package net.torvald.terrarum.worlddrawer import com.badlogic.gdx.Gdx import com.badlogic.gdx.graphics.* import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.glutils.FrameBuffer import com.badlogic.gdx.graphics.glutils.ShaderProgram import com.jme3.math.FastMath 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.blockproperties.Fluid import net.torvald.terrarum.concurrent.ParallelUtils.sliceEvenly import net.torvald.terrarum.gameactors.ActorWBMovable import net.torvald.terrarum.gameactors.Luminous import net.torvald.terrarum.gameworld.BlockAddress import net.torvald.terrarum.gameworld.GameWorld import net.torvald.terrarum.modulebasegame.IngameRenderer import net.torvald.terrarum.realestate.LandUtil /** * Sub-portion of IngameRenderer. You are not supposed to directly deal with this. * * Created by minjaesong on 2016-01-25. */ //typealias RGB10 = Int // NOTE: no Float16 on this thing: 67 kB of memory footage is totally acceptable /** This object should not be called by yourself; must be only being used and manipulated by your * own ingame renderer */ object LightmapRenderer { private var world: GameWorld = GameWorld.makeNullWorld() private lateinit var lightCalcShader: ShaderProgram private val SHADER_LIGHTING = AppLoader.getConfigBoolean("gpulightcalc") /** do not call this yourself! Let your game renderer handle this! */ fun setWorld(world: GameWorld) { try { if (this.world != world) { printdbg(this, "World change detected -- old world: ${this.world.hashCode()}, new world: ${world.hashCode()}") /*for (y in 0 until LIGHTMAP_HEIGHT) { for (x in 0 until LIGHTMAP_WIDTH) { lightmap[y][x] = colourNull } }*/ for (i in 0 until lightmap.size) { lightmap[i] = 0f } makeUpdateTaskList() } } catch (e: UninitializedPropertyAccessException) { // new init, do nothing } finally { this.world = world } } // TODO if (VBO works on BlocksDrawer) THEN overscan of 256, utilise same technique in here val overscan_open: Int = 32 val overscan_opaque: Int = 8 // TODO resize(int, int) -aware val LIGHTMAP_WIDTH = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(Terrarum.WIDTH) .div(FeaturesDrawer.TILE_SIZE).ceil() + overscan_open * 2 + 3 val LIGHTMAP_HEIGHT = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(Terrarum.HEIGHT) .div(FeaturesDrawer.TILE_SIZE).ceil() + overscan_open * 2 + 3 /** * Float value, 1.0 for 1023 */ // it utilises alpha channel to determine brightness of "glow" sprites (so that alpha channel works like UV light) //private val lightmap: Array> = Array(LIGHTMAP_HEIGHT) { Array(LIGHTMAP_WIDTH, { Color(0f,0f,0f,0f) }) } // Can't use framebuffer/pixmap -- this is a fvec4 array, whereas they are ivec4. private val lightmap: FloatArray = FloatArray(LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT * 4) { 0f } // Can't use framebuffer/pixmap -- this is a fvec4 array, whereas they are ivec4. private val lanternMap = HashMap((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4) private lateinit var texturedLightMap: FrameBuffer private lateinit var texturedLightMapOutput: Pixmap private lateinit var texturedLightSources: Texture private lateinit var texturedShadeSources: Texture private lateinit var texturedLightSourcePixmap: Pixmap // used to turn tiles into texture private lateinit var texturedShadeSourcePixmap: Pixmap // used to turn tiles into texture private lateinit var texturedLightQuad: Mesh private lateinit var texturedLightCamera: OrthographicCamera private lateinit var texturedLightBatch: SpriteBatch private const val LIGHTMAP_UNIT = 0 private const val SHADEMAP_UNIT = 1 init { printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque") if (SHADER_LIGHTING) { lightCalcShader = AppLoader.loadShader("assets/4096.vert", "assets/raytracelight.frag") texturedLightMap = FrameBuffer(Pixmap.Format.RGBA8888, LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, false) //texturedLightMap = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888) //texturedLightMap.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) texturedLightMapOutput = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888) texturedLightSources = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888) texturedLightSources.