mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-12 11:34:05 +09:00
710 lines
30 KiB
Kotlin
710 lines
30 KiB
Kotlin
package net.torvald.terrarum.worlddrawer
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.math.Matrix4
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import net.torvald.terrarum.*
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.gameworld.PairedMapLayer
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
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import net.torvald.terrarum.modulebasegame.gameworld.WorldSimulator
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import net.torvald.terrarum.modulebasegame.gameworld.WorldTime
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import net.torvald.terrarum.utils.JsonWriter
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import net.torvald.terrarum.worlddrawer.CreateTileAtlas.TILES_IN_X
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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import kotlin.math.roundToInt
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/**
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* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
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*
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* The terrain texture atlas is HARD CODED as "4096x4096, on which 256x256 tiles are contained"
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* in the shader (tiling.frag). This will not be a problem in the base game, but if you are modifying
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* this engine for your project, you must edit the shader program accordingly.
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*
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* Created by minjaesong on 2016-01-19.
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*/
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internal object BlocksDrawer {
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var world: GameWorld = GameWorld.makeNullWorld()
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private val TILE_SIZE = CreateTileAtlas.TILE_SIZE
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private val TILE_SIZEF = CreateTileAtlas.TILE_SIZE.toFloat()
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/**
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* Widths of the tile atlases must have exactly the same width (height doesn't matter)
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* If not, the engine will choose wrong tile for a number you provided.
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*/
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/** Index zero: spring */
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val weatherTerrains: Array<TextureRegionPack>
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lateinit var tilesTerrain: TextureRegionPack; private set
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lateinit var tilesTerrainBlend: TextureRegionPack; private set
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val tilesWire: TextureRegionPack
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val tileItemTerrain: TextureRegionPack
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val tileItemWall: TextureRegionPack
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val tilesFluid: TextureRegionPack
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//val tileItemWall = Image(TILE_SIZE * 16, TILE_SIZE * GameWorld.TILES_SUPPORTED / 16) // 4 MB
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val wallOverlayColour = Color(5f/9f,5f/9f,5f/9f,1f)
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const val BREAKAGE_STEPS = 10
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const val TILES_PER_BLOCK = PairedMapLayer.RANGE
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val WALL = GameWorld.WALL
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val TERRAIN = GameWorld.TERRAIN
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val WIRE = GameWorld.WIRE
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val FLUID = -2
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private const val NEARBY_TILE_KEY_UP = 0
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private const val NEARBY_TILE_KEY_RIGHT = 1
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private const val NEARBY_TILE_KEY_DOWN = 2
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private const val NEARBY_TILE_KEY_LEFT = 3
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private const val NEARBY_TILE_CODE_UP = 1
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private const val NEARBY_TILE_CODE_RIGHT = 2
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private const val NEARBY_TILE_CODE_DOWN = 4
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private const val NEARBY_TILE_CODE_LEFT = 8
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private const val GZIP_READBUF_SIZE = 8192
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private lateinit var terrainTilesBuffer: Array<IntArray>
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private lateinit var wallTilesBuffer: Array<IntArray>
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private lateinit var wireTilesBuffer: Array<IntArray>
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private lateinit var fluidTilesBuffer: Array<IntArray>
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private var tilesBuffer: Pixmap = Pixmap(1, 1, Pixmap.Format.RGBA8888)
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private lateinit var tilesQuad: Mesh
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private val shader = AppLoader.loadShader("assets/4096.vert", "assets/tiling.frag")
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init {
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// PNG still doesn't work right.
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// The thing is, pixel with alpha 0 must have RGB of also 0, which PNG does not guarantee it.
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// (pixels of RGB = 255, A = 0 -- white transparent -- causes 'glow')
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// with TGA, you have a complete control over this, with the expense of added hassle on your side.
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// -- Torvald, 2018-12-19
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printdbg(this, "Making terrain textures...")
