Files
Terrarum/src/net/torvald/terrarum/modulebasegame/weather/WeatherMixer.kt
2020-11-11 11:04:59 +09:00

328 lines
12 KiB
Kotlin

package net.torvald.terrarum.modulebasegame.weather
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.jme3.math.FastMath
import net.torvald.gdx.graphics.Cvec
import net.torvald.random.HQRNG
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.modulebasegame.RNGConsumer
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.gameactors.ParticleMegaRain
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.utils.JsonFetcher
import net.torvald.terrarum.worlddrawer.CreateTileAtlas
import net.torvald.terrarum.worlddrawer.WorldCamera
import java.io.File
import java.util.*
/**
*
*
* Current, next are there for cross-fading two weathers
*
*
* Building a CLUT:
* Brightest:Darkest must be "around" 10:1
* Is RGBA-formatted (32-bit)
*
* Created by minjaesong on 2016-07-11.
*/
internal object WeatherMixer : RNGConsumer {
override val RNG = HQRNG()
var globalLightOverridden = false
var weatherList: HashMap<String, ArrayList<BaseModularWeather>>
var currentWeather: BaseModularWeather
var nextWeather: BaseModularWeather
lateinit var mixedWeather: BaseModularWeather
val globalLightNow = Cvec(0)
// Weather indices
const val WEATHER_GENERIC = "generic"
const val WEATHER_GENERIC_RAIN = "genericrain"
// TODO add weather classification indices manually
// TODO to save from GL overhead, store lightmap to array; use GdxColorMap
init {
weatherList = HashMap<String, ArrayList<BaseModularWeather>>()
// read weather descriptions from assets/weather (modular weather)
val weatherRawValidList = ArrayList<File>()
val weatherRaws = ModMgr.getFiles("basegame", "weathers")
weatherRaws.forEach {
if (!it.isDirectory && it.name.endsWith(".json"))
weatherRawValidList.add(it)
}
// --> read from directory and store file that looks like RAW
for (raw in weatherRawValidList) {
val weather = readFromJson(raw)
// if List for the classification does not exist, make one
if (!weatherList.containsKey(weather.classification))
weatherList.put(weather.classification, ArrayList())
weatherList[weather.classification]!!.add(weather)
}
// initialise
currentWeather = weatherList[WEATHER_GENERIC]!![0]
nextWeather = getRandomWeather(WEATHER_GENERIC)
}
/**
* Part of Ingame update
*/
fun update(delta: Float, player: ActorWithBody?, world: GameWorldExtension) {
if (player == null) return
currentWeather = weatherList[WEATHER_GENERIC]!![0]
// test rain toggled by F2
if (KeyToggler.isOn(Input.Keys.F2) && Terrarum.ingame is TerrarumIngame) {
val playerPosX = player.hitbox.centeredX
val playerPosY = player.hitbox.centeredY
kotlin.repeat(7) {
val rainParticle = ParticleMegaRain(
playerPosX + HQRNG().nextInt(AppLoader.screenW) - AppLoader.halfScreenW,
playerPosY - AppLoader.screenH
)
(Terrarum.ingame!! as TerrarumIngame).addParticle(rainParticle)
}
//globalLightNow.set(getGlobalLightOfTime((Terrarum.ingame!!.world).time.todaySeconds).mul(0.3f, 0.3f, 0.3f, 0.58f))
}
if (!globalLightOverridden) {
world.globalLight = WeatherMixer.globalLightNow
}
}
//private val parallaxZeroPos = WorldGenerator.TERRAIN_AVERAGE_HEIGHT * 0.75f // just an arb multiplier (266.66666 -> 200)
private val skyboxPixmap = Pixmap(2, 2, Pixmap.Format.RGBA8888)
private var skyboxTexture = Texture(skyboxPixmap)
/**
* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
