Files
Terrarum/src/net/torvald/terrarum/worlddrawer/LightmapRendererNew.kt
2019-01-15 05:50:36 +09:00

937 lines
42 KiB
Kotlin

package net.torvald.terrarum.worlddrawer
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.jme3.math.FastMath
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.ceilInt
import net.torvald.terrarum.concurrent.ParallelUtils.sliceEvenly
import net.torvald.terrarum.concurrent.ThreadParallel
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameactors.Luminous
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.IngameRenderer
import kotlin.system.measureNanoTime
/**
* 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()
/** 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] = Color(0)
}
}*/
for (i in 0 until lightmap.size) {
lightmap[i] = Color(0)
}
}
}
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
init {
printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
}
// 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<Color>> = 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: Array<Color> = Array(LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT) { Color(0f,0f,0f,0f) } // Can't use framebuffer/pixmap -- this is a fvec4 array, whereas they are ivec4.
private val lanternMap = ArrayList<Lantern>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
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: Int = 0
internal var for_y_start: Int = 0
internal var for_x_end: Int = 0
internal var for_y_end: Int = 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 lightmap[ypos * LIGHTMAP_WIDTH + xpos]
}
return null
}
// TODO in regard of "colour math against integers", take Int
private fun setLight(x: Int, y: Int, colour: Color) {
setLightOf(lightmap, x, y, colour)
}
private fun setLightOf(list: Array<Color>, 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] = colour
list[ypos * LIGHTMAP_WIDTH + xpos] = colour
}
}
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 + 2 // same fix as above
/**
* 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
* for all lightmap[y][x], run in this order: 2-3-4-1-2
* If you run only 4 sets, orthogonal/diagonal artefacts are bound to occur,
* it seems 5-pass is mandatory
*/
AppLoader.debugTimers["Renderer.Lanterns"] = measureNanoTime {
buildLanternmap()
} // usually takes 3000 ns
// O(36n) == O(n) where n is a size of the map.
// Because of inevitable overlaps on the area, it only works with ADDITIVE blend (aka maxblend)
// each usually takes 8 000 000..12 000 000 miliseconds total when not threaded
if (!AppLoader.getConfigBoolean("multithreadedlight")) {
// Round 2
AppLoader.debugTimers["Renderer.Light1"] = measureNanoTime {
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
setLight(x, y, calculate(x, y, 1))
}
}
}
// Round 3
AppLoader.debugTimers["Renderer.Light2"] = measureNanoTime {
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
setLight(x, y, calculate(x, y, 2))
}
}
}
// Round 4
AppLoader.debugTimers["Renderer.Light3"] = measureNanoTime {
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
setLight(x, y, calculate(x, y, 3))
}
}
}
// Round 1
AppLoader.debugTimers["Renderer.Light4"] = measureNanoTime {
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
setLight(x, y, calculate(x, y, 4))
}
}
}
// Round 2
AppLoader.debugTimers["Renderer.Light5"] = measureNanoTime {
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
setLight(x, y, calculate(x, y, 5))
}
}
}
AppLoader.debugTimers["Renderer.LightSequential"] =
(AppLoader.debugTimers["Renderer.Light1"]!! as Long) +
(AppLoader.debugTimers["Renderer.Light2"]!! as Long) +
(AppLoader.debugTimers["Renderer.Light3"]!! as Long) +
(AppLoader.debugTimers["Renderer.Light4"]!! as Long) +
(AppLoader.debugTimers["Renderer.Light5"]!! as Long)
}
else {
AppLoader.debugTimers["Renderer.LightPre"] = measureNanoTime {
val bufferForPasses = arrayOf(
lightmap.copyOf(), lightmap.copyOf(), lightmap.copyOf(), lightmap.copyOf()
)
//val combiningBuffer = Array(lightmap.size) { Color(0) }
// this is kind of inefficient...
val calcTask = ArrayList<ThreadedLightmapUpdateMessage>()
// Round 1 preload
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
calcTask.add(ThreadedLightmapUpdateMessage(x, y, 1))
}
}
// Round 2 preload
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
calcTask.add(ThreadedLightmapUpdateMessage(x, y, 2))
}
}
// Round 3 preload
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calcTask.add(ThreadedLightmapUpdateMessage(x, y, 3))
}
}
// Round 4 preload
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calcTask.add(ThreadedLightmapUpdateMessage(x, y, 4))
}
}
val calcTasks = calcTask.sliceEvenly(Terrarum.THREADS)
val combineTasks = (0 until lightmap.size).sliceEvenly(Terrarum.THREADS)
// couldn't help but do this nested timer
AppLoader.debugTimers["Renderer.LightParallel${Terrarum.THREADS}x"] = measureNanoTime {
calcTasks.forEachIndexed { index, list ->
ThreadParallel.map(index, "LightCalculate") { index -> // this index is that index
list.forEach {
val msg = it as ThreadedLightmapUpdateMessage
setLightOf(bufferForPasses[it.pass - 1], it.x, it.y, calculate(it.x, it.y, it.pass))
//setLightOf(bufferForPasses[it.pass - 1], it.x, it.y, calculate(it.x, it.y, 1))
}
}
}
ThreadParallel.startAllWaitForDie()
}
AppLoader.debugTimers["Runderer.LightPost"] = measureNanoTime {
combineTasks.forEachIndexed { index, intRange ->
ThreadParallel.map(index, "LightCombine") { index -> // this index is that index
for (i in intRange) {
val max1 = bufferForPasses[0][i] maxBlend bufferForPasses[1][i]
val max2 = bufferForPasses[2][i] maxBlend bufferForPasses[3][i]
val max = max1 maxBlend max2
lightmap[i] = max
}
}
}
ThreadParallel.startAllWaitForDie()
}
}
// get correct Renderer.LightPre by subtracting some shits
AppLoader.debugTimers["Renderer.LightParaTotal"] = AppLoader.debugTimers["Renderer.LightPre"]!!
