package net.torvald.terrarum.worlddrawer import com.badlogic.gdx.Gdx import com.badlogic.gdx.Input.Keys import com.badlogic.gdx.graphics.* import com.badlogic.gdx.math.Matrix4 import com.jme3.math.FastMath import net.torvald.gdx.graphics.Cvec import net.torvald.random.XXHash64 import net.torvald.terrarum.* import net.torvald.terrarum.App.measureDebugTime import net.torvald.terrarum.App.printdbg import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE import net.torvald.terrarum.blockproperties.Block import net.torvald.terrarum.gamecontroller.KeyToggler import net.torvald.terrarum.gameitems.ItemID import net.torvald.terrarum.gameworld.GameWorld import net.torvald.terrarum.gameworld.fmod import net.torvald.terrarum.realestate.LandUtil import net.torvald.terrarum.serialise.toBig64 import net.torvald.terrarum.worlddrawer.CreateTileAtlas.Companion.WALL_OVERLAY_COLOUR 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. * * To render and draw images, modify the ```selectedWireBitToDraw``` (bitset) property from the IngameRenderer. * * Created by minjaesong on 2016-01-19. */ internal object BlocksDrawer { /** World change is managed by IngameRenderer.setWorld() */ internal var world: GameWorld = GameWorld.makeNullWorld() /** * 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 tilesTerrainNext: TextureRegionPack; private set private var tilesTerrainBlendDegree = 0f //val tilesWire: TextureRegionPack val tileItemTerrain: TextureRegionPack val tileItemTerrainGlow: TextureRegionPack val tileItemTerrainEmissive: TextureRegionPack val tileItemWall: TextureRegionPack val tileItemWallGlow: TextureRegionPack val tileItemWallEmissive: TextureRegionPack val tilesFluid: TextureRegionPack val tilesGlow: TextureRegionPack val tilesEmissive: TextureRegionPack //val tileItemWall = Image(TILE_SIZE * 16, TILE_SIZE * GameWorld.TILES_SUPPORTED / 16) // 4 MB const val BREAKAGE_STEPS = 10 val WALL = GameWorld.WALL val TERRAIN = GameWorld.TERRAIN val ORES = GameWorld.ORES //val WIRE = GameWorld.WIRE val FLUID = -2 val OCCLUSION = 31337 private const val OCCLUSION_TILE_NUM_BASE = 16 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 oreTilesBuffer: Array //private lateinit var wireTilesBuffer: Array private lateinit var fluidTilesBuffer: Array private lateinit var occlusionBuffer: Array private var tilesBuffer: Pixmap = Pixmap(1, 1, Pixmap.Format.RGBA8888) private lateinit var tilesQuad: Mesh private val shader = App.loadShaderFromClasspath("shaders/default.vert", "shaders/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 // CreateTileAtlas.invoke() has been moved to the AppLoader.create() // // create terrain texture from pixmaps weatherTerrains = arrayOf( TextureRegionPack(Texture(App.tileMaker.atlasPrevernal), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(App.tileMaker.atlasVernal), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(App.tileMaker.atlasAestival), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(App.tileMaker.atlasSerotinal), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(App.tileMaker.atlasAutumnal), TILE_SIZE, TILE_SIZE), TextureRegionPack(Texture(App.tileMaker.atlasHibernal), TILE_SIZE, TILE_SIZE), ) //tilesWire = TextureRegionPack(ModMgr.getGdxFile("basegame", "wires/wire.tga"), TILE_SIZE, TILE_SIZE) tilesFluid = TextureRegionPack(Texture(App.tileMaker.atlasFluid), TILE_SIZE, TILE_SIZE) tilesGlow = TextureRegionPack(Texture(App.tileMaker.atlasGlow), TILE_SIZE, TILE_SIZE) tilesEmissive = TextureRegionPack(Texture(App.tileMaker.atlasEmissive), TILE_SIZE, TILE_SIZE) printdbg(this, "Making