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) texturedShadeSources = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888) texturedShadeSources.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) texturedLightSourcePixmap = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888) texturedLightSourcePixmap.blending = Pixmap.Blending.None texturedShadeSourcePixmap = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888) texturedShadeSourcePixmap.blending = Pixmap.Blending.None texturedLightQuad = Mesh( true, 4, 6, VertexAttribute.Position(), VertexAttribute.ColorUnpacked(), VertexAttribute.TexCoords(0) ) texturedLightQuad.setVertices(floatArrayOf( // y-flipped quads! 0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 0f, LIGHTMAP_WIDTH.toFloat(), 0f, 0f, 1f, 1f, 1f, 1f, 1f, 0f, LIGHTMAP_WIDTH.toFloat(), LIGHTMAP_HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 1f, 1f, 0f, LIGHTMAP_HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 0f, 1f)) texturedLightQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0)) texturedLightCamera = OrthographicCamera(LIGHTMAP_WIDTH.toFloat(), LIGHTMAP_HEIGHT.toFloat()) texturedLightCamera.setToOrtho(true) texturedLightCamera.update() texturedLightBatch = SpriteBatch(8, lightCalcShader) } } private val AIR = Block.AIR private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / IngameRenderer.lightmapDownsample // color model related constants const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB const val CHANNEL_MAX_DECIMAL = 1f const val MUL_2 = MUL * MUL const val CHANNEL_MAX = MUL - 1 const val CHANNEL_MAX_FLOAT = CHANNEL_MAX.toFloat() const val COLOUR_RANGE_SIZE = MUL * MUL_2 const val MUL_FLOAT = MUL / 256f const val DIV_FLOAT = 256f / MUL internal var for_x_start = 0 internal var for_y_start = 0 internal var for_x_end = 0 internal var for_y_end = 0 internal var for_x = 0 internal var for_y = 0 //inline fun getLightRawPos(x: Int, y: Int) = lightmap[y][x] /** * Conventional level (multiplied by four) * * @param x world tile coord * @param y world tile coord */ internal fun getLight(x: Int, y: Int): Color? { val col = getLightInternal(x, y) if (col == null) { return null } else { return Color(col.r * MUL_FLOAT, col.g * MUL_FLOAT, col.b * MUL_FLOAT, col.a * MUL_FLOAT) } } /** * Internal level (0..1) * * @param x world tile coord * @param y world tile coord */ // TODO in regard of "colour math against integers", return Int? private fun getLightInternal(x: Int, y: Int): Color? { if (y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT && x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH) { val ypos = y - for_y_start + overscan_open val xpos = x - for_x_start + overscan_open //return lightmap[ypos][xpos] return Color( lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos)], lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 1], lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 2], lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 3] ) } return null } /** * Converts world coord (x,y) into the lightmap index, and stores the input colour into the given list * with given applyFun applied. * * Default 'applyFun' is simply storing given colour into the array. * * @param list The lightmap * @param x World X coordinate * @param y World Y coordinate * @param colour Color to write * @param applyFun A function ```foo(old_colour, given_colour)``` */ private fun setLightOf(list: FloatArray, x: Int, y: Int, colour: Color) { if (y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT && x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH) { val ypos = y - for_y_start + overscan_open val xpos = x - for_x_start + overscan_open //lightmap[ypos][xpos] = applyFun.invoke(list[ypos][xpos], colour) //list[ypos * LIGHTMAP_WIDTH + xpos] = applyFun.invoke(list[ypos * LIGHTMAP_WIDTH + xpos], colour) list[4 * (ypos * LIGHTMAP_WIDTH + xpos)] = colour.r list[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 1] = colour.g list[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 2] = colour.b list[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 3] = colour.a } } internal fun fireRecalculateEvent() { try { world.getTileFromTerrain(0, 0) // test inquiry } catch (e: UninitializedPropertyAccessException) { return // quit prematurely } for_x_start = WorldCamera.x / TILE_SIZE // fix for premature lightmap rendering for_y_start = WorldCamera.y / TILE_SIZE // on topmost/leftmost side if (for_x_start < 0) for_x_start -= 1 // to fix that the light shifts 1 tile to the left when WorldCamera < 0 //if (for_y_start < 0) for_y_start -= 1 // not needed when we only wrap at x axis if (WorldCamera.x in -(TILE_SIZE - 1)..