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CreateTileAtlas()
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JsonWriter.writeToFile(CreateTileAtlas.tags, "${AppLoader.defaultDir}/test_rendertags.json")
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// each takes about 60 seconds
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//printdbg(this, "Writing pixmap as tga: atlas.tga")
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//PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlas.tga"), CreateTileAtlas.atlas, false)
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//printdbg(this, "Writing pixmap as tga: atlasAutumn.tga")
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//PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasAutumn.tga"), CreateTileAtlas.atlasAutumn, false)
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//printdbg(this, "Writing pixmap as tga: atlasWinter.tga")
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//PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasWinter.tga"), CreateTileAtlas.atlasWinter, false)
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//printdbg(this, "Writing pixmap as tga: atlasSpring.tga")
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//PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasSpring.tga"), CreateTileAtlas.atlasSpring, false)
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//printdbg(this, "Writing pixmap as tga: atlasFluid.tga")
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//PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/atlasFluid.tga"), CreateTileAtlas.atlasFluid, false)
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// create terrain texture from pixmaps
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weatherTerrains = arrayOf(
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TextureRegionPack(Texture(CreateTileAtlas.atlasSpring), TILE_SIZE, TILE_SIZE),
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TextureRegionPack(Texture(CreateTileAtlas.atlas), TILE_SIZE, TILE_SIZE),
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TextureRegionPack(Texture(CreateTileAtlas.atlasAutumn), TILE_SIZE, TILE_SIZE),
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TextureRegionPack(Texture(CreateTileAtlas.atlasWinter), TILE_SIZE, TILE_SIZE)
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)
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// unzip tga.gz for tilesWire and tilesFluid
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//TODO
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tilesWire = TextureRegionPack(Texture(8, 8, Pixmap.Format.RGBA8888), 1, 1)
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tilesFluid = TextureRegionPack(Texture(CreateTileAtlas.atlasFluid), TILE_SIZE, TILE_SIZE)
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printdbg(this, "Making terrain and wall item textures...")
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// test print
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//PixmapIO2.writeTGA(Gdx.files.absolute("${AppLoader.defaultDir}/terrainitem.tga"), itemTerrainPixmap, false)
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tileItemTerrain = TextureRegionPack(CreateTileAtlas.itemTerrainTexture, TILE_SIZE, TILE_SIZE)
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tileItemWall = TextureRegionPack(CreateTileAtlas.itemWallTexture, TILE_SIZE, TILE_SIZE)
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// finally
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tilesTerrain = weatherTerrains[1]
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printdbg(this, "init() exit")
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}
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/**
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* See work_files/dynamic_shape_2_0.psd
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*
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* bits position: (0 being LSB)
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*
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* 5 6 7
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* 4 @ 0
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* 3 2 1
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*
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* size of this LUT must be equal to 256.
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*/
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private 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)
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private 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)
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/**
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* Tiles that half-transparent and has hue
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* will blend colour using colour multiplication
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* i.e. red hues get lost if you dive into the water
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*/
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private val TILES_BLEND_MUL = hashSetOf(
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Block.WATER,
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Block.LAVA
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)
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/**
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* To interact with external modules
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*/
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@JvmStatic fun addBlendMul(blockID: Int): Boolean {
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return TILES_BLEND_MUL.add(blockID)
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}
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private var drawTIME_T = 0L
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private val SECONDS_IN_MONTH = WorldTime.MONTH_LENGTH * WorldTime.DAY_LENGTH.toLong()
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///////////////////////////////////////////
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// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
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///////////////////////////////////////////
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internal fun renderData() {
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try {
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drawTIME_T = (world as GameWorldExtension).time.TIME_T - (WorldTime.DAY_LENGTH * 15) // offset by -15 days
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val seasonalMonth = (drawTIME_T.div(WorldTime.DAY_LENGTH) fmod WorldTime.YEAR_DAYS.toLong()).toInt() / WorldTime.MONTH_LENGTH + 1
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tilesTerrain = weatherTerrains[seasonalMonth - 1]
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tilesTerrainBlend = weatherTerrains[seasonalMonth fmod 4]
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}
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catch (e: ClassCastException) { }
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drawTiles(WALL)
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drawTiles(TERRAIN) // regular tiles
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drawTiles(WIRE)
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drawTiles(FLUID)
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}
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internal fun drawWall(projectionMatrix: Matrix4) {
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gdxSetBlendNormal()
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renderUsingBuffer(WALL, projectionMatrix)
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}
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internal fun drawTerrain(projectionMatrix: Matrix4) {
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gdxSetBlendNormal()
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renderUsingBuffer(TERRAIN, projectionMatrix)
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renderUsingBuffer(FLUID, projectionMatrix)
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}
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internal fun drawFront(projectionMatrix: Matrix4, drawWires: Boolean) {
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// blend mul
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
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Gdx.gl.glEnable(GL20.GL_BLEND)
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Gdx.gl.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA)
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// let's just not MUL on terrain, make it FLUID only...