*/
internal fun render(camera: Camera, batch: SpriteBatch, world: GameWorld) {
val parallaxZeroPos = (world.height / 3f) * 0.8888f
val parallaxDomainSize = world.height / 4f
// we will not care for nextSkybox for now
val timeNow = world.TIME_T.toInt() % world.dayLength
val skyboxColourMap = currentWeather.skyboxGradColourMap
// calculate global light
val globalLight = getGradientColour(world, skyboxColourMap, 2, timeNow)
globalLightNow.set(globalLight)
/* (copied from the shader source)
UV mapping coord.y
-+ <- 1.0 =
D| = // parallax of -1
i| = =
s| = // parallax of 0
p| = =
.| = // parallax of +1
-+ <- 0.0 =
*/
val parallax = ((parallaxZeroPos - WorldCamera.gdxCamY.div(CreateTileAtlas.TILE_SIZE.toFloat())) / parallaxDomainSize).times(-1f).coerceIn(-1f, 1f)
val parallaxSize = 1f / 3f
val parallaxMidpt = (parallax + 1f) / 2f
val parallaxTop = (parallaxMidpt - (parallaxSize / 2f)).coerceIn(0f, 1f)
val parallaxBottom = (parallaxMidpt + (parallaxSize / 2f)).coerceIn(0f, 1f)
//println("$parallaxZeroPos, $parallax | $parallaxTop - $parallaxMidpt - $parallaxBottom | $parallaxDomainSize")
// draw skybox to provided graphics instance
val colTopmost = getGradientColour(world, skyboxColourMap, 0, timeNow).toGdxColor()
val colBottommost = getGradientColour(world, skyboxColourMap, 1, timeNow).toGdxColor()
val colMid = colorMix(colTopmost, colBottommost, 0.5f)
//println(parallax) // parallax value works as intended.
val colTop = colorMix(colTopmost, colBottommost, parallaxTop)
val colBottom = colorMix(colTopmost, colBottommost, parallaxBottom)
// draw using shaperenderer or whatever
//Terrarum.textureWhiteSquare.bind(0)
gdxSetBlendNormal()
// draw to skybox texture
skyboxPixmap.setColor(colBottom)
skyboxPixmap.drawPixel(0, 0); skyboxPixmap.drawPixel(1, 0)
skyboxPixmap.setColor(colTop)
skyboxPixmap.drawPixel(0, 1); skyboxPixmap.drawPixel(1, 1)
skyboxTexture.dispose()
skyboxTexture = Texture(skyboxPixmap); skyboxTexture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
if (AppLoader.getConfigBoolean("fxdither")) {
batch.shader = IngameRenderer.shaderBayer
batch.shader.setUniformf("rcount", 64f)
batch.shader.setUniformf("gcount", 64f)
batch.shader.setUniformf("bcount", 64f)
}
else {
batch.shader = null
}
batch.inUse {
it.draw(skyboxTexture, 0f, -AppLoader.halfScreenHf, AppLoader.screenWf, AppLoader.screenHf * 2f) // because of how the linear filter works, we extend the image by two
}
// don't use shader to just fill the whole screen... frag shader will be called a million times and it's best to not burden it
/*
IngameRenderer.shaderSkyboxFill.begin()
IngameRenderer.shaderSkyboxFill.setUniformMatrix("u_projTrans", camera.combined)
IngameRenderer.shaderSkyboxFill.setUniformf("topColor", topCol.r, topCol.g, topCol.b)
IngameRenderer.shaderSkyboxFill.setUniformf("bottomColor", bottomCol.r, bottomCol.g, bottomCol.b)
IngameRenderer.shaderSkyboxFill.setUniformf("parallax", parallax.coerceIn(-1f, 1f))
IngameRenderer.shaderSkyboxFill.setUniformf("parallax_size", 1f/3f)
IngameRenderer.shaderSkyboxFill.setUniformf("zoomInv", 1f / (Terrarum.ingame?.screenZoom ?: 1f))
AppLoader.fullscreenQuad.render(IngameRenderer.shaderSkyboxFill, GL20.GL_TRIANGLES)
IngameRenderer.shaderSkyboxFill.end()
*/
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
}
fun Float.clampOne() = if (this > 1) 1f else this
