as tga: atlasSpring.tga") //PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasSpring.tga"), CreateTileAtlas.atlasSpring, false) //printdbg(this, "Writing pixmap as tga: atlasFluid.tga") //PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasFluid.tga"), CreateTileAtlas.atlasFluid, false) // create terrain texture from pixmaps weatherTerrains = arrayOf( TextureRegionPack(Texture(CreateTileAtlas.atlasSpring), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(CreateTileAtlas.atlas), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(CreateTileAtlas.atlasAutumn), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(CreateTileAtlas.atlasWinter), TILE_SIZE, TILE_SIZE) ) // unzip tga.gz for tilesWire and tilesFluid //TODO tilesWire = TextureRegionPack(Texture(8, 8, Pixmap.Format.RGBA8888), 1, 1) tilesFluid = TextureRegionPack(Texture(CreateTileAtlas.atlasFluid), TILE_SIZE, TILE_SIZE) printdbg(this, "Making terrain and wall item textures...") // test print //PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/terrainitem.tga"), itemTerrainPixmap, false) tileItemTerrain = TextureRegionPack(CreateTileAtlas.itemTerrainTexture, TILE_SIZE, TILE_SIZE) tileItemWall = TextureRegionPack(CreateTileAtlas.itemWallTexture, TILE_SIZE, TILE_SIZE) // finally tilesTerrain = weatherTerrains[1] printdbg(this, "init() exit") } /** * See work_files/dynamic_shape_2_0.psd * * bits position: (0 being LSB) * * 5 6 7 * 4 @ 0 * 3 2 1 * * size of this LUT must be equal to 256. */ private val connectLut47 = intArrayOf(17,1,17,1,2,3,2,14,17,1,17,1,2,3,2,14,9,7,9,7,4,5,4,35,9,7,9,7,16,37,16,15,17,1,17,1,2,3,2,14,17,1,17,1,2,3,2,14,9,7,9,7,4,5,4,35,9,7,9,7,16,37,16,15,8,10,8,10,0,12,0,43,8,10,8,10,0,12,0,43,11,13,11,13,6,20,6,34,11,13,11,13,36,33,36,46,8,10,8,10,0,12,0,43,8,10,8,10,0,12,0,43,30,42,30,42,38,26,38,18,30,42,30,42,23,45,23,31,17,1,17,1,2,3,2,14,17,1,17,1,2,3,2,14,9,7,9,7,4,5,4,35,9,7,9,7,16,37,16,15,17,1,17,1,2,3,2,14,17,1,17,1,2,3,2,14,9,7,9,7,4,5,4,35,9,7,9,7,16,37,16,15,8,28,8,28,0,41,0,21,8,28,8,28,0,41,0,21,11,44,11,44,6,27,6,40,11,44,11,44,36,19,36,32,8,28,8,28,0,41,0,21,8,28,8,28,0,41,0,21,30,29,30,29,38,39,38,25,30,29,30,29,23,24,23,22) private val connectLut16 = intArrayOf(0,2,0,2,4,6,4,6,0,2,0,2,4,6,4,6,8,10,8,10,12,14,12,14,8,10,8,10,12,14,12,14,0,2,0,2,4,6,4,6,0,2,0,2,4,6,4,6,8,10,8,10,12,14,12,14,8,10,8,10,12,14,12,14,1,3,1,3,5,7,5,7,1,3,1,3,5,7,5,7,9,11,9,11,13,15,13,15,9,11,9,11,13,15,13,15,1,3,1,3,5,7,5,7,1,3,1,3,5,7,5,7,9,11,9,11,13,15,13,15,9,11,9,11,13,15,13,15,0,2,0,2,4,6,4,6,0,2,0,2,4,6,4,6,8,10,8,10,12,14,12,14,8,10,8,10,12,14,12,14,0,2,0,2,4,6,4,6,0,2,0,2,4,6,4,6,8,10,8,10,12,14,12,14,8,10,8,10,12,14,12,14,1,3,1,3,5,7,5,7,1,3,1,3,5,7,5,7,9,11,9,11,13,15,13,15,9,11,9,11,13,15,13,15,1,3,1,3,5,7,5,7,1,3,1,3,5,7,5,7,9,11,9,11,13,15,13,15,9,11,9,11,13,15,13,15) /** * Tiles that half-transparent and has hue * will blend colour using colour multiplication * i.e. red hues get lost if you dive into the water */ private val TILES_BLEND_MUL = hashSetOf( Block.WATER, Block.LAVA ) /** * To interact with external modules */ @JvmStatic fun addBlendMul(blockID: Int): Boolean { return TILES_BLEND_MUL.add(blockID) } private var drawTIME_T = 0L private val SECONDS_IN_MONTH = WorldTime.MONTH_LENGTH * WorldTime.DAY_LENGTH.toLong() /////////////////////////////////////////// // NO draw lightmap using colour filter, actors must also be hidden behind the darkness /////////////////////////////////////////// internal fun renderData() { try { drawTIME_T = (world as GameWorldExtension).time.TIME_T - (WorldTime.DAY_LENGTH * 15) // offset by -15 days val seasonalMonth = (drawTIME_T.div(WorldTime.DAY_LENGTH) fmod WorldTime.YEAR_DAYS.toLong()).toInt() / WorldTime.MONTH_LENGTH + 1 tilesTerrain = weatherTerrains[seasonalMonth - 1] tilesTerrainBlend = weatherTerrains[seasonalMonth fmod 4] } catch (e: ClassCastException) { } drawTiles(WALL) drawTiles(TERRAIN) // regular tiles drawTiles(WIRE) drawTiles(FLUID) } internal fun drawWall(projectionMatrix: Matrix4) { gdxSetBlendNormal() renderUsingBuffer(WALL, projectionMatrix) } internal fun drawTerrain(projectionMatrix: Matrix4) { gdxSetBlendNormal() renderUsingBuffer(TERRAIN, projectionMatrix) renderUsingBuffer(FLUID, projectionMatrix) } 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) // let's just not MUL on terrain, make it FLUID