terrain and wall item textures...") // test print tileItemTerrain = TextureRegionPack(App.tileMaker.itemTerrainTexture, TILE_SIZE, TILE_SIZE) tileItemTerrainGlow = TextureRegionPack(App.tileMaker.itemTerrainTextureGlow, TILE_SIZE, TILE_SIZE) tileItemTerrainEmissive = TextureRegionPack(App.tileMaker.itemTerrainTextureEmissive, TILE_SIZE, TILE_SIZE) tileItemWall = TextureRegionPack(App.tileMaker.itemWallTexture, TILE_SIZE, TILE_SIZE) tileItemWallGlow = TextureRegionPack(App.tileMaker.itemWallTextureGlow, TILE_SIZE, TILE_SIZE) tileItemWallEmissive = TextureRegionPack(App.tileMaker.itemWallTextureEmissive, TILE_SIZE, TILE_SIZE) // val texdata = tileItemTerrain.texture.textureData // val textureBackedByPixmap = texdata.isPrepared // if (!textureBackedByPixmap) texdata.prepare() // val imageSheet = texdata.consumePixmap() // PixmapIO2.writeTGA(Gdx.files.absolute("${App.defaultDir}/terrainitem.tga"), imageSheet, false) // if (!textureBackedByPixmap) imageSheet.dispose() // 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. */ 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) 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) init { assert(256 == connectLut47.size) assert(256 == connectLut16.size) } /** * 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: ItemID): Boolean { return TILES_BLEND_MUL.add(blockID) } /////////////////////////////////////////// // NO draw lightmap using colour filter, actors must also be hidden behind the darkness /////////////////////////////////////////// /** * Which wires should be drawn. Normally this value is set by the wiring item (e.g. wire pieces, wirecutters) */ // var selectedWireRenderClass = "" internal fun renderData() { try { val seasonalMonth = world.worldTime.ecologicalSeason tilesTerrain = weatherTerrains[seasonalMonth.floorToInt()] tilesTerrainNext = weatherTerrains[(seasonalMonth + 1).floorToInt() fmod weatherTerrains.size] tilesTerrainBlendDegree = seasonalMonth % 1f } catch (e: ClassCastException) { } if (!world.layerTerrain.ptrDestroyed) { measureDebugTime("Renderer.Tiling") { drawTiles(WALL) drawTiles(TERRAIN) // regular tiles drawTiles(ORES) drawTiles(FLUID) drawTiles(OCCLUSION) //drawTiles(WIRE) } } } internal fun drawWall(projectionMatrix: Matrix4, drawGlow: Boolean, drawEmissive: Boolean = false) { gdxBlendNormalStraightAlpha() renderUsingBuffer(WALL, projectionMatrix, drawGlow, drawEmissive) gdxBlendMul() renderUsingBuffer(OCCLUSION, projectionMatrix, false, drawEmissive) } internal fun drawTerrain(projectionMatrix: Matrix4, drawGlow: Boolean, drawEmissive: Boolean = false) { gdxBlendNormalStraightAlpha() renderUsingBuffer(TERRAIN, projectionMatrix, drawGlow, drawEmissive) renderUsingBuffer(ORES, projectionMatrix, drawGlow, drawEmissive) renderUsingBuffer(FLUID, projectionMatrix, drawGlow, drawEmissive) } internal fun drawFront(projectionMatrix: Matrix4, drawEmissive: Boolean = false) { gdxBlendMul() // let's just not MUL on terrain, make it FLUID only... renderUsingBuffer(FLUID, projectionMatrix, false, drawEmissive) gdxBlendNormalStraightAlpha() /*if (selectedWireRenderClass.isNotBlank()) { //println("Wires! draw: $drawWires") // use F10 instead renderUsingBuffer(WIRE, projectionMatrix, false) }*/ } /** * Turns bitmask-with-single-bit-set into its bit index. The LSB is counted as 1, and thus the index starts at one. * @return 0 -> -1, 1 -> 0, 2 -> 1, 4 -> 2, 8 -> 3, 16 -> 4, ... */ private fun Int.toBitOrd(): Int { val k = FastMath.intLog2(this, -1) return k } private val