Files
Terrarum/src/net/torvald/terrarum/TitleScreen.kt
minjaesong 1d8e66a9cc simple hack for out-of-place render of terrain and lightmap
- Just made them not have negative value
2017-09-14 02:13:37 +09:00

515 lines
16 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.InputAdapter
import com.badlogic.gdx.Screen
import com.badlogic.gdx.graphics.*
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.jme3.math.FastMath
import net.torvald.random.HQRNG
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.gameactors.ai.ActorAI
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.serialise.ReadLayerData
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.ui.UITitleRemoConRoot
import net.torvald.terrarum.weather.WeatherMixer
import net.torvald.terrarum.worlddrawer.*
import java.io.FileInputStream
/**
* Created by minjaesong on 2017-09-02.
*/
class TitleScreen(val batch: SpriteBatch) : Screen {
var camera = OrthographicCamera(Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
// invert Y
fun initViewPort(width: Int, height: Int) {
// Set Y to point downwards
camera.setToOrtho(true, width.toFloat(), height.toFloat())
// Update camera matrix
camera.update()
// Set viewport to restrict drawing
Gdx.gl20.glViewport(0, 0, width, height)
}
private var loadDone = false
private lateinit var demoWorld: GameWorld
private lateinit var cameraNodes: FloatArray // camera Y-pos
private val cameraAI = object : ActorAI {
private val axisMax = 1f
private var firstTime = true
override fun update(actor: HumanoidNPC, delta: Float) {
// fuck
val avSpeed = 1.0 // FIXME camera goes faster when FPS is high
actor.actorValue[AVKey.SPEED] = avSpeed
actor.actorValue[AVKey.ACCEL] = avSpeed / 6.0
// end fuck
val tileSize = FeaturesDrawer.TILE_SIZE.toFloat()
val catmullRomTension = 0f
// pan camera
actor.moveRight(axisMax)
val domainSize = demoWorld.width * tileSize
val codomainSize = cameraNodes.size
val x = actor.hitbox.canonicalX.toFloat()
val p1 = (x / (domainSize / codomainSize)).floorInt()
val p0 = (p1 - 1) fmod codomainSize
val p2 = (p1 + 1) fmod codomainSize
val p3 = (p1 + 2) fmod codomainSize
val u: Float = 1f - (p2 - (x / (domainSize / codomainSize))) / (p2 - p1)
//val targetYPos = FastMath.interpolateCatmullRom(u, catmullRomTension, cameraNodes[p0], cameraNodes[p1], cameraNodes[p2], cameraNodes[p3])
val targetYPos = FastMath.interpolateLinear(u, cameraNodes[p1], cameraNodes[p2])
val yDiff = targetYPos - actor.hitbox.canonicalY
/*if (!firstTime) {
actor.moveDown(yDiff.bipolarClamp(axisMax.toDouble()).toFloat())
}
else {
actor.hitbox.setPosition(actor.hitbox.canonicalX, targetYPos.toDouble())
firstTime = false
}*/
actor.hitbox.setPosition(actor.hitbox.canonicalX, targetYPos.toDouble()) // just move the cameraY to interpolated path
//println("${actor.hitbox.canonicalX}, ${actor.hitbox.canonicalY}")
}
}
private lateinit var cameraPlayer: HumanoidNPC
private val gradWhiteTop = Color(0xf8f8f8ff.toInt())
private val gradWhiteBottom = Color(0xd8d8d8ff.toInt())
private val lightFBOformat = Pixmap.Format.RGB888
lateinit var lightmapFboA: FrameBuffer
lateinit var lightmapFboB: FrameBuffer
private var lightmapInitialised = false // to avoid nullability of lightmapFBO
lateinit var logo: TextureRegion
val uiContainer = ArrayList<UICanvas>()
private lateinit var uiMenu: UICanvas
private lateinit var worldFBO: FrameBuffer
private val TILE_SIZE = FeaturesDrawer.TILE_SIZE
private val TILE_SIZEF = TILE_SIZE.toFloat()
private fun loadThingsWhileIntroIsVisible() {
demoWorld = ReadLayerData(FileInputStream(ModMgr.getFile("basegame", "demoworld")))
// construct camera nodes
val nodeCount = 100
cameraNodes = kotlin.FloatArray(nodeCount, { it ->
val tileXPos = (demoWorld.width.toFloat() * it / nodeCount).floorInt()
var travelDownCounter = 0
while (!BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid) {
travelDownCounter += 4
}
travelDownCounter * FeaturesDrawer.TILE_SIZE.toFloat()
})
cameraPlayer = object : HumanoidNPC(demoWorld, cameraAI, GameDate(1, 1), usePhysics = false) {
init {
setHitboxDimension(2, 2, 0, 0)
hitbox.setPosition(
HQRNG().nextInt(demoWorld.width) * FeaturesDrawer.TILE_SIZE.toDouble(),
0.0 // placeholder; camera AI will take it over
)
noClip = true
}
}
demoWorld.time.timeDelta = 150
LightmapRendererNew.world = demoWorld
BlocksDrawer.world = demoWorld
FeaturesDrawer.world = demoWorld
uiMenu = UITitleRemoConRoot()
uiMenu.setPosition(0, 0)
uiMenu.setAsOpen()
uiContainer.add(uiMenu)
loadDone = true
}
override fun hide() {