only... renderUsingBuffer(FLUID, projectionMatrix) gdxSetBlendNormal() if (drawWires) { 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.toTileInFluidAtlas(): Int { 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 * 16 + fluidNum } else { return 0 } } private val tileDrawLightThreshold = 2f / LightmapRenderer.MUL /** * 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) { // can't be "WorldCamera.y / TILE_SIZE": // ( 3 / 16) == 0 // (-3 / 16) == -1 <-- We want it to be '-1', not zero // using cast and floor instead of IF on ints: the other way causes jitter artefact, which I don't fucking know why // TODO the real fluid rendering must use separate function, but its code should be similar to this. // shader's tileAtlas will be fluid.tga, pixels written to the buffer is in accordance with the new // atlas. IngameRenderer must be modified so that fluid-draw call is separated from drawing tiles. // The MUL draw mode can be removed from this (it turns out drawing tinted glass is tricky because of // the window frame which should NOT be MUL'd) val for_y_start = (WorldCamera.y.toFloat() / TILE_SIZE).floorInt() val for_y_end = for_y_start + tilesBuffer.height - 1 val for_x_start = (WorldCamera.x.toFloat() / TILE_SIZE).floorInt() val for_x_end = for_x_start + tilesBuffer.width - 1 // loop for (y in for_y_start..for_y_end) { for (x in for_x_start..for_x_end) { val bufferX = x - for_x_start val bufferY = y - for_y_start val thisTile = when (mode) { WALL -> world.getTileFromWall(x, y) TERRAIN -> world.getTileFromTerrain(x, y) WIRE -> world.getWires(x, y) FLUID -> world.getFluid(x, y).type.abs() else -> throw IllegalArgumentException() } // draw a tile if (thisTile != null) try { val nearbyTilesInfo = if (mode == FLUID) { getNearbyTilesInfoFluids(x, y) } else if (isPlatform(thisTile)) { getNearbyTilesInfoPlatform(x, y) } else if (isWallSticker(thisTile)) { getNearbyTilesInfoWallSticker(x, y) } else if (isConnectMutual(thisTile)) { getNearbyTilesInfoConMutual(x, y, mode) } else if (isConnectSelf(thisTile)) { getNearbyTilesInfoConSelf(x, y, mode, thisTile) } else { 0 } val renderTag = CreateTileAtlas.getRenderTag(thisTile) val tileNumberBase = if (mode == FLUID) CreateTileAtlas.fluidToTileNumber(world.getFluid(x, y)) else renderTag.tileNumber val tileNumber = if (thisTile == 0) 0 else if (mode == FLUID) tileNumberBase + connectLut47[nearbyTilesInfo] else tileNumberBase + when (renderTag.maskType) { CreateTileAtlas.RenderTag.MASK_NA -> 0 CreateTileAtlas.RenderTag.MASK_16 -> connectLut16[nearbyTilesInfo] CreateTileAtlas.RenderTag.MASK_47 -> connectLut47[nearbyTilesInfo] CreateTileAtlas.RenderTag.MASK_TORCH, CreateTileAtlas.RenderTag.MASK_PLATFORM -> nearbyTilesInfo else -> throw IllegalArgumentException("Unknown mask type: ${renderTag.maskType}") } var thisTileX = tileNumber % TILES_IN_X var thisTileY = tileNumber / TILES_IN_X if (mode == FLUID && thisTileX == 22 && thisTileY == 3) { //println("tileNumberBase = $tileNumberBase, tileNumber = $tileNumber, fluid = ${world.getFluid(x, y)}") } 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(BREAKAGE_STEPS).roundInt() // draw a tile if (mode == FLUID) { writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, 0) } else { writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage) } } catch (e: NullPointerException) { // do nothing. WARNING: This exception handling may hide erratic behaviour completely. } } } } private fun getNearbyTilesPos(x: Int, y: Int): Array { return arrayOf( Point2i(x + 1, y), Point2i(x + 1, y + 1), Point2i(x, y + 1), Point2i(x - 1, y + 1), Point2i(x - 1, y), Point2i(x - 1, y - 1), Point2i(x, y - 1), Point2i(x + 1, y - 1) ) } private fun getNearbyTilesInfoConSelf(x: Int, y: Int, mode: Int, mark: Int?): Int { 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) { if (nearbyTiles[i] == mark) { ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3 } } return ret } private fun getNearbyTilesInfoConMutual(x: Int, y: Int, mode: Int): Int { 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) { if (BlockCodex[nearbyTiles[i]].isSolid) { ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3 } } return ret } /** * Basically getNearbyTilesInfoConMutual() but connects mutually with all the fluids */ private fun getNearbyTilesInfoFluids(x: Int, y: Int): Int { val nearbyPos = getNearbyTilesPos(x, y) val