-1) for_x_start -= 1 // another edge-case fix for_x_end = for_x_start + WorldCamera.width / TILE_SIZE + 3 for_y_end = for_y_start + WorldCamera.height / TILE_SIZE + 3 // same fix as above for_x = for_x_start + (for_x_end - for_x_start) / 2 for_y = for_y_start + (for_y_end - for_y_start) / 2 //println("$for_x_start..$for_x_end, $for_x\t$for_y_start..$for_y_end, $for_y") AppLoader.measureDebugTime("Renderer.Lanterns") { buildLanternmap() } // usually takes 3000 ns fireRecalculateEventJava() } private fun fireRecalculateEventJava() { /** * Updating order: * ,--------. ,--+-----. ,-----+--. ,--------. - * |↘ | | | 3| |3 | | | ↙| ↕︎ overscan_open / overscan_opaque * | ,-----+ | | 2 | | 2 | | +-----. | - depending on the noop_mask * | |1 | | |1 | | 1| | | 1| | * | | 2 | | `-----+ +-----' | | 2 | | * | | 3| |↗ | | ↖| |3 | | * `--+-----' `--------' `--------' `-----+--' * round: 1 2 3 4 * Run in this order: 0-2-3-4-1 * zero means we wipe out lightmap. * But why start from 2? No special reason. */ // wipe out lightmap AppLoader.measureDebugTime("Renderer.Light0") { //for (ky in 0 until lightmap.size) for (kx in 0 until lightmap[0].size) lightmap[ky][kx] = colourNull for (k in 0 until lightmap.size) lightmap[k] = 0f // 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 } // O((5*9)n) == O(n) where n is a size of the map. // Because of inevitable overlaps on the area, it only works with MAX blend // each usually takes 8 000 000..12 000 000 miliseconds total when not threaded //val workMap = Array(lightmap.size) { colourNull } // The skipping is dependent on how you get ambient light, // in this case we have 'spillage' due to the fact calculate() samples 3x3 area. // FIXME theoretically skipping shouldn't work (light can be anywhere on the screen, not just centre // but how does it actually work ?!?!?!!?!?!?!? // because things are filled in subsequent frames ? // because of not wiping out prev map ! (if pass=1 also calculates ambience, was disabled to not have to wipe out) // Round 2 AppLoader.measureDebugTime("Renderer.Light1") { for (y in for_y_end + overscan_open downTo for_y_start) { for (x in for_x_start - overscan_open..for_x_end) { setLightOf(lightmap, x, y, calculate(x, y)) } } } // Round 3 AppLoader.measureDebugTime("Renderer.Light2") { for (y in for_y_end + overscan_open downTo for_y_start) { for (x in for_x_end + overscan_open downTo for_x_start) { setLightOf(lightmap, x, y, calculate(x, y)) } } } // Round 4 AppLoader.measureDebugTime("Renderer.Light3") { for (y in for_y_start - overscan_open..for_y_end) { for (x in for_x_end + overscan_open downTo for_x_start) { setLightOf(lightmap, x, y, calculate(x, y)) } } } // Round 1 AppLoader.measureDebugTime("Renderer.Light4") { for (y in for_y_start - overscan_open..for_y_end) { for (x in for_x_start - overscan_open..for_x_end) { setLightOf(lightmap, x, y, calculate(x, y)) } } } AppLoader.addDebugTime("Renderer.LightTotal", "Renderer.Light1", "Renderer.Light2", "Renderer.Light3", "Renderer.Light4", "Renderer.Light0" ) } private external fun fireRecalculateEventJNI( for_x_start: Int, for_x_end: Int, for_y_start: Int, for_y_end: Int, lightmapwidth: Int, lightmapheight: Int, lightmap: FloatArray, groundmap: IntArray, // high 16 bits: ground, low 16 bits: terrain lummap: FloatArray, // interleaved RGBA shademap: FloatArray, // interleaved RGBA fluidtypemap: ByteArray, // 127 different fluids fluidfillmap: FloatArray, sun: FloatArray ) // TODO re-init at every resize private lateinit var updateMessages: List> private fun makeUpdateTaskList() { val lightTaskArr = ArrayList() val for_x_start = overscan_open val for_y_start = overscan_open val for_x_end = for_x_start + WorldCamera.width / TILE_SIZE + 3 val for_y_end = for_y_start + WorldCamera.height / TILE_SIZE + 3 // same fix as above // 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) { lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y)) } } // 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) { lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y)) } } // 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) { lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y)) } } // Round 1 for (y in for_y_start - overscan_open..for_y_end) { for (x in for_x_start - overscan_open..for_x_end) { lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y)) } } updateMessages = lightTaskArr.toTypedArray().sliceEvenly(Terrarum.THREADS) } internal data class ThreadedLightmapUpdateMessage(val x: Int, val y: Int) private fun buildLanternmap() { lanternMap.clear() Terrarum.ingame?.let { it.actorContainer.forEach { it -> if (it is Luminous && it is ActorWBMovable) { // put lanterns to the area the luminantBox is occupying for (lightBox in it.lightBoxList) { val lightBoxX = it.hitbox.startX + lightBox.startX val lightBoxY = it.hitbox.startY + lightBox.startY val lightBoxW = lightBox.width val lightBoxH = lightBox.height for (y in lightBoxY.div(TILE_SIZE).floorInt() ..lightBoxY.plus(lightBoxH).div(TILE_SIZE).floorInt()) { for (x in lightBoxX.div(TILE_SIZE).floorInt() ..lightBoxX.plus(lightBoxW).div(TILE_SIZE).floorInt()) { val normalisedColor = it.color.cpy().mul(DIV_FLOAT) lanternMap[LandUtil.getBlockAddr(world, x, y)] = normalisedColor //lanternMap[Point2i(x, y)] = normalisedColor // Q&D fix for Roundworld anomaly //lanternMap[Point2i(x + world.width, y)] = normalisedColor //lanternMap[Point2i(x - world.width, y)] = normalisedColor } } } } } } } //private val ambientAccumulator = Color(0f,0f,0f,0f) private val lightLevelThis = Color(0) private var thisTerrain = 0 private var thisFluid = GameWorld.FluidInfo(Fluid.NULL, 0f) private val fluidAmountToCol = Color(0) private var thisWall = 0 private val thisTileLuminosity = Color(0) private val thisTileOpacity = Color(0) private val thisTileOpacity2 = Color(0) // thisTileOpacity * sqrt(2) private val sunLight = Color(0) /** * This function will alter following variables: * - lightLevelThis * - thisTerrain * - thisFluid * - thisWall * - thisTileLuminosity * - thisTileOpacity * - thisTileOpacity2 * - sunlight */ private fun getLightsAndShades(x: Int, y: Int) { lightLevelThis.set(colourNull) thisTerrain = world.getTileFromTerrain(x, y) ?: Block.STONE thisFluid = world.getFluid(x, y) thisWall = world.getTileFromWall(x, y) ?: Block.STONE if (thisFluid.type != Fluid.NULL) { fluidAmountToCol.set(thisFluid.amount, thisFluid.amount, thisFluid.amount, thisFluid.amount) thisTileLuminosity.set(BlockCodex[thisTerrain].luminosity) thisTileLuminosity.maxAndAssign(BlockCodex[thisFluid.type].luminosity mul fluidAmountToCol) // already been div by four thisTileOpacity.set(BlockCodex[thisTerrain].opacity) thisTileOpacity.maxAndAssign(BlockCodex[thisFluid.type].opacity mul fluidAmountToCol) // already been div by four } else { thisTileLuminosity.set(BlockCodex[thisTerrain].luminosity) thisTileOpacity.set(BlockCodex[thisTerrain].opacity) } thisTileOpacity2.set(thisTileOpacity); thisTileOpacity2.mul(1.41421356f) sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT) // open air || luminous tile backed by sunlight if ((thisTerrain == AIR && thisWall == AIR) || (thisTileLuminosity.nonZero() && thisWall == AIR)) { lightLevelThis.set(sunLight) } // blend lantern lightLevelThis.maxAndAssign(thisTileLuminosity).maxAndAssign(lanternMap[LandUtil.getBlockAddr(world, x, y)] ?: colourNull) } /** * Calculates the light simulation, using main lightmap as one of the input. */ private fun calculate(x: Int, y: Int): Color { // TODO is JEP 338 released yet? // TODO if we only use limited set of operations (max, mul, sub) then int-ify should be possible. // 0xiiii_ffff, 65536 for 1.0 // Tested it, no perf gain :( // O(9n) == O(n) where n is a size of the map // TODO devise multithreading on this getLightsAndShades(x, y) // calculate ambient /* + * + 0 4 1 * * @ * 6 @ 7 * + * + 2 5 3 * sample ambient for eight points and apply attenuation for those * maxblend eight values and use it */ // will "overwrite" what's there in the lightmap if it's the first pass // takes