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renderUsingBuffer(FLUID, projectionMatrix)
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gdxSetBlendNormal()
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if (drawWires) {
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renderUsingBuffer(WIRE, projectionMatrix)
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}
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}
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/**
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* Returns a tile number as if we're addressing tile number in the main atlas. That is, returning int of
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* 18 means will point to the tile (32, 1) of the fluid atlas.
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*
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* This behaviour is to keep compatibility with World.getTile() method, this method need to mimic the World's
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* behaviour to return "starting point" of the tile, so nearby information (int 0..15) can simply be added to
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* the X-position that can be deduced from the tile number.
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*
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* As a consequence, fluids.tga must have the same width as tiles.tga.
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*/
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private fun GameWorld.FluidInfo.toTileInFluidAtlas(): Int {
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val fluidNum = this.type.abs()
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if (this.amount >= WorldSimulator.FLUID_MIN_MASS) {
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val fluidLevel = this.amount.coerceIn(0f,1f).times(PairedMapLayer.RANGE - 1).roundToInt()
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return fluidLevel * 16 + fluidNum
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}
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else {
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return 0
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}
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}
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private val tileDrawLightThreshold = 2f / LightmapRenderer.MUL
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/**
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* Writes to buffer. Actual draw code must be called after this operation.
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*
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* @param drawModeTilesBlendMul If current drawing mode is MULTIPLY. Doesn't matter if mode is FLUID.
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*/
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private fun drawTiles(mode: Int) {
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// can't be "WorldCamera.y / TILE_SIZE":
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// ( 3 / 16) == 0
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// (-3 / 16) == -1 <-- We want it to be '-1', not zero
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// using cast and floor instead of IF on ints: the other way causes jitter artefact, which I don't fucking know why
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// TODO the real fluid rendering must use separate function, but its code should be similar to this.
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// shader's tileAtlas will be fluid.tga, pixels written to the buffer is in accordance with the new
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// atlas. IngameRenderer must be modified so that fluid-draw call is separated from drawing tiles.
