Files
Terrarum/src/net/torvald/terrarum/worlddrawer/LightmapRenderer.kt
2024-09-10 02:18:05 +09:00

975 lines
40 KiB
Kotlin

package net.torvald.terrarum.worlddrawer
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.jme3.math.FastMath
import net.torvald.gdx.graphics.Cvec
import net.torvald.gdx.graphics.UnsafeCvecArray
import net.torvald.spriteanimation.AssembledSpriteAnimation
import net.torvald.terrarum.*
import net.torvald.terrarum.App.printdbg
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.blockproperties.*
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.Hitbox
import net.torvald.terrarum.gameactors.Lightbox
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.gameitems.isBlock
import net.torvald.terrarum.gameworld.BlockAddress
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
import net.torvald.terrarum.modulebasegame.ui.abs
import net.torvald.terrarum.realestate.LandUtil
import net.torvald.terrarum.spriteassembler.ADPropertyObject
import java.util.*
import kotlin.math.*
/**
* 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 {
/** World change is managed by IngameRenderer.setWorld() */
private var world: GameWorld = GameWorld.makeNullWorld()
//private lateinit var lightCalcShader: ShaderProgram
//private val SHADER_LIGHTING = AppLoader.getConfigBoolean("gpulightcalc")
/** do not call this yourself! Let your game renderer handle this! */
internal fun internalSetWorld(world: GameWorld) {
try {
if (this.world != world) {
printdbg(this, "World change detected -- old world: ${this.world.hashCode()}, new world: ${world.hashCode()}")
lightmap.zerofill()
_mapLightLevelThis.zerofill()
_mapThisTileOpacity.zerofill()
_mapThisTileOpacity2.zerofill()
}
}
catch (e: UninitializedPropertyAccessException) {
// new init, do nothing
}
finally {
this.world = world
}
}
const val overscan_open: Int = 40
const val overscan_opaque: Int = 10
const val LIGHTMAP_OVERRENDER = 10
private var LIGHTMAP_WIDTH: Int = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(App.scr.width).div(TILE_SIZE).ceilToInt() + overscan_open * 2 + 3
private var LIGHTMAP_HEIGHT: Int = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(App.scr.height).div(TILE_SIZE).ceilToInt() + overscan_open * 2 + 3
//private val noopMask = HashSet<Point2i>((LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT) * 2)
private val lanternMap = HashMap<BlockAddress, Cvec>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
private val shadowMap = HashMap<BlockAddress, Cvec>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
// private val giMap = HashMap<BlockAddress, Cvec>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
/**
* Float value, 1.0 for 1023
*
* Note: using UnsafeCvecArray does not actually show great performance improvement
*/
// it utilises alpha channel to determine brightness of "glow" sprites (so that alpha channel works like UV light)
private var lightmap = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
private var _mapLightLevelThis = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
private var _mapThisTileOpacity = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
private var _mapThisTileOpacity2 = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
const val DRAW_TILE_SIZE: Float = TILE_SIZE / IngameRenderer.lightmapDownsample
internal var for_x_start = 0
internal var for_y_start = 0
internal var for_x_end = 0
internal var for_y_end = 0
internal var for_draw_x_start = 0
internal var for_draw_y_start = 0
internal var for_draw_x_end = 0
internal var for_draw_y_end = 0
internal var camX = 0
internal var camY = 0
/**
* @param x world coord
* @param y world coord
*/
private fun inBounds(x: Int, y: Int) =
(y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT &&
x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH)
/** World coord to array coord */
private inline fun Int.convX() = this - for_x_start + overscan_open
/** World coord to array coord */
private inline fun Int.convY() = this - for_y_start + overscan_open
/**
* Conventional level (multiplied by four)
*
* @param x world tile coord
* @param y world tile coord
*/
internal fun getLight(x: Int, y: Int): Cvec? {
val x = if (for_x_start - overscan_open + LIGHTMAP_WIDTH >= world.width && x - for_x_start + overscan_open < 0)
x + world.width
else if (for_x_start - overscan_open + LIGHTMAP_WIDTH < 0 && x - for_x_start + overscan_open >= world.width)
x - world.width else x
return if (!inBounds(x, y)) {
null
}
else {
lightmap.getVec(x.convX(), y.convY())
}
}
init {
printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
}
fun recalculate(actorContainer: List<ActorWithBody>) {
if (!world.layerTerrain.ptrDestroyed) _recalculate(actorContainer, lightmap)
}
private fun _recalculate(actorContainer: List<ActorWithBody>, lightmap: UnsafeCvecArray) {
try {
world.getTileFromTerrain(0, 0) // test inquiry
}
catch (e: UninitializedPropertyAccessException) {
return // quit prematurely
}
catch (e: NullPointerException) {
System.err.println("[LightmapRendererNew.recalculate] Attempted to refer destroyed unsafe array " +
"(${world.layerTerrain.ptr})")
e.printStackTrace()
return // something's wrong but we'll ignore it like a trustful AK
}
if (world.worldIndex == UUID(0L,0L)) return
for_x_start = WorldCamera.zoomedX / TILE_SIZE // fix for premature lightmap rendering
for_y_start = WorldCamera.zoomedY / TILE_SIZE // on topmost/leftmost side
for_draw_x_start = WorldCamera.x / TILE_SIZE - LIGHTMAP_OVERRENDER
for_draw_y_start = WorldCamera.y / TILE_SIZE - LIGHTMAP_OVERRENDER
if (WorldCamera.x < 0) for_draw_x_start -= 1 // edge case fix that light shift 1 tile to the left when WorldCamera.x < 0
//if (WorldCamera.x in -(TILE_SIZE - 1)..-1) for_draw_x_start -= 1 // another edge-case fix; we don't need this anymore?