AppLoader.debugTimers["Renderer.LightPre"] =
(AppLoader.debugTimers["Renderer.LightPre"]!! as Long) -
(AppLoader.debugTimers["Renderer.LightParallel${Terrarum.THREADS}x"]!! as Long) -
(AppLoader.debugTimers["Runderer.LightPost"]!! as Long)
// accuracy may suffer (overheads maybe?) but it doesn't matter (i think...)
}
}
internal data class ThreadedLightmapUpdateMessage(val x: Int, val y: Int, val pass: 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.add(Lantern(x, y, normalisedColor))
// Q&D fix for Roundworld anomaly
lanternMap.add(Lantern(x + world.width, y, normalisedColor))
lanternMap.add(Lantern(x - world.width, y, normalisedColor))
}
}
}
}
}
}
}
private val ambientAccumulator = Color(0f,0f,0f,0f)
private val lightLevelThis = Color(0f,0f,0f,0f)
private var thisTerrain = 0
private var thisWall = 0
private val thisTileLuminosity = Color(0f,0f,0f,0f)
private val thisTileOpacity = Color(0f,0f,0f,0f)
private val sunLight = Color(0f,0f,0f,0f)
/**
* @param pass one-based
*/
private fun calculate(x: Int, y: Int, pass: Int): Color = calculate(x, y, pass, false)
/**
* @param pass one-based
*/
private fun calculate(x: Int, y: Int, pass: Int, doNotCalculateAmbient: Boolean): Color {
// O(9n) == O(n) where n is a size of the map
// TODO devise multithreading on this
ambientAccumulator.set(0f,0f,0f,0f)
lightLevelThis.set(0f,0f,0f,0f)
thisTerrain = world.getTileFromTerrain(x, y) ?: Block.STONE
thisWall = world.getTileFromWall(x, y) ?: Block.STONE
thisTileLuminosity.set(BlockCodex[thisTerrain].luminosity) // already been div by four
thisTileOpacity.set(BlockCodex[thisTerrain].opacity) // already been div by four
sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT)
// MIX TILE
// open air
if (thisTerrain == AIR && thisWall == AIR) {
lightLevelThis.set(sunLight)
}
// luminous tile on top of air
else if (thisWall == AIR && thisTileLuminosity.nonZero()) {
lightLevelThis.set(sunLight maxBlend thisTileLuminosity) // maximise to not exceed 1.0 with normal (<= 1.0) light
}
// opaque wall and luminous tile
else if (thisWall != AIR && thisTileLuminosity.nonZero()) {
lightLevelThis.set(thisTileLuminosity)
}
// END MIX TILE
for (i in 0 until lanternMap.size) {
val lmap = lanternMap[i]
if (lmap.posX == x && lmap.posY == y)
lightLevelThis.set(lightLevelThis maxBlend lmap.color) // maximise to not exceed 1.0 with normal (<= 1.0) light
}
if (!doNotCalculateAmbient) {
// calculate ambient
/* + * +
* * @ *
* + * +
* 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
if (pass > 1) {
// TODO colour math against integers
/* + */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x - 1, y - 1) ?: Color.CLEAR, scaleSqrt2(thisTileOpacity)))
/* + */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x + 1, y - 1) ?: Color.CLEAR, scaleSqrt2(thisTileOpacity)))
/* + */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x - 1, y + 1) ?: Color.CLEAR, scaleSqrt2(thisTileOpacity)))
/* + */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x + 1, y + 1) ?: Color.CLEAR, scaleSqrt2(thisTileOpacity)))
/* * */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x, y - 1) ?: Color.CLEAR, thisTileOpacity))
/* * */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x, y + 1) ?: Color.CLEAR, thisTileOpacity))
/* * */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x - 1, y) ?: Color.CLEAR, thisTileOpacity))
/* * */ambientAccumulator.set(ambientAccumulator maxBlend darkenColoured(getLightInternal(x + 1, y) ?: Color.CLEAR, thisTileOpacity))
}
val ret = lightLevelThis maxBlend ambientAccumulator
return ret
}
else {
val ret = lightLevelThis
return ret
}
}
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 var _lightBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
internal fun draw(batch: SpriteBatch) {
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
}
}
//println()
// FIXME FUCKS SAKE: this_y_start is sometimes fixed at zero, which fucked old light sys with black screen
// -> recalculate event not being fired
// so this code actually works now...
/*for (y in 0 until lightBuffer.height) {
for (x in 0 until lightBuffer.width) {
val rnd = Math.random().toFloat()
lightBuffer.setColor(Color(rnd, rnd, rnd, 1f))
lightBuffer.drawPixel(x, 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
)
}
/*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.setColor(0)
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!
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)
)
/**
* color values are normalised -- 0.0 to 1.0 for 0..1023
*/
data class Lantern(val posX: Int, val posY: Int, val color: Color)
private fun Color.nonZero() = this.r != 0f || this.g != 0f || this.b != 0f || this.a != 0f
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 colour = lightmap[y * LIGHTMAP_WIDTH + x]
reds[minOf(CHANNEL_MAX, colour.r.times(MUL).floorInt())] += 1
greens[minOf(CHANNEL_MAX, colour.g.times(MUL).floorInt())] += 1
blues[minOf(CHANNEL_MAX, colour.b.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
}
}