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// The MUL draw mode can be removed from this (it turns out drawing tinted glass is tricky because of
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// the window frame which should NOT be MUL'd)
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val for_y_start = (WorldCamera.y.toFloat() / TILE_SIZE).floorInt()
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val for_y_end = for_y_start + tilesBuffer.height - 1
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val for_x_start = (WorldCamera.x.toFloat() / TILE_SIZE).floorInt()
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val for_x_end = for_x_start + tilesBuffer.width - 1
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// loop
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for (y in for_y_start..for_y_end) {
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for (x in for_x_start..for_x_end) {
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val bufferX = x - for_x_start
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val bufferY = y - for_y_start
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val thisTile = when (mode) {
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WALL -> world.getTileFromWall(x, y)
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TERRAIN -> world.getTileFromTerrain(x, y)
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WIRE -> world.getWires(x, y)
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FLUID -> world.getFluid(x, y).type.abs()
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else -> throw IllegalArgumentException()
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}
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// draw a tile
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if (thisTile != null) try {
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val nearbyTilesInfo = if (mode == FLUID) {
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getNearbyTilesInfoFluids(x, y)
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}
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else if (isPlatform(thisTile)) {
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getNearbyTilesInfoPlatform(x, y)
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}
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else if (isWallSticker(thisTile)) {
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getNearbyTilesInfoWallSticker(x, y)
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}
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else if (isConnectMutual(thisTile)) {
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getNearbyTilesInfoConMutual(x, y, mode)
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}
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else if (isConnectSelf(thisTile)) {
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getNearbyTilesInfoConSelf(x, y, mode, thisTile)
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}
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else {
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0
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}
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val renderTag = CreateTileAtlas.getRenderTag(thisTile)
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val tileNumberBase =
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if (mode == FLUID)
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CreateTileAtlas.fluidToTileNumber(world.getFluid(x, y))
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else
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renderTag.tileNumber
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val tileNumber = if (thisTile == 0) 0
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else if (mode == FLUID) tileNumberBase + connectLut47[nearbyTilesInfo]
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else tileNumberBase + when (renderTag.maskType) {
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CreateTileAtlas.RenderTag.MASK_NA -> 0
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CreateTileAtlas.RenderTag.MASK_16 -> connectLut16[nearbyTilesInfo]
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CreateTileAtlas.RenderTag.MASK_47 -> connectLut47[nearbyTilesInfo]
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CreateTileAtlas.RenderTag.MASK_TORCH, CreateTileAtlas.RenderTag.MASK_PLATFORM -> nearbyTilesInfo
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else -> throw IllegalArgumentException("Unknown mask type: ${renderTag.maskType}")
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}
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var thisTileX = tileNumber % TILES_IN_X
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var thisTileY = tileNumber / TILES_IN_X
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if (mode == FLUID && thisTileX == 22 && thisTileY == 3) {
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//println("tileNumberBase = $tileNumberBase, tileNumber = $tileNumber, fluid = ${world.getFluid(x, y)}")
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}
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val breakage = if (mode == TERRAIN) world.getTerrainDamage(x, y) else world.getWallDamage(x, y)
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val maxHealth = BlockCodex[world.getTileFromTerrain(x, y)].strength
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val breakingStage = (breakage / maxHealth).times(BREAKAGE_STEPS).roundInt()
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// draw a tile
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if (mode == FLUID) {
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writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, 0)
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}
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else {
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writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
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}
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} catch (e: NullPointerException) {
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// do nothing. WARNING: This exception handling may hide erratic behaviour completely.
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}
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}
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}
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}
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private fun getNearbyTilesPos(x: Int, y: Int): Array<Point2i> {
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return arrayOf(