}
override fun show() {
initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
logo = TextureRegion(Texture(Gdx.files.internal("assets/graphics/logo_placeholder.tga")))
logo.flip(false, true)
Gdx.input.inputProcessor = TitleScreenController(this)
worldFBO = FrameBuffer(Pixmap.Format.RGBA8888, Terrarum.WIDTH, Terrarum.HEIGHT, false)
}
private val introUncoverTime: Second = 0.3f
private var introUncoverDeltaCounter = 0f
private var updateDeltaCounter = 0.0
protected val updateRate = 1.0 / Terrarum.TARGET_INTERNAL_FPS
override fun render(delta: Float) {
if (!loadDone) {
loadThingsWhileIntroIsVisible()
}
else {
// async update
updateDeltaCounter += delta
while (updateDeltaCounter >= updateRate) {
updateScreen(delta)
updateDeltaCounter -= updateRate
}
// render? just do it anyway
renderScreen()
}
}
fun updateScreen(delta: Float) {
Gdx.graphics.setTitle(TerrarumAppLoader.GAME_NAME +
" — F: ${Gdx.graphics.framesPerSecond} (${Terrarum.TARGET_INTERNAL_FPS})" +
" — M: ${Terrarum.memInUse}M / ${Terrarum.memTotal}M / ${Terrarum.memXmx}M"
)
demoWorld.globalLight = WeatherMixer.globalLightNow
demoWorld.updateWorldTime(delta)
WeatherMixer.update(delta, cameraPlayer)
cameraPlayer.update(delta)
// worldcamera update AFTER cameraplayer in this case; the other way is just an exception for actual ingame SFX
WorldCamera.update(demoWorld, cameraPlayer)
// update UIs //
uiContainer.forEach { it.update(delta) }
LightmapRendererNew.fireRecalculateEvent() // don't half-frame update; it will jitter!
}
fun renderScreen() {
processBlur(LightmapRendererNew.DRAW_FOR_RGB)
//camera.setToOrtho(true, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
// render world
Gdx.gl.glClearColor(.64f, .754f, .84f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
batch.inUse {
setCameraPosition(0f, 0f)
batch.shader = null
Gdx.gl.glEnable(GL20.GL_BLEND)
renderDemoWorld()
batch.shader = null
batch.color = Color.WHITE
renderMenus()
renderOverlayTexts()
}
}
private fun renderDemoWorld() {
// draw skybox //
setCameraPosition(0f, 0f)
batch.color = Color.WHITE
blendNormal()
WeatherMixer.render(camera, demoWorld)
// draw tiles //
BlocksDrawer.renderWall(batch)
BlocksDrawer.renderTerrain(batch)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // don't know why it is needed; it really depresses me
FeaturesDrawer.drawEnvOverlay(batch)
///////////////////
// draw lightmap //
///////////////////
setCameraPosition(0f, 0f)
batch.shader = Terrarum.shaderBayer
batch.shader.setUniformf("rcount", 64f)
batch.shader.setUniformf("gcount", 64f)
batch.shader.setUniformf("bcount", 64f) // de-banding
val lightTex = lightmapFboB.colorBufferTexture // A or B? flipped in Y means you chose wrong buffer; use one that works correctly
lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest) // blocky feeling for A E S T H E T I C S
blendMul()
//blendNormal()
batch.color = Color.WHITE
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF)
val yrem = -(WorldCamera.y.toFloat() fmod TILE_SIZEF)
batch.draw(lightTex,
xrem,
yrem,
lightTex.width * Ingame.lightmapDownsample, lightTex.height * Ingame.lightmapDownsample
//lightTex.width.toFloat(), lightTex.height.toFloat() // for debugging
)
//////////////////////
// Draw other shits //
//////////////////////
batch.shader = null
// move camera back to its former position
// using custom code for camera; this is obscure and tricky
camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
camera.update()
batch.projectionMatrix = camera.combined
}
private fun renderMenus() {
setCameraPosition(0f, 0f)
blendNormal()
batch.shader = null
uiContainer.forEach { it.render(batch, camera) }
}
private fun renderOverlayTexts() {
setCameraPosition(0f, 0f)
blendNormal()
batch.shader = null
batch.color = Color.LIGHT_GRAY
val COPYTING = arrayOf(
TerrarumAppLoader.COPYRIGHT_DATE_NAME,
Lang["COPYRIGHT_GNU_GPL_3"]
)
COPYTING.forEachIndexed { index, s ->
val textWidth = Terrarum.fontGame.getWidth(s)
Terrarum.fontGame.draw(batch, s,
Terrarum.WIDTH - textWidth - 1f - 0.2f,
Terrarum.HEIGHT - Terrarum.fontGame.lineHeight * (COPYTING.size - index) - 1f
)
}
}
override fun pause() {
}
override fun resume() {
}
override fun resize(width: Int, height: Int) {
// Set up viewport when window is resized
initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
BlocksDrawer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
LightmapRendererNew.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
if (loadDone) {
// resize UI by re-creating it (!!)