nearbyTiles = nearbyPos.map { world.getTileFromTerrain(it.x, it.y) ?: Block.NULL } var ret = 0 for (i in 0 until nearbyTiles.size) { 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 } } return ret } private fun getNearbyTilesInfoWallSticker(x: Int, y: Int): Int { val nearbyTiles = IntArray(4) val NEARBY_TILE_KEY_BACK = NEARBY_TILE_KEY_UP nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(TERRAIN, x , y + 1) ?: Block.NULL nearbyTiles[NEARBY_TILE_KEY_BACK] = world.getTileFrom(WALL, x , y) ?: Block.NULL try { if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid) // has tile on the bottom return 3 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid && BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid) // has tile on both sides return 0 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid) // has tile on the right return 2 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid) // has tile on the left return 1 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_BACK]].isSolid) // has tile on the back return 0 else return 3 } catch (e: ArrayIndexOutOfBoundsException) { return if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid) // has tile on the bottom 3 else 0 } } private fun getNearbyTilesInfoPlatform(x: Int, y: Int): Int { val nearbyTiles = IntArray(4) nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid && BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid) || isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) && isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // LR solid || LR platform return 0 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // L solid and not platform && R not solid and not platform return 4 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT]) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // R solid and not platform && L not solid and nto platform return 6 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // L solid && L not platform return 3 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // R solid && R not platform return 5 else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid || isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // L solid or platform && R not solid and not platform return 1 else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid || isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // R solid or platform && L not solid and not platform return 2 else return 7 } /** * Raw format of RGBA8888, where RGB portion actually encodes the absolute tile number and A is always 255. * * @return Raw colour bits in RGBA8888 format */ 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) // 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 private fun writeToBuffer(mode: Int, bufferPosX: Int, bufferPosY: Int, sheetX: Int, sheetY: Int, breakage: Int) { val sourceBuffer = when(mode) { TERRAIN -> terrainTilesBuffer WALL -> wallTilesBuffer WIRE -> wireTilesBuffer FLUID -> fluidTilesBuffer else -> throw IllegalArgumentException() } sourceBuffer[bufferPosY][bufferPosX] = sheetXYToTilemapColour(mode, sheetX, sheetY, breakage) } private var _tilesBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888) private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4) { //Gdx.gl.glClearColor(.094f, .094f, .094f, 0f) //Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT) //val tilesInHorizontal = tilesBuffer.width //val tilesInVertical = tilesBuffer.height val tileAtlas = when (mode) { TERRAIN, WALL -> tilesTerrain WIRE -> tilesWire FLUID -> tilesFluid else -> throw IllegalArgumentException() } val sourceBuffer = when(mode) { TERRAIN -> terrainTilesBuffer WALL -> wallTilesBuffer WIRE -> wireTilesBuffer FLUID -> fluidTilesBuffer else -> throw IllegalArgumentException() } val vertexColour = when (mode) { TERRAIN, WIRE, FLUID -> Color.WHITE WALL -> wallOverlayColour else -> throw IllegalArgumentException() } // write to colour buffer // As the texture size is very small, multithreading it would be less effective for (y in 0 until tilesBuffer.height) { for (x in 0 until tilesBuffer.width) { val color = sourceBuffer[y][x] tilesBuffer.setColor(color) tilesBuffer.drawPixel(x, y) } } _tilesBufferAsTex.dispose() _tilesBufferAsTex = Texture(tilesBuffer) _tilesBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) tilesTerrainBlend.texture.bind(2) _tilesBufferAsTex.bind(1) // trying 