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Point2i(x + 1, y),
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Point2i(x + 1, y + 1),
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Point2i(x, y + 1),
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Point2i(x - 1, y + 1),
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Point2i(x - 1, y),
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Point2i(x - 1, y - 1),
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Point2i(x, y - 1),
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Point2i(x + 1, y - 1)
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)
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}
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private fun getNearbyTilesInfoConSelf(x: Int, y: Int, mode: Int, mark: Int?): Int {
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val nearbyTiles = getNearbyTilesPos(x, y).map { world.getTileFrom(mode, it.x, it.y) ?: Block.NULL }
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var ret = 0
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for (i in 0 until nearbyTiles.size) {
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if (nearbyTiles[i] == mark) {
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ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
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}
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}
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return ret
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}
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private fun getNearbyTilesInfoConMutual(x: Int, y: Int, mode: Int): Int {
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val nearbyTiles = getNearbyTilesPos(x, y).map { world.getTileFrom(mode, it.x, it.y) ?: Block.NULL }
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var ret = 0
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for (i in 0 until nearbyTiles.size) {
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if (BlockCodex[nearbyTiles[i]].isSolid) {
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ret += (1 shl i) // add 1, 2, 4, 8 for i = 0, 1, 2, 3
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}
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}
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|
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 = nearbyPos.map { world.getTileFromTerrain(it.x, it.y) ?: Block.NULL }
|
|
|
|
var ret = 0
|
|
for (i in 0 until nearbyTiles.size) {
|
|
val fluid = world.getFluid(nearbyPos[i].x, nearbyPos[i].y)
|
|
if (BlockCodex[nearbyTiles[i]].isSolid || (fluid.isFluid() && 0 < CreateTileAtlas.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 = IntArray(4)
|
|
val NEARBY_TILE_KEY_BACK = NEARBY_TILE_KEY_UP
|
|
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
|
|
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL
|
|
nearbyTiles[NEARBY_TILE_KEY_DOWN] = world.getTileFrom(TERRAIN, x , y + 1) ?: Block.NULL
|
|
nearbyTiles[NEARBY_TILE_KEY_BACK] = world.getTileFrom(WALL, x , y) ?: Block.NULL
|
|
|
|
try {
|
|
if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid)
|
|
// has tile on the bottom
|
|
return 3
|
|
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid
|
|
&& BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid)
|
|
// has tile on both sides
|
|
return 0
|
|
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid)
|
|
// has tile on the right
|
|
return 2
|
|
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid)
|
|
// has tile on the left
|
|
return 1
|
|
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_BACK]].isSolid)
|
|
// has tile on the back
|
|
return 0
|
|
else
|
|
return 3
|
|
} catch (e: ArrayIndexOutOfBoundsException) {
|
|
return if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_DOWN]].isSolid)
|
|
// has tile on the bottom
|
|
3 else 0
|
|
}
|
|
}
|
|
|
|
private fun getNearbyTilesInfoPlatform(x: Int, y: Int): Int {
|
|
val nearbyTiles = IntArray(4)
|
|
nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
|
|
nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL
|
|
|
|
if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
|
BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid) ||
|
|
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]].isSolid &&
|
|
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT]) &&
|
|
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
|
|
!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]].isSolid &&
|
|
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT]) &&
|
|
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
|
!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]].isSolid &&
|
|
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) // L solid && L not platform
|
|
return 3
|
|
else if (BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
|
|
!isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) // R solid && R not platform
|
|
return 5
|
|
else if ((BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid ||
|
|
isPlatform(nearbyTiles[NEARBY_TILE_KEY_LEFT])) &&
|
|
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_RIGHT]].isSolid &&
|
|
!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]].isSolid ||
|
|
isPlatform(nearbyTiles[NEARBY_TILE_KEY_RIGHT])) &&
|
|
!BlockCodex[nearbyTiles[NEARBY_TILE_KEY_LEFT]].isSolid &&
|
|
!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): 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) // breakage bits
|
|
|
|
|
|
private fun writeToBuffer(mode: Int, bufferPosX: Int, bufferPosY: Int, sheetX: Int, sheetY: Int, breakage: Int) {
|
|
val sourceBuffer = when(mode) {
|
|
TERRAIN -> terrainTilesBuffer
|
|
WALL -> wallTilesBuffer
|
|
WIRE -> wireTilesBuffer
|
|
FLUID -> fluidTilesBuffer
|
|
else -> throw IllegalArgumentException()
|
|
}
|
|
|
|
|
|
sourceBuffer[bufferPosY][bufferPosX] = sheetXYToTilemapColour(mode, sheetX, sheetY, breakage)
|
|
}
|
|
|
|
private var _tilesBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
|
|
|
|
private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4) {
|
|
//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, WALL -> tilesTerrain
|
|
WIRE -> tilesWire
|
|
FLUID -> tilesFluid
|
|
else -> throw IllegalArgumentException()
|
|
}
|
|
val sourceBuffer = when(mode) {
|
|
TERRAIN -> terrainTilesBuffer
|
|
WALL -> wallTilesBuffer
|
|
WIRE -> wireTilesBuffer
|
|
FLUID -> fluidTilesBuffer
|
|
else -> throw IllegalArgumentException()
|
|
}
|
|
val vertexColour = when (mode) {
|
|
TERRAIN, WIRE, FLUID -> Color.WHITE
|
|
WALL -> wallOverlayColour
|
|
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)
|
|
tilesTerrainBlend.texture.bind(2)
|
|
_tilesBufferAsTex.bind(1) // trying 1 and 0...