uiMenu.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
}
if (lightmapInitialised) {
lightmapFboA.dispose()
lightmapFboB.dispose()
}
lightmapFboA = FrameBuffer(
lightFBOformat,
LightmapRendererNew.lightBuffer.width * LightmapRendererNew.DRAW_TILE_SIZE.toInt(),
LightmapRendererNew.lightBuffer.height * LightmapRendererNew.DRAW_TILE_SIZE.toInt(),
false
)
lightmapFboB = FrameBuffer(
lightFBOformat,
LightmapRendererNew.lightBuffer.width * LightmapRendererNew.DRAW_TILE_SIZE.toInt(),
LightmapRendererNew.lightBuffer.height * LightmapRendererNew.DRAW_TILE_SIZE.toInt(),
false
)
lightmapInitialised = true // are you the first time?
}
override fun dispose() {
logo.texture.dispose()
lightmapFboA.dispose()
lightmapFboB.dispose()
uiMenu.dispose()
}
fun setCameraPosition(newX: Float, newY: Float) {
Ingame.setCameraPosition(batch, camera, newX, newY)
}
fun processBlur(mode: Int) {
val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
val blurRadius = 4f / Ingame.lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
var blurWriteBuffer = lightmapFboA
var blurReadBuffer = lightmapFboB
lightmapFboA.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
lightmapFboB.inAction(null, null) {
Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
}
if (mode == LightmapRendererNew.DRAW_FOR_RGB) {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
blendNormal(batch)
batch.color = Color.WHITE
LightmapRendererNew.draw(batch, LightmapRendererNew.DRAW_FOR_RGB)
}
}
}
else {
// initialise readBuffer with untreated lightmap
blurReadBuffer.inAction(camera, batch) {
batch.inUse {
blendNormal(batch)
batch.color = Color.WHITE
LightmapRendererNew.draw(batch, LightmapRendererNew.DRAW_FOR_ALPHA)
}
}
}
for (i in 0 until blurIterations) {
blurWriteBuffer.inAction(camera, batch) {
batch.inUse {
val texture = blurReadBuffer.colorBufferTexture
texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
batch.shader = Terrarum.shaderBlur
batch.shader.setUniformf("iResolution",
blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
batch.shader.setUniformf("flip", 1f)
if (i % 2 == 0)
batch.shader.setUniformf("direction", blurRadius, 0f)
else
batch.shader.setUniformf("direction", 0f, blurRadius)
batch.color = Color.WHITE
batch.draw(texture, 0f, 0f)
// swap
val t = blurWriteBuffer
blurWriteBuffer = blurReadBuffer
blurReadBuffer = t
}
}
}
}
class TitleScreenController(val screen: TitleScreen) : InputAdapter() {
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it.touchUp(screenX, screenY, pointer, button) }
return true
}
override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
screen.uiContainer.forEach { it.mouseMoved(screenX, screenY) }
return true
}
override fun keyTyped(character: Char): Boolean {
screen.uiContainer.forEach { it.keyTyped(character) }
return true
}
override fun scrolled(amount: Int): Boolean {
screen.uiContainer.forEach { it.scrolled(amount) }
return true
}
override fun keyUp(keycode: Int): Boolean {
screen.uiContainer.forEach { it.keyUp(keycode) }
return true
}
override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
screen.uiContainer.forEach { it.touchDragged(screenX, screenY, pointer) }
return true
}
override fun keyDown(keycode: Int): Boolean {
screen.uiContainer.forEach { it.keyDown(keycode) }
return true
}
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it.touchDown(screenX, screenY, pointer, button) }
return true
}
}
}