private operator fun Color.times(other: Color) = Color(this.r * other.r, this.g * other.g, this.b * other.b, 1f)
fun colorMix(one: Color, two: Color, scale: Float): Color {
return Color(
FastMath.interpolateLinear(scale, one.r, two.r),
FastMath.interpolateLinear(scale, one.g, two.g),
FastMath.interpolateLinear(scale, one.b, two.b),
FastMath.interpolateLinear(scale, one.a, two.a)
)
}
/**
* Get a GL of specific time
*/
fun getGlobalLightOfTime(world: GameWorld, timeInSec: Int): Cvec =
getGradientColour(world, currentWeather.skyboxGradColourMap, 2, timeInSec)
fun getGradientColour(world: GameWorld, colorMap: GdxColorMap, row: Int, timeInSec: Int): Cvec {
val dataPointDistance = world.dayLength / colorMap.width
val phaseThis: Int = timeInSec / dataPointDistance // x-coord in gradmap
val phaseNext: Int = (phaseThis + 1) % colorMap.width
val colourThis = colorMap.get(phaseThis, row)
val colourNext = colorMap.get(phaseNext, row)
// interpolate R, G, B and A
val scale = (timeInSec % dataPointDistance).toFloat() / dataPointDistance // [0.0, 1.0]
val newCol = colourThis.cpy().lerp(colourNext, scale)//CIELuvUtil.getGradient(scale, colourThis, colourNext)
/* // very nice monitor code
// 65 -> 66 | 300 | 19623 | RGB8(255, 0, 255) -[41%]-> RGB8(193, 97, 23) | * `230`40`160`
// ^ step |width| time | colour from scale colour to | output
if (dataPointDistance == 300)
println("$phaseThis -> $phaseNext | $dataPointDistance | $timeInSec" +
" | ${colourThis.toStringRGB()} -[${scale.times(100).toInt()}%]-> ${colourNext.toStringRGB()}" +
" | * `$r`$g`$b`")*/
return Cvec(newCol)
}
fun getWeatherList(classification: String) = weatherList[classification]!!
fun getRandomWeather(classification: String) =
getWeatherList(classification)[HQRNG().nextInt(getWeatherList(classification).size)]
fun readFromJson(file: File): BaseModularWeather = readFromJson(file.path)
fun readFromJson(path: String): BaseModularWeather {
/* JSON structure:
{
"skyboxGradColourMap": "colourmap/sky_colour.tga", // string (path to image) for dynamic. Image must be RGBA8888 or RGB888
"extraImages": [
// if any, it will be like:
sun01.tga,
clouds01.tga,
clouds02.tga,
auroraBlueViolet.tga
]
}
*/
val pathToImage = "weathers"
val JSON = JsonFetcher(path)
val skyboxInJson = JSON.get("skyboxGradColourMap").asJsonPrimitive
val extraImagesPath = JSON.getAsJsonArray("extraImages")
val skybox = if (skyboxInJson.isString)
GdxColorMap(ModMgr.getGdxFile("basegame", "$pathToImage/${skyboxInJson.asString}"))
else
throw IllegalStateException("In weather descriptor $path -- skyboxGradColourMap seems malformed.")
val extraImages = ArrayList<Texture>()
for (i in extraImagesPath)
extraImages.add(Texture(ModMgr.getGdxFile("basegame", "$pathToImage/${i.asString}")))
val classification = JSON.get("classification").asJsonPrimitive.asString
var mixFrom: String?
try { mixFrom = JSON.get("mixFrom").asJsonPrimitive.asString }
catch (e: NullPointerException) { mixFrom = null }
var mixPercentage: Double?
try { mixPercentage = JSON.get("mixPercentage").asJsonPrimitive.asDouble }
catch (e: NullPointerException) { mixPercentage = null }
return BaseModularWeather(
skyboxGradColourMap = skybox,
classification = classification,
extraImages = extraImages
)
}
fun dispose() {
try {
skyboxTexture.dispose()
}
catch (e: Throwable) {}
skyboxPixmap.dispose()
}
}