|
|
tileAtlas.texture.bind(0) // for some fuck reason, it must be bound as last
|
|
|
|
shader.begin()
|
|
shader.setUniformMatrix("u_projTrans", projectionMatrix)//camera.combined)
|
|
shader.setUniformf("colourFilter", vertexColour)
|
|
shader.setUniformf("screenDimension", Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
|
|
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 hard-code*/shader.setUniformi("tilesInAtlas", tileAtlas.horizontalCount, tileAtlas.verticalCount) //depends on the tile atlas
|
|
/*shader hard-code*/shader.setUniformi("atlasTexSize", tileAtlas.texture.width, tileAtlas.texture.height) //depends on the tile atlas
|
|
// set the blend value as world's time progresses, in linear fashion
|
|
shader.setUniformf("tilesBlend", if (world is GameWorldExtension && (mode == TERRAIN || mode == WALL))
|
|
drawTIME_T.fmod(SECONDS_IN_MONTH) / SECONDS_IN_MONTH.toFloat()
|
|
else
|
|
0f
|
|
)
|
|
tilesQuad.render(shader, GL20.GL_TRIANGLES)
|
|
shader.end()
|
|
|
|
//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 = (screenW.toFloat() / TILE_SIZE).ceilInt() + 1
|
|
tilesInVertical = (screenH.toFloat() / TILE_SIZE).ceilInt() + 1
|
|
|
|
val oldTH = (oldScreenW.toFloat() / TILE_SIZE).ceilInt() + 1
|
|
val oldTV = (oldScreenH.toFloat() / TILE_SIZE).ceilInt() + 1
|
|
|
|
// only update if it's really necessary
|
|
if (oldTH != tilesInHorizontal || oldTV != tilesInVertical) {
|
|
terrainTilesBuffer = Array<IntArray>(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) })
|
|
wallTilesBuffer = Array<IntArray>(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) })
|
|
wireTilesBuffer = Array<IntArray>(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) })
|
|
fluidTilesBuffer = Array<IntArray>(tilesInVertical, { kotlin.IntArray(tilesInHorizontal) })
|
|
|
|
tilesBuffer.dispose()
|
|
tilesBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888)
|
|
}
|
|
|
|
if (oldScreenW != screenW || oldScreenH != screenH) {
|
|
tilesQuad = Mesh(
|
|
true, 4, 6,
|
|
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,
|
|
screenW.toFloat(), 0f, 0f, 1f, 1f, 1f, 1f, 1f, 0f,
|
|
screenW.toFloat(), screenH.toFloat(), 0f, 1f, 1f, 1f, 1f, 1f, 1f,
|
|
0f, screenH.toFloat(), 0f, 1f, 1f, 1f, 1f, 0f, 1f
|
|
))
|
|
tilesQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
|
|
}
|
|
|
|
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")
|
|
Thread.currentThread().stackTrace.forEach {
|
|
printdbg(this, "--> $it")
|
|
}
|
|
|
|
weatherTerrains.forEach { it.dispose() }
|
|
tilesWire.dispose()
|
|
tileItemTerrain.dispose()
|
|
tileItemWall.dispose()
|
|
tilesFluid.dispose()
|
|
tilesBuffer.dispose()
|
|
_tilesBufferAsTex.dispose()
|
|
tilesQuad.dispose()
|
|
shader.dispose()
|
|
|
|
CreateTileAtlas.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: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_SELF
|
|
fun isConnectMutual(b: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_MUTUAL
|
|
fun isWallSticker(b: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER
|
|
fun isPlatform(b: Int): Boolean = CreateTileAtlas.getRenderTag(b).connectionType == CreateTileAtlas.RenderTag.CONNECT_WALL_STICKER_CONNECT_SELF
|
|
//fun isBlendMul(b: Int): Boolean = TILES_BLEND_MUL.contains(b)
|
|
|
|
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)
|
|
}
|