1 and 0... tileAtlas.texture.bind(0) // for some fuck reason, it must be bound as last shader.begin() shader.setUniformMatrix("u_projTrans", projectionMatrix)//camera.combined) shader.setUniformf("colourFilter", vertexColour) shader.setUniformf("screenDimension", Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat()) shader.setUniformi("tilesAtlas", 0) shader.setUniformi("tilesBlendAtlas", 2) shader.setUniformi("tilemap", 1) shader.setUniformi("tilemapDimension", tilesBuffer.width, tilesBuffer.height) shader.setUniformf("tilesInAxes", tilesInHorizontal.toFloat(), tilesInVertical.toFloat()) shader.setUniformi("cameraTranslation", WorldCamera.x fmod TILE_SIZE, WorldCamera.y fmod TILE_SIZE) // usage of 'fmod' and '%' were depend on the for_x_start, which I can't just do naive int div /*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 && (mode == TERRAIN || mode == WALL)) drawTIME_T.fmod(SECONDS_IN_MONTH) / SECONDS_IN_MONTH.toFloat() else 0f ) tilesQuad.render(shader, GL20.GL_TRIANGLES) shader.end() //tilesBufferAsTex.dispose() } private var oldScreenW = 0 private var oldScreenH = 0 var tilesInHorizontal = -1; private set var tilesInVertical = -1; private set fun resize(screenW: Int, screenH: Int) { tilesInHorizontal = (screenW.toFloat() / TILE_SIZE).ceilInt() + 1 tilesInVertical = (screenH.toFloat() / TILE_SIZE).ceilInt() + 1 val oldTH = (oldScreenW.toFloat() / TILE_SIZE).ceilInt() + 1 val oldTV = (oldScreenH.toFloat() / TILE_SIZE).ceilInt() + 1 // only update if it's really necessary if (oldTH != tilesInHorizontal || oldTV != tilesInVertical) { terrainTilesBuffer = Array(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) }) wallTilesBuffer = Array(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) }) wireTilesBuffer = Array(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) }) fluidTilesBuffer = Array(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) }) tilesBuffer.dispose() tilesBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888) } if (oldScreenW != screenW || oldScreenH != screenH) { tilesQuad = Mesh( true, 4, 6, VertexAttribute.Position(), VertexAttribute.ColorUnpacked(), VertexAttribute.TexCoords(0) ) tilesQuad.setVertices(floatArrayOf( // WARNING! not ususal quads; TexCoords of Y is flipped 0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 0f, screenW.toFloat(), 0f, 0f, 1f, 1f, 1f, 1f, 1f, 0f, screenW.toFloat(), screenH.toFloat(), 0f, 1f, 1f, 1f, 1f, 1f, 1f, 0f, screenH.toFloat(), 0f, 1f, 1f, 1f, 1f, 0f, 1f )) tilesQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0)) } oldScreenW = screenW oldScreenH = screenH printdbg(this, "Resize event") } fun clampH(x: Int): Int { if (x < 0) { return 0 } else if (x > world.height * TILE_SIZE) { return world.height * TILE_SIZE } else { return x } } fun clampWTile(x: Int): Int { if (x < 0) { return 0 } else if (x > world.width) { return world.width } else { return x } } fun clampHTile(x: Int): Int { if (x < 0) { return 0 } else if (x > world.height) { return world.height } else { return x } } fun dispose() { printdbg(this, "dispose called by") Thread.currentThread().stackTrace.forEach { printdbg(this, "--> $it") } weatherTerrains.forEach { it.dispose() } tilesWire.dispose() tileItemTerrain.dispose() tileItemWall.dispose() tilesFluid.dispose() tilesBuffer.dispose() _tilesBufferAsTex.dispose() tilesQuad.dispose() shader.dispose() CreateTileAtlas.dispose() } fun getRenderStartX(): Int = WorldCamera.x / TILE_SIZE fun getRenderStartY(): Int = WorldCamera.y / TILE_SIZE fun getRenderEndX(): Int = clampWTile(getRenderStartX() + (WorldCamera.width / TILE_SIZE) + 2) fun getRenderEndY(): Int = clampHTile(getRenderStartY() + (WorldCamera.height / TILE_SIZE) + 2) fun isConnectSelf(b: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_SELF fun isConnectMutual(b: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_MUTUAL fun isWallSticker(b: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER fun isPlatform(b: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER_CONNECT_SELF //fun isBlendMul(b: Int): Boolean = TILES_BLEND_MUL.contains(b) fun tileInCamera(x: Int, y: Int) = x >= WorldCamera.x.div(TILE_SIZE) && y >= WorldCamera.y.div(TILE_SIZE) && x <= WorldCamera.x.plus(WorldCamera.width).div(TILE_SIZE) && y <= WorldCamera.y.plus(WorldCamera.width).div(TILE_SIZE) }