about 2 ms on 6700K /* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x - 1, y - 1) ?: colourNull, thisTileOpacity2)) /* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x + 1, y - 1) ?: colourNull, thisTileOpacity2)) /* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x - 1, y + 1) ?: colourNull, thisTileOpacity2)) /* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x + 1, y + 1) ?: colourNull, thisTileOpacity2)) /* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x, y - 1) ?: colourNull, thisTileOpacity)) /* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x, y + 1) ?: colourNull, thisTileOpacity)) /* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x - 1, y) ?: colourNull, thisTileOpacity)) /* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x + 1, y) ?: colourNull, thisTileOpacity)) return lightLevelThis.cpy() // it HAS to be a cpy(), otherwise all cells gets the same instance } private fun getLightForOpaque(x: Int, y: Int): Color? { // ...so that they wouldn't appear too dark val l = getLightInternal(x, y) if (l == null) return null // brighten if solid if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) { return Color( (l.r * 1.2f), (l.g * 1.2f), (l.b * 1.2f), (l.a * 1.2f) ) } else { return l } } const val DRAW_FOR_RGB = 0xFFF0 const val DRAW_FOR_ALPHA = 0x000F var lightBuffer: Pixmap = Pixmap(1, 1, Pixmap.Format.RGBA8888) private val colourNull = Color(0) private val epsilon = 1f/1024f private var _lightBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888) internal fun draw(batch: SpriteBatch) { // when shader is not used: 0.5 ms on 6700K AppLoader.measureDebugTime("Renderer.LightToScreen") { val this_x_start = for_x_start// + overscan_open val this_x_end = for_x_end// + overscan_open val this_y_start = for_y_start// + overscan_open val this_y_end = for_y_end// + overscan_open // wipe out beforehand. You DO need this lightBuffer.blending = Pixmap.Blending.None // gonna overwrite (remove this line causes the world to go bit darker) lightBuffer.setColor(colourNull) lightBuffer.fill() // write to colour buffer for (y in this_y_start..this_y_end) { //println("y: $y, this_y_start: $this_y_start") if (y == this_y_start && this_y_start == 0) { //throw Error("Fuck hits again...") } for (x in this_x_start..this_x_end) { val color = (getLightForOpaque(x, y) ?: Color(0f, 0f, 0f, 0f)).normaliseToHDR() lightBuffer.setColor(color) //lightBuffer.drawPixel(x - this_x_start, y - this_y_start) lightBuffer.drawPixel(x - this_x_start, lightBuffer.height - 1 - y + this_y_start) // flip Y } } // draw to the batch _lightBufferAsTex.dispose() _lightBufferAsTex = Texture(lightBuffer) _lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it // we might not need shader here... //batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat()) batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE) } } fun dispose() { } val lightScalingMagic = 8f /** * Subtract each channel's RGB value. * * @param data Raw channel value (0-255) per channel * @param darken (0-255) per channel * @return darkened data (0-255) per channel */ fun darkenColoured(data: Color, darken: Color): Color { // use equation with magic number 8.0 // should draw somewhat exponential curve when you plot the propagation of light in-game return Color( data.r * (1f - darken.r * lightScalingMagic),//.clampZero(), data.g * (1f - darken.g * lightScalingMagic),//.clampZero(), data.b * (1f - darken.b * lightScalingMagic),//.clampZero(), data.a * (1f - darken.a * lightScalingMagic)) } private fun scaleSqrt2(data: Color): Color { return Color( data.r * 1.41421356f, data.g * 1.41421356f, data.b * 1.41421356f, data.a * 1.41421356f) } /** * Add each channel's RGB value. * * @param data Raw channel value (0-255) per channel * @param brighten (0-255) per channel * @return brightened data (0-255) per channel */ fun brightenColoured(data: Color, brighten: Color): Color { return Color( data.r * (1f + brighten.r * lightScalingMagic), data.g * (1f + brighten.g * lightScalingMagic), data.b * (1f + brighten.b * lightScalingMagic), data.a * (1f + brighten.a * lightScalingMagic) ) } /** * Darken each channel by 'darken' argument * * @param data Raw channel value (0-255) per channel * @param darken (0-255) * @return */ fun darkenUniformInt(data: Color, darken: Float): Color { if (darken < 0 || darken > CHANNEL_MAX) throw IllegalArgumentException("darken: out of range ($darken)") val darkenColoured = Color(darken, darken, darken, darken) return darkenColoured(data, darkenColoured) } /** * Darken or brighten colour by 'brighten' argument * * @param data Raw channel value (0-255) per channel * @param brighten (-1.0 - 1.0) negative means darkening * @return processed colour */ fun alterBrightnessUniform(data: Color, brighten: Float): Color { return Color( data.r + brighten, data.g + brighten, data.b + brighten, data.a + brighten ) } /** Get each channel from two RGB values, return new RGB that has max value of each channel * @param rgb * @param rgb2 * @return */ infix fun Color.maxBlend(other: Color): Color { return Color( if (this.r > other.r) this.r else other.r, if (this.g > other.g) this.g else other.g, if (this.b > other.b) this.b else other.b, if (this.a > other.a) this.a else other.a ) } /** infix is removed to clarify the association direction */ fun Color.maxAndAssign(other: Color): Color { this.set( if (this.r > other.r) this.r else other.r, if (this.g > other.g) this.g else other.g, if (this.b > other.b) this.b else other.b, if (this.a > other.a) this.a else other.a ) return this } /*inline fun RGB10.rawR() = this.ushr(20) and 1023 inline fun RGB10.rawG() = this.ushr(10) and 1023 inline fun RGB10.rawB() = this and 1023 /** 0.0 - 1.0 for 0-1023 (0.0 - 0.25 for 0-255) */ inline fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT inline fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT inline fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT*/ /*inline fun constructRGBFromInt(r: Int, g: Int, b: Int): RGB10 { //if (r !in 0..CHANNEL_MAX) throw IllegalArgumentException("Red: out of range ($r)") //if (g !in 0..CHANNEL_MAX) throw IllegalArgumentException("Green: out of range ($g)") //if (b !in 0..CHANNEL_MAX) throw IllegalArgumentException("Blue: out of range ($b)") return r.shl(20) or g.shl(10) or b }*/ /*inline fun constructRGBFromFloat(r: Float, g: Float, b: Float): RGB10 { //if (r < 0 || r > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Red: out of range ($r)") //if (g < 0 || g > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Green: out of range ($g)") //if (b < 0 || b > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Blue: out of range ($b)") return (r * CHANNEL_MAX).round().shl(20) or (g * CHANNEL_MAX).round().shl(10) or (b * CHANNEL_MAX).round() }*/ fun Int.clampZero() = if (this < 0) 0 else this fun Float.clampZero() = if (this < 0) 0f else this fun Int.clampChannel() = if (this < 0) 0 else if (this > CHANNEL_MAX) CHANNEL_MAX else this fun Float.clampOne() = if (this < 0) 0f else if (this > 1) 1f else this fun Float.clampChannel() = if (this > CHANNEL_MAX_DECIMAL) CHANNEL_MAX_DECIMAL else this fun getHighestRGB(x: Int, y: Int): Float? { val value = getLightInternal(x, y) if (value == null) return null else return FastMath.max(value.r, value.g, value.b) } fun getHighestRGBA(x: Int, y: Int): Float? { val value = getLightInternal(x, y) if (value == null) return null else return FastMath.max(value.r, value.g, value.b, value.a) } /*private fun purgeLightmap() { for (y in 0..LIGHTMAP_HEIGHT - 1) { for (x in 0..LIGHTMAP_WIDTH - 1) { lightmap.setcolourNull lightmap.fillRectangle(0, 0, lightmap.width, lightmap.height) } } */ infix fun Float.powerOf(f: Float) = FastMath.pow(this, f) private fun Float.sqr() = this * this private fun Float.sqrt() = FastMath.sqrt(this) private fun Float.inv() = 1f / this fun Float.floor() = FastMath.floor(this) fun Double.floorInt() = Math.floor(this).toInt() fun Float.round(): Int = Math.round(this) fun Double.round(): Int = Math.round(this).toInt() fun Float.ceil() = FastMath.ceil(this) fun Int.even(): Boolean = this and 1 == 0 fun Int.odd(): Boolean = this and 1 == 1 // TODO: float LUT lookup using linear interpolation // input: 0..1 for int 0..1023 fun hdr(intensity: Float): Float { val intervalStart = (intensity * CHANNEL_MAX).floorInt() val intervalEnd = minOf(rgbHDRLookupTable.lastIndex, (intensity * CHANNEL_MAX).floorInt() + 1) if (intervalStart == intervalEnd) return rgbHDRLookupTable[intervalStart] val intervalPos = (intensity * CHANNEL_MAX) - (intensity * CHANNEL_MAX).toInt() val ret = interpolateLinear( intervalPos, rgbHDRLookupTable[intervalStart], rgbHDRLookupTable[intervalEnd] ) return ret } private var _init = false fun resize(screenW: Int, screenH: Int) { // make sure the BlocksDrawer is resized first! // copied from BlocksDrawer, duh! // FIXME 'lightBuffer' is not zoomable in this way val tilesInHorizontal = (screenW.toFloat() / TILE_SIZE).ceilInt() + 1 val tilesInVertical = (screenH.toFloat() / TILE_SIZE).ceilInt() + 1 if (_init) { lightBuffer.dispose() } else { _init = true } lightBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888) printdbg(this, "Resize event") } val rgbHDRLookupTable = floatArrayOf( // polynomial of 6.0 please refer to work_files/HDRcurveBezierLinIntp.kts 0.0000f,0.0004f,0.0020f,0.0060f,0.0100f,0.0139f,0.0179f,0.0219f,0.0259f,0.0299f,0.0338f,0.0378f,0.0418f,0.0458f,0.0497f,0.0537f, 0.0577f,0.0617f,0.0656f,0.0696f,0.0736f,0.0776f,0.0816f,0.0855f,0.0895f,0.0935f,0.0975f,0.1014f,0.1054f,0.1094f,0.1134f,0.1173f, 0.1213f,0.1253f,0.1293f,0.1332f,0.1372f,0.1412f,0.1451f,0.1491f,0.1531f,0.1571f,0.1610f,0.1650f,0.1690f,0.1730f,0.1769f,0.1809f, 0.1849f,0.1888f,0.1928f,0.1968f,0.2007f,0.2047f,0.2087f,0.2127f,0.2166f,0.2206f,0.2246f,0.2285f,0.2325f,0.2365f,0.2404f,0.2444f, 0.2484f,0.2523f,0.2563f,0.2602f,0.2642f,0.2682f,0.2721f,0.2761f,0.2800f,0.2840f,0.2880f,0.2919f,0.2959f,0.2998f,0.3038f,0.3078f, 0.3117f,0.3157f,0.3196f,0.3236f,0.3275f,0.3315f,0.3354f,0.3394f,0.3433f,0.3472f,0.3512f,0.3551f,0.3591f,0.3630f,0.3669f,0.3709f, 0.3748f,0.3788f,0.3827f,0.3866f,0.3905f,0.3945f,0.3984f,0.4023f,0.4062f,0.4101f,0.4141f,0.4180f,0.4219f,0.4258f,0.4297f,0.4336f, 0.4375f,0.4414f,0.4453f,0.4491f,0.4530f,0.4569f,0.4608f,0.4647f,0.4685f,0.4724f,0.4762f,0.4801f,0.4839f,0.4878f,0.4916f,0.4954f, 0.4993f,0.5031f,0.5069f,0.5107f,0.5145f,0.5183f,0.5220f,0.5258f,0.5296f,0.5333f,0.5371f,0.5408f,0.5445f,0.5482f,0.5520f,0.5556f, 0.5593f,0.5630f,0.5667f,0.5703f,0.5739f,0.5776f,0.5812f,0.5848f,0.5883f,0.5919f,0.5955f,0.5990f,0.6025f,0.6060f,0.6095f,0.6130f, 0.6164f,0.6199f,0.6233f,0.6267f,0.6300f,0.6334f,0.6367f,0.6401f,0.6433f,0.6466f,0.6499f,0.6531f,0.6563f,0.6595f,0.6627f,0.6658f, 0.6689f,0.6720f,0.6751f,0.6781f,0.6811f,0.6841f,0.6871f,0.6901f,0.6930f,0.6959f,0.6987f,0.7016f,0.7044f,0.7072f,0.7100f,0.7127f, 0.7154f,0.7181f,0.7208f,0.7234f,0.7260f,0.7286f,0.7311f,0.7337f,0.7362f,0.7386f,0.7411f,0.7435f,0.7459f,0.7483f,0.7506f,0.7530f, 0.7553f,0.7575f,0.7598f,0.7620f,0.7642f,0.7664f,0.7685f,0.7706f,0.7727f,0.7748f,0.7769f,0.7789f,0.7809f,0.7829f,0.7849f,0.7868f, 0.7887f,0.7906f,0.7925f,0.7944f,0.7962f,0.7980f,0.7998f,0.8016f,0.8033f,0.8051f,0.8068f,0.8085f,0.8101f,0.8118f,0.8134f,0.8150f, 0.8166f,0.8182f,0.8198f,0.8213f,0.8229f,0.8244f,0.8259f,0.8274f,0.8288f,0.8303f,0.8317f,0.8331f,0.8345f,0.8359f,0.8373f,0.8386f, 0.8400f,0.8413f,0.8426f,0.8439f,0.8452f,0.8465f,0.8477f,0.8490f,0.8502f,0.8514f,0.8526f,0.8538f,0.8550f,0.8562f,0.8573f,0.8585f, 0.8596f,0.8608f,0.8619f,0.8630f,0.8641f,0.8651f,0.8662f,0.8673f,0.8683f,0.8693f,0.8704f,0.8714f,0.8724f,0.8734f,0.8744f,0.8754f, 0.8763f,0.8773f,0.8782f,0.8792f,0.8801f,0.8811f,0.8820f,0.8829f,0.8838f,0.8847f,0.8856f,0.8864f,0.8873f,0.8882f,0.8890f,0.8899f, 0.8907f,0.8915f,0.8923f,0.8932f,0.8940f,0.8948f,0.8956f,0.8963f,0.8971f,0.8979f,0.8987f,0.8994f,0.9002f,0.9009f,0.9017f,0.9024f, 0.9031f,0.9039f,0.9046f,0.9053f,0.9060f,0.9067f,0.9074f,0.9081f,0.9087f,0.9094f,0.9101f,0.9108f,0.9114f,0.9121f,0.9127f,0.9134f, 0.9140f,0.9146f,0.9153f,0.9159f,0.9165f,0.9171f,0.9177f,0.9184f,0.9190f,0.9195f,0.9201f,0.9207f,0.9213f,0.9219f,0.9225f,0.9230f, 0.9236f,0.9242f,0.9247f,0.9253f,0.9258f,0.9264f,0.9269f,0.9274f,0.9280f,0.9285f,0.9290f,0.9296f,0.9301f,0.9306f,0.9311f,0.9316f, 0.9321f,0.9326f,0.9331f,0.9336f,0.9341f,0.9346f,0.9351f,0.9355f,0.9360f,0.9365f,0.9370f,0.9374f,0.9379f,0.9383f,0.9388f,0.9393f, 0.9397f,0.9402f,0.9406f,0.9410f,0.9415f,0.9419f,0.9423f,0.9428f,0.9432f,0.9436f,0.9440f,0.9445f,0.9449f,0.9453f,0.9457f,0.9461f, 0.9465f,0.9469f,0.9473f,0.9477f,0.9481f,0.9485f,0.9489f,0.9493f,0.9497f,0.9501f,0.9504f,0.9508f,0.9512f,0.9516f,0.9519f,0.9523f, 