package net.torvald.terrarum.worlddrawer import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.jme3.math.FastMath import net.torvald.colourutil.ColourTemp import net.torvald.terrarum.Terrarum import net.torvald.terrarum.blendMul import net.torvald.terrarum.blendNormal import net.torvald.terrarum.blockproperties.Block import net.torvald.terrarum.blockstats.BlockStats import net.torvald.terrarum.fillRect import net.torvald.terrarum.gameworld.GameWorld /** * Created by minjaesong on 2015-12-31. */ object FeaturesDrawer { lateinit var world: GameWorld const val TILE_SIZE = 16 private val ENV_COLTEMP_LOWEST = 5500 private val ENV_COLTEMP_HIGHEST = 7500 val ENV_COLTEMP_NOON = 6500 // 6500 == sRGB White; do not touch! var colTemp: Int = 0 private set private val TILES_COLD = intArrayOf( Block.ICE_MAGICAL , Block.ICE_FRAGILE , Block.ICE_NATURAL , Block.SNOW) private val TILES_WARM = intArrayOf( Block.SAND_DESERT , Block.SAND_RED) fun update(delta: Float) { } /** * A colour filter used to provide effect that makes whole screen look warmer/cooler, * usually targeted for the environmental temperature (desert/winterland), hence the name. */ fun drawEnvOverlay(batch: SpriteBatch) { val onscreen_tiles_max = FastMath.ceil(Terrarum.HEIGHT * Terrarum.WIDTH / FastMath.sqr (TILE_SIZE.toFloat())) * 2 val onscreen_tiles_cap = onscreen_tiles_max / 4f val onscreen_cold_tiles = BlockStats.getCount(*TILES_COLD).toFloat() val onscreen_warm_tiles = BlockStats.getCount(*TILES_WARM).toFloat() val colTemp_cold = colTempLinearFunc(onscreen_cold_tiles / onscreen_tiles_cap) val colTemp_warm = colTempLinearFunc(-(onscreen_warm_tiles / onscreen_tiles_cap)) colTemp = colTemp_warm + colTemp_cold - ENV_COLTEMP_NOON val zoom = Terrarum.ingame?.screenZoom ?: 1f blendMul(batch) batch.color = ColourTemp(colTemp) batch.fillRect(0f, 0f, Terrarum.WIDTH * if (zoom < 1) 1f / zoom else zoom, Terrarum.HEIGHT * if (zoom < 1) 1f / zoom else zoom ) blendNormal(batch) } /** * @param x [-1 , 1], 0 for 6500K (median of ENV_COLTEMP_HIGHEST and ENV_COLTEMP_LOWEST) * * * @return */ private fun colTempLinearFunc(x: Float): Int { val colTempMedian = (ENV_COLTEMP_HIGHEST + ENV_COLTEMP_LOWEST) / 2 return Math.round((ENV_COLTEMP_HIGHEST - ENV_COLTEMP_LOWEST) / 2 * FastMath.clamp(x, -1f, 1f) + colTempMedian) } }