occlusionRenderTag = CreateTileAtlas.RenderTag( OCCLUSION_TILE_NUM_BASE, CreateTileAtlas.RenderTag.CONNECT_SELF, CreateTileAtlas.RenderTag.MASK_47 ) private lateinit var renderOnF3Only: Array private lateinit var platformTiles: Array private lateinit var wallStickerTiles: Array private lateinit var connectMutualTiles: Array private lateinit var connectSelfTiles: Array private lateinit var treeLeavesTiles: Array private lateinit var treeTrunkTiles: Array internal fun rebuildInternalPrecalculations() { if (App.IS_DEVELOPMENT_BUILD) { printdbg(this, "Current TileName to Number map:") world.tileNameToNumberMap.forEach { id, num -> println("$id -> $num") } println("================================") } renderOnF3Only = BlockCodex.blockProps.filter { (id, prop) -> prop.isActorBlock && !prop.hasTag("DORENDER") && !id.startsWith("virt:") && id != Block.NULL }.map { world.tileNameToNumberMap[it.key] ?: throw NullPointerException("No tilenumber for ${it.key} exists") }.sorted().toTypedArray() platformTiles = BlockCodex.blockProps.filter { (id, prop) -> isPlatform(id) && !id.startsWith("virt:") && id != Block.NULL }.map { world.tileNameToNumberMap[it.key] ?: throw NullPointerException("No tilenumber for ${it.key} exists") }.sorted().toTypedArray() wallStickerTiles = BlockCodex.blockProps.filter { (id, prop) -> isWallSticker(id) && !id.startsWith("virt:") && id != Block.NULL }.map { world.tileNameToNumberMap[it.key] ?: throw NullPointerException("No tilenumber for ${it.key} exists") }.sorted().toTypedArray() connectMutualTiles = BlockCodex.blockProps.filter { (id, prop) -> isConnectMutual(id) && !id.startsWith("virt:") && id != Block.NULL }.map { world.tileNameToNumberMap[it.key] ?: throw NullPointerException("No tilenumber for ${it.key} exists") }.sorted().toTypedArray() connectSelfTiles = BlockCodex.blockProps.filter { (id, prop) -> isConnectSelf(id) && !id.startsWith("virt:") && id != Block.NULL }.map { world.tileNameToNumberMap[it.key] ?: throw NullPointerException("No tilenumber for ${it.key} exists") }.sorted().toTypedArray() treeLeavesTiles = BlockCodex.blockProps.filter { (id, prop) -> isTreeFoliage(id) && !id.startsWith("virt:") && id != Block.NULL }.map { world.tileNameToNumberMap[it.key] ?: throw NullPointerException("No tilenumber for ${it.key} exists") }.sorted().toTypedArray() treeTrunkTiles = BlockCodex.blockProps.filter { (id, prop) -> isTreeTrunk(id) && !id.startsWith("virt:") && id != Block.NULL }.map { world.tileNameToNumberMap[it.key] ?: throw NullPointerException("No tilenumber for ${it.key} exists") }.sorted().toTypedArray() } private fun getHashCoord(x: Int, y: Int, mod: Int, layer: Int): Int { val (x, y) = world.coerceXY(x, y) return (XXHash64.hash(LandUtil.getBlockAddr(world, x, y).toBig64(), ((x*16777619) xor (y+1+layer)).toLong()) fmod mod.toLong()).toInt() } /** * Autotiling; 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. * @param wire coduitTypes bit that is selected to be drawn. Must be the power of two. */ private fun drawTiles(mode: Int) { if (mode == FLUID) return // 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).floorToInt() val for_y_end = for_y_start + tilesBuffer.height - 1 val for_x_start = (WorldCamera.x.toFloat() / TILE_SIZE).floorToInt() 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 (wx, wy) = world.coerceXY(x, y) val thisTile: Int = when (mode) { WALL -> world.layerWall.unsafeGetTile(wx, wy) TERRAIN -> world.layerTerrain.unsafeGetTile(wx, wy) ORES -> world.layerOres.unsafeGetTile(wx, wy)//.also { println(it) } FLUID -> 0 // TODO