for_x_end = for_x_start + WorldCamera.zoomedWidth / TILE_SIZE + 1
for_y_end = for_y_start + WorldCamera.zoomedHeight / TILE_SIZE + 1
for_draw_x_end = for_draw_x_start + WorldCamera.width / TILE_SIZE + 1 + 2*LIGHTMAP_OVERRENDER
for_draw_y_end = for_draw_y_start + WorldCamera.height / TILE_SIZE + 1 + 2*LIGHTMAP_OVERRENDER
camX = WorldCamera.x / TILE_SIZE
camY = WorldCamera.y / TILE_SIZE
//println("$for_x_start..$for_x_end, $for_x\t$for_y_start..$for_y_end, $for_y")
App.measureDebugTime("Renderer.Lanterns") {
buildLanternAndShadowMap(actorContainer)
} // usually takes 3000 ns
// copy current world's globalLight into this
sunLight.set(world.globalLight)
// set no-op mask from solidity of the block
/*AppLoader.measureDebugTime("Renderer.LightNoOpMask") {
noopMask.clear()
buildNoopMask()
}*/
// wipe out lightmap
App.measureDebugTime("Renderer.Precalculate1") {
// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
// but the performance boost is measly 0.1 ms on 6700K
// giMap.clear()
// _mapLightLevelThis.zerofill()
for (y in for_y_start - overscan_open..for_y_end + overscan_open) {
for (x in for_x_start - overscan_open..for_x_end + overscan_open) {
precalculate(x, y)
}
}
}
// 'NEWLIGHT2' LIGHT SWIPER
// O((8*2)n) where n is a size of the map.
/* - */fun r1(lightmap: UnsafeCvecArray) {
for (line in 1 until LIGHTMAP_HEIGHT - 1) {
swipeLight(
1, line,
LIGHTMAP_WIDTH - 2, line,
1, 0,
lightmap, false
)
}
}
/* | */fun r2(lightmap: UnsafeCvecArray) {
for (line in 1 until LIGHTMAP_WIDTH - 1) {
swipeLight(
line, 1,
line, LIGHTMAP_HEIGHT - 2,
0, 1,
lightmap, false
)
}
}
/* \ */fun r3(lightmap: UnsafeCvecArray) {
/* construct indices such that:
56789ABC
4 1 w-2
3 \---\---+
2 \\···\··|
1 \\\···\·|
0 \\\\···\|
h-2 \\\\\---\
0 (1, h-2) -> (1, h-2)
1 (1, h-2-1) -> (2, h-2)
2 (1, h-2-2) -> (3, h-2)
3 (1, h-2-3) -> (4, h-2)
4 (1, 1) -> (5, h-2)
5 (2, 1) -> (6, h-2)
6 (3, 1) -> (7, h-2)
7 (4, 1) -> (8, h-2)
8 (5, 1) -> (w-2, h-2)
9 (6, 1) -> (w-2, h-2-1)
10 (7, 1) -> (w-2, h-2-2)
11 (8, 1) -> (w-2, h-2-3)
12 (w-2, 1) -> (w-2, 1)
number of indices: internal_width + internal_height - 1
*/
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
swipeLight(
max(1, i - LIGHTMAP_HEIGHT + 4), max(1, LIGHTMAP_HEIGHT - 2 - i),
min(LIGHTMAP_WIDTH - 2, i + 1), min(LIGHTMAP_HEIGHT - 2, (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) - i),
1, 1,
lightmap, true
)
}
}
/* / */fun r4(lightmap: UnsafeCvecArray) {
/*
1 w-2
/////---/
////···/|
///···/·|
//···/··|
h-2 /---/---+
d:(1,-1)
0 (1, 1) -> (1, 1)
1 (1, 2) -> (2, 1)
2 (1, 3) -> (3, 1)
3 (1, 4) -> (4, 1)
4 (1, h-2) -> (5, 1)
5 (2, h-2) -> (6, 1)
6 (3, h-2) -> (7, 1)
7 (4, h-2) -> (8, 1)
8 (5, h-2) -> (w-2, 1)
9 (6, h-2) -> (w-2, 2)
10 (7, h-2) -> (w-2, 3)
11 (8, h-2) -> (w-2, 4)
12 (w-2, h-2) -> (w-2, h-2)
*/
for (i in 0 until LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 5) {
swipeLight(
max(1, i - LIGHTMAP_HEIGHT + 4), min(LIGHTMAP_HEIGHT - 2, i + 1),
min(LIGHTMAP_WIDTH - 2, i + 1), max(1, (LIGHTMAP_HEIGHT - 2) - (LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT - 6) + i),
1, -1,
lightmap, true
)
}
}
// each usually takes 8..12 ms total when not threaded
// - with direct memory access of world array and pre-calculating things in the start of the frame,
// I was able to pull out 3.5..5.5 ms! With abhorrently many occurrences of segfaults I had to track down...