0.9527f,0.9530f,0.9534f,0.9537f,0.9541f,0.9545f,0.9548f,0.9552f,0.9555f,0.9559f,0.9562f,0.9565f,0.9569f,0.9572f,0.9576f,0.9579f, 0.9582f,0.9586f,0.9589f,0.9592f,0.9595f,0.9599f,0.9602f,0.9605f,0.9608f,0.9611f,0.9614f,0.9617f,0.9621f,0.9624f,0.9627f,0.9630f, 0.9633f,0.9636f,0.9639f,0.9642f,0.9645f,0.9648f,0.9650f,0.9653f,0.9656f,0.9659f,0.9662f,0.9665f,0.9668f,0.9670f,0.9673f,0.9676f, 0.9679f,0.9681f,0.9684f,0.9687f,0.9690f,0.9692f,0.9695f,0.9697f,0.9700f,0.9703f,0.9705f,0.9708f,0.9711f,0.9713f,0.9716f,0.9718f, 0.9721f,0.9723f,0.9726f,0.9728f,0.9731f,0.9733f,0.9735f,0.9738f,0.9740f,0.9743f,0.9745f,0.9747f,0.9750f,0.9752f,0.9754f,0.9757f, 0.9759f,0.9761f,0.9764f,0.9766f,0.9768f,0.9770f,0.9773f,0.9775f,0.9777f,0.9779f,0.9781f,0.9784f,0.9786f,0.9788f,0.9790f,0.9792f, 0.9794f,0.9796f,0.9799f,0.9801f,0.9803f,0.9805f,0.9807f,0.9809f,0.9811f,0.9813f,0.9815f,0.9817f,0.9819f,0.9821f,0.9823f,0.9825f, 0.9827f,0.9829f,0.9831f,0.9832f,0.9834f,0.9836f,0.9838f,0.9840f,0.9842f,0.9844f,0.9846f,0.9847f,0.9849f,0.9851f,0.9853f,0.9855f, 0.9856f,0.9858f,0.9860f,0.9862f,0.9864f,0.9865f,0.9867f,0.9869f,0.9870f,0.9872f,0.9874f,0.9876f,0.9877f,0.9879f,0.9881f,0.9882f, 0.9884f,0.9886f,0.9887f,0.9889f,0.9890f,0.9892f,0.9894f,0.9895f,0.9897f,0.9898f,0.9900f,0.9901f,0.9903f,0.9905f,0.9906f,0.9908f, 0.9909f,0.9911f,0.9912f,0.9914f,0.9915f,0.9917f,0.9918f,0.9920f,0.9921f,0.9922f,0.9924f,0.9925f,0.9927f,0.9928f,0.9930f,0.9931f, 0.9932f,0.9934f,0.9935f,0.9937f,0.9938f,0.9939f,0.9941f,0.9942f,0.9943f,0.9945f,0.9946f,0.9947f,0.9949f,0.9950f,0.9951f,0.9953f, 0.9954f,0.9955f,0.9957f,0.9958f,0.9959f,0.9960f,0.9962f,0.9963f,0.9964f,0.9965f,0.9967f,0.9968f,0.9969f,0.9970f,0.9971f,0.9973f, 0.9974f,0.9975f,0.9976f,0.9977f,0.9978f,0.9980f,0.9981f,0.9982f,0.9983f,0.9984f,0.9985f,0.9987f,0.9988f,0.9989f,0.9990f,0.9991f, 0.9992f,0.9993f,0.9994f,0.9995f,0.9996f,0.9997f,0.9999f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f, 1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f // isn't it beautiful? ) /** To eliminated visible edge on the gradient when 255/1023 is exceeded */ internal fun Color.normaliseToHDR() = Color( hdr(this.r), hdr(this.g), hdr(this.b), hdr(this.a) ) private fun Color.nonZero() = this.r + this.g + this.b + this.a > epsilon val histogram: Histogram get() { val reds = IntArray(MUL) // reds[intensity] ← counts val greens = IntArray(MUL) // do. val blues = IntArray(MUL) // do. val render_width = for_x_end - for_x_start val render_height = for_y_end - for_y_start // excluiding overscans; only reckon echo lights for (y in overscan_open..render_height + overscan_open + 1) { for (x in overscan_open..render_width + overscan_open + 1) { try { //val colour = lightmap[y][x] val colourR = lightmap[4 * (y * LIGHTMAP_WIDTH + x)] val colourG = lightmap[4 * (y * LIGHTMAP_WIDTH + x) + 1] val colourB = lightmap[4 * (y * LIGHTMAP_WIDTH + x) + 2] reds[minOf(CHANNEL_MAX, colourR.times(MUL).floorInt())] += 1 greens[minOf(CHANNEL_MAX, colourG.times(MUL).floorInt())] += 1 blues[minOf(CHANNEL_MAX, colourB.times(MUL).floorInt())] += 1 } catch (e: ArrayIndexOutOfBoundsException) { } } } return Histogram(reds, greens, blues) } class Histogram(val reds: IntArray, val greens: IntArray, val blues: IntArray) { val RED = 0 val GREEN = 1 val BLUE = 2 val screen_tiles: Int = (for_x_end - for_x_start + 2) * (for_y_end - for_y_start + 2) val brightest: Int get() { for (i in CHANNEL_MAX downTo 1) { if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0) return i } return 0 } val brightest8Bit: Int get() { val b = brightest return if (brightest > 255) 255 else b } val dimmest: Int get() { for (i in 0..CHANNEL_MAX) { if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0) return i } return CHANNEL_MAX } val range: Int = CHANNEL_MAX fun get(index: Int): IntArray { return when (index) { RED -> reds GREEN -> greens BLUE -> blues else -> throw IllegalArgumentException() } } } fun interpolateLinear(scale: Float, startValue: Float, endValue: Float): Float { if (startValue == endValue) { return startValue } if (scale <= 0f) { return startValue } if (scale >= 1f) { return endValue } return (1f - scale) * startValue + scale * endValue } } fun Color.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()