need new wire storing format //world.getFluid(x, y).type.abs() OCCLUSION -> 0 else -> throw IllegalArgumentException() } var hash = if ((mode == WALL || mode == TERRAIN) && !BlockCodex[world.tileNumberToNameMap[thisTile.toLong()]].hasTag("NORANDTILE")) getHashCoord(x, y, 8, mode) else 0 // draw a tile val nearbyTilesInfo = if (mode == OCCLUSION) { getNearbyTilesInfoFakeOcc(x, y) } else if (mode == ORES) { 0 } /*else if (mode == FLUID) { getNearbyTilesInfoFluids(x, y) }*/ else if (treeLeavesTiles.binarySearch(thisTile) >= 0) { getNearbyTilesInfoTrees(x, y, mode).swizzle8(thisTile, hash) } else if (treeTrunkTiles.binarySearch(thisTile) >= 0) { hash = 0 getNearbyTilesInfoTrees(x, y, mode) } else if (platformTiles.binarySearch(thisTile) >= 0) { hash %= 2 getNearbyTilesInfoPlatform(x, y).swizzleH2(thisTile, hash) } else if (wallStickerTiles.binarySearch(thisTile) >= 0) { hash = 0 getNearbyTilesInfoWallSticker(x, y) } else if (connectMutualTiles.binarySearch(thisTile) >= 0) { getNearbyTilesInfoConMutual(x, y, mode).swizzle8(thisTile, hash) } else if (connectSelfTiles.binarySearch(thisTile) >= 0) { getNearbyTilesInfoConSelf(x, y, mode, thisTile).swizzle8(thisTile, hash) } else { 0 } val renderTag = if (mode == OCCLUSION) occlusionRenderTag else App.tileMaker.getRenderTag(thisTile) val tileNumberBase = // if (mode == FLUID) // App.tileMaker.fluidToTileNumber(world.getFluid(x, y)) // else renderTag.tileNumber var tileNumber = if (thisTile == 0 && mode != OCCLUSION) 0 // special case: actorblocks and F3 key else if (renderOnF3Only.binarySearch(thisTile) >= 0 && !KeyToggler.isOn(Keys.F3)) 0 // special case: fluids else if (mode == FLUID) tileNumberBase + connectLut47[nearbyTilesInfo] // special case: ores else if (mode == ORES) tileNumberBase + world.layerOres.unsafeGetTile1(wx, wy).second // rest of the cases: terrain and walls 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}") } // hide tiles with super low lights, kinda like Minecraft's Orebfuscator val lightAtXY = LightmapRenderer.getLight(x, y) ?: Cvec(0) if (maxOf(lightAtXY.fastLum(), lightAtXY.a) <= 1.5f / 255f) { tileNumber = 2 // black solid } var thisTileX = tileNumber % App.tileMaker.TILES_IN_X var thisTileY = tileNumber / App.tileMaker.TILES_IN_X if (mode == FLUID && thisTileX == 22 && thisTileY == 3) { //println("tileNumberBase = $tileNumberBase, tileNumber = $tileNumber, fluid = ${world.getFluid(x, y)}") } val breakage = if (mode == TERRAIN || mode == ORES) world.getTerrainDamage(x, y) else if (mode == WALL) world.getWallDamage(x, y) else 0f if (breakage.isNaN()) throw IllegalStateException("Block breakage at ($x, $y) is NaN (mode=$mode)") val maxHealth = if (mode == TERRAIN || mode == ORES) BlockCodex[world.getTileFromTerrain(x, y)].strength else if (mode == WALL) BlockCodex[world.getTileFromWall(x, y)].strength else 1 val breakingStage = if (mode == TERRAIN || mode == WALL || mode == ORES) (breakage / maxHealth).coerceIn(0f, 1f).times(BREAKAGE_STEPS).roundToInt() else 0 // draw a tile writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage, hash) } } } private val swizzleMap8 = arrayOf( arrayOf(0,1,2,3,4,5,6,7), /* normal */ arrayOf(4,3,2,1,0,7,6,5), /* horz flip */ arrayOf(2,3,4,5,6,7,0,1), /* CW 90 */ arrayOf(2,1,0,7,6,5,4,3), /* hfCW 90 */ arrayOf(4,5,6,7,0,1,2,3), /* CW 180 */ arrayOf(0,7,6,5,4,3,2,1), /* hfCW 180 */ arrayOf(6,7,0,1,2,3,4,5), /* CW 270 */ arrayOf(6,5,4,3,2,1,0,7), /* hfCW 270 */ ) private fun Int.swizzle8(tile: Int, hash: Int): Int { var ret = 0 swizzleMap8[hash].forEachIndexed { index, ord -> ret = ret or this.ushr(ord).and(1).shl(index) } return ret } private val h2lut = arrayOf( arrayOf(0,1,2,3,4,5,6,7), arrayOf(0,2,1,5,6,3,4,7), ) private fun Int.swizzleH2(tile: Int, hash: Int): Int { return h2lut[hash][this] } 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: ItemID?): Int { val nearbyTiles = getNearbyTilesPos(x, y).map { world.getTileFrom(mode, it.x, it.y) } var ret = 0 for (i in nearbyTiles.indices) { if (nearbyTiles[i] == mark) { ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3 } } return ret } private fun getNearbyTilesInfoConSelf(x: Int, y: Int, mode: Int, mark: Int): Int { val layer = when (mode) { WALL -> world.layerWall TERRAIN -> world.layerTerrain ORES -> world.layerOres FLUID -> world.layerFluids else -> throw IllegalArgumentException("Unknown mode $mode") } val nearbyTiles = getNearbyTilesPos(x, y).map { val (wx, wy) = world.coerceXY(it.x, it.y) layer.unsafeGetTile(wx, wy) } var ret = 0 for (i in nearbyTiles.indices) { if (nearbyTiles[i] == mark) { ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3 } } return ret } private fun getNearbyTilesInfoFakeOcc(x: Int, y: Int): Int { val eligible = BlockCodex[world.getTileFromWall(x, y)].isSolidForTileCnx && !BlockCodex[world.getTileFromTerrain(x, y)].isSolidForTileCnx val nearbyTiles = getNearbyTilesPos(x, y).map { !BlockCodex[world.getTileFromTerrain(it.x, it.y)].isSolidForTileCnx } if (!eligible) return 255 var ret = 0 for (i in nearbyTiles.indices) { if (nearbyTiles[i] == true) { 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: List = getNearbyTilesPos(x, y).map { world.getTileFrom(mode, it.x, it.y) } var ret = 0 for (i in nearbyTiles.indices) { if (BlockCodex[nearbyTiles[i]].isSolidForTileCnx && isConnectMutual(nearbyTiles[i])) { ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3 } } return ret } private fun getNearbyTilesInfoTrees(x: Int, y: Int, mode: Int): Int { val tileThis = world.getTileFromTerrain(x, y) val nearbyTiles: List = getNearbyTilesPos(x, y).map { world.getTileFrom(mode, it.x, it.y) } var ret = 0 if (isTreeFoliage(tileThis)) { for (i in nearbyTiles.indices) { if (isTreeFoliage(nearbyTiles[i])) { // foliage "shadow" should not connect to the tree trunk ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3 } } } else if (isTreeTrunk(tileThis)) { for (i in nearbyTiles.indices) { if (isTreeTrunk(nearbyTiles[i]) || i == 6 && isTreeFoliage(nearbyTiles[6])) { // if tile above is leaves, connect to it 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: List = nearbyPos.map { world.getTileFromTerrain(it.x, it.y) } var ret = 0 for (i in nearbyTiles.indices) { val fluid = world.getFluid(nearbyPos[i].x, nearbyPos[i].y) if (BlockCodex[nearbyTiles[i]].isSolidForTileCnx || (fluid.isFluid() && 0 < App.tileMaker.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 = arrayOf(Block.NULL, Block.NULL, Block.NULL, Block.NULL) val NEARBY_TILE_KEY_BACK = NEARBY_TILE_KEY_UP nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(TERRAIN, x , y + 1) nearbyTiles[NEARBY_TILE_KEY_BACK] = world.getTileFrom(WALL, x , y) try { if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolidForTileCnx) // has tile on the bottom return 3 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolidForTileCnx && BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolidForTileCnx) // has tile on both sides return 0 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolidForTileCnx) // has tile on the right return 2 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolidForTileCnx) // has tile on the left return 1 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_BACK]].isSolidForTileCnx) // has tile on the back return 0 else return 3 } catch (e: ArrayIndexOutOfBoundsException) { return if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolidForTileCnx) // has tile on the bottom 3 else 0 } } private fun getNearbyTilesInfoPlatform(x: Int, y: Int): Int { val nearbyTiles = arrayOf(Block.NULL, Block.NULL, Block.NULL, Block.NULL) //val NEARBY_TILE_KEY_BACK = NEARBY_TILE_KEY_UP nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolidForTileCnx && BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolidForTileCnx) || 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]].isSolidForTileCnx && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolidForTileCnx && !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]].isSolidForTileCnx && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT]) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolidForTileCnx && !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]].isSolidForTileCnx && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // L solid && L not platform return 3 else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolidForTileCnx && !isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // R solid && R not platform return 5 else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolidForTileCnx || isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolidForTileCnx && !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]].isSolidForTileCnx || isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) && !BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolidForTileCnx && !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, hash: 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) or // breakage bits hash.and(15).shl(24) // flip-rot private fun writeToBuffer(mode: Int, bufferPosX: Int, bufferPosY: Int, sheetX: Int, sheetY: Int, breakage: Int, hash: Int) { val sourceBuffer = when(mode) { TERRAIN -> terrainTilesBuffer WALL -> wallTilesBuffer ORES -> oreTilesBuffer //WIRE -> wireTilesBuffer FLUID -> fluidTilesBuffer OCCLUSION -> occlusionBuffer else -> throw IllegalArgumentException() } sourceBuffer[bufferPosY][bufferPosX] = sheetXYToTilemapColour(mode, sheetX, sheetY, breakage, hash) } private var _tilesBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888) private val occlusionIntensity = 0.22222222f // too low value and dark-coloured walls won't darken enough private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4, drawGlow: Boolean, drawEmissive: Boolean) { //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, ORES, WALL, OCCLUSION -> tilesTerrain //WIRE -> tilesWire FLUID -> tilesFluid else -> throw IllegalArgumentException() } val sourceBuffer = when(mode) { TERRAIN -> terrainTilesBuffer WALL -> wallTilesBuffer ORES -> oreTilesBuffer //WIRE -> wireTilesBuffer FLUID -> fluidTilesBuffer OCCLUSION -> occlusionBuffer else -> throw IllegalArgumentException() } val vertexColour = when (mode) { TERRAIN, /*WIRE,*/ ORES, FLUID, OCCLUSION -> Color.WHITE WALL -> WALL_OVERLAY_COLOUR 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) if (drawEmissive) { tilesEmissive.texture.bind(2) _tilesBufferAsTex.bind(1) // trying 1 and 0... tilesEmissive.texture.bind(0) // for some fuck reason, it must be bound as last } else if (drawGlow) { tilesGlow.texture.bind(2) _tilesBufferAsTex.bind(1) // trying 1 and 0... tilesGlow.texture.bind(0) // for some fuck reason, it must be bound as last } else { tilesTerrainNext.texture.bind(2) _tilesBufferAsTex.bind(1) // trying 1 and 0... tileAtlas.texture.bind(0) // for some fuck reason, it must be bound as last } val magn = App.scr.magn.toFloat() shader.bind() shader.setUniformMatrix("u_projTrans", projectionMatrix)//camera.combined) shader.setUniform2fv("tilesInAtlas", App.tileMaker.SHADER_SIZE_KEYS, 2, 2) shader.setUniform2fv("atlasTexSize", App.tileMaker.SHADER_SIZE_KEYS, 0, 2) shader.setUniformf("colourFilter", vertexColour) shader.setUniformf("screenDimension", Gdx.graphics.width / magn, Gdx.graphics.height / magn) 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.setUniformf("tilesInAtlas", tileAtlas.horizontalCount.toFloat(), tileAtlas.verticalCount.toFloat()) //depends on the tile atlas shader.setUniformf("atlasTexSize", tileAtlas.texture.width.toFloat(), tileAtlas.texture.height.toFloat()) //depends on the tile atlas // set the blend value as world's time progresses, in linear fashion shader.setUniformf("tilesBlend", if (mode == TERRAIN || mode == WALL) tilesTerrainBlendDegree else 0f ) shader.setUniformf("mulBlendIntensity", if (mode == OCCLUSION) occlusionIntensity else 1f) //shader.setUniformf("drawBreakage", if (mode == WIRE) 0f else 1f) tilesQuad.render(shader, GL20.GL_TRIANGLE_FAN) //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 = (App.scr.wf / TILE_SIZE).ceilToInt() + 1 tilesInVertical = (App.scr.hf / TILE_SIZE).ceilToInt() + 1 val oldTH = (oldScreenW.toFloat() / TILE_SIZE).ceilToInt() + 1 val oldTV = (oldScreenH.toFloat() / TILE_SIZE).ceilToInt() + 1 // only update if it's really necessary if (oldTH != tilesInHorizontal || oldTV != tilesInVertical) { terrainTilesBuffer = Array(tilesInVertical) { IntArray(tilesInHorizontal) } wallTilesBuffer = Array(tilesInVertical) { IntArray(tilesInHorizontal) } oreTilesBuffer = Array(tilesInVertical) { IntArray(tilesInHorizontal) } fluidTilesBuffer = Array(tilesInVertical) { IntArray(tilesInHorizontal) } occlusionBuffer = Array(tilesInVertical) { IntArray(tilesInHorizontal) } tilesBuffer.dispose() tilesBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888) } if (oldScreenW != screenW || oldScreenH != screenH) { tilesQuad = Mesh( true, 4, 4, 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, App.scr.wf, 0f, 0f, 1f, 1f, 1f, 1f, 1f, 0f, App.scr.wf, App.scr.hf, 0f, 1f, 1f, 1f, 1f, 1f, 1f, 0f, App.scr.hf, 0f, 1f, 1f, 1f, 1f, 0f, 1f )) tilesQuad.setIndices(shortArrayOf(0, 1, 2, 3)) } 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") printStackTrace(this) weatherTerrains.forEach { it.dispose() } tilesGlow.dispose() tilesEmissive.dispose() tileItemTerrain.dispose() tileItemTerrainGlow.dispose() tileItemTerrainEmissive.dispose() tileItemWall.dispose() tileItemWallGlow.dispose() tileItemWallEmissive.dispose() tilesFluid.dispose() tilesBuffer.dispose() _tilesBufferAsTex.dispose() tilesQuad.tryDispose() shader.dispose() App.tileMaker.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: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_SELF fun isConnectMutual(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_MUTUAL fun isWallSticker(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER fun isPlatform(b: ItemID) = App.tileMaker.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER_CONNECT_SELF //fun isBlendMul(b: Int) = TILES_BLEND_MUL.contains(b) fun isTreeFoliage(b: ItemID) = BlockCodex[b].hasAllTagsOf("TREE", "LEAVES") fun isTreeTrunk(b: ItemID) = BlockCodex[b].hasAllTagsOf("TREE", "TREETRUNK") 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) }