// - with 'NEWLIGHT2', I was able to pull ~2 ms!
//
// multithreading - forget about it; overhead is way too big and for some reason i was not able to
// resolve the 'noisy shit' artefact
App.measureDebugTime("Renderer.LightRuns1") {
// To save you from pains:
// - Per-channel light updating is actually slower
// BELOW NOTES DOES NOT APPLY TO 'NEWLIGHT2' LIGHT SWIPER
// - It seems 5-pass lighting is needed to resonably eliminate the dark spot (of which I have zero idea
// why dark spots appear in the first place)
// - Multithreading? I have absolutely no idea.
// - If you naively slice the screen (job area) to multithread, the seam will appear.
r1(lightmap);r2(lightmap);r3(lightmap);r4(lightmap)
}
App.measureDebugTime("Renderer.Precalculate2") {
// populate GImap and perform precalculation again
for (y in for_y_start - overscan_open + 1..for_y_end + overscan_open - 1) {
for (x in for_x_start - overscan_open + 1..for_x_end + overscan_open - 1) {
precalculate2(lightmap, x, y)
}
}
}
App.measureDebugTime("Renderer.LightRuns2") {
// no rendering trickery will eliminate the need of 2nd pass, even the "decay out"
r1(lightmap);r2(lightmap);r3(lightmap);r4(lightmap)
}
App.getConfigInt("lightpasses").let { passcnt ->
if (passcnt > 2) {
for (pass in 3..passcnt) {
App.measureDebugTime("Renderer.LightRuns$pass") {
r1(lightmap);r2(lightmap);r3(lightmap);r4(lightmap)
}
}
}
}
}
private fun buildLanternAndShadowMap(actorContainer: List<ActorWithBody>) {
lanternMap.clear()
shadowMap.clear()
actorContainer.forEach {
val lightBoxCopy = it.lightBoxList.subList(0, it.lightBoxList.size) // make copy to prevent ConcurrentModificationException
val shadeBoxCopy = it.shadeBoxList.subList(0, it.shadeBoxList.size) // make copy to prevent ConcurrentModificationException
// add lightbox for held item
val heldItemLightBox = if (it.sprite is AssembledSpriteAnimation && it is Pocketed) {
val sprite = it.sprite as AssembledSpriteAnimation
val adp = sprite.adp
val currentAnimNameRoot = sprite.currentAnimation
val currentAnimNameFull = "${sprite.currentAnimation}_${1 + sprite.currentFrame}"
val anim = adp.animations[currentAnimNameRoot]!!
val HELD_ITEM = "HELD_ITEM"
val transform = adp.getTransform(currentAnimNameFull)
val skeleton = anim.skeleton
val heldItemTransform = transform.firstOrNull { it.joint.name == HELD_ITEM }?.translate ?: ADPropertyObject.Vector2i(0, 0)
val heldItemJoint = skeleton.joints.firstOrNull { it.name == HELD_ITEM }
if (heldItemJoint != null) {
val relativeHeldItemTopLeftPos =
adp.origin + (heldItemJoint.position + heldItemTransform).invertY() + ADPropertyObject.Vector2i(1,0)
val tx = -(it.hitboxTranslateX).toDouble()
val ty = if (sprite.flipVertical) (it.hitboxTranslateY).toDouble() else -(it.hitboxTranslateY - it.baseHitboxH).toDouble()
val heldItem = it.inventory.itemEquipped[GameItem.EquipPosition.HAND_GRIP]
val light = ItemCodex[heldItem]?.getLumCol() ?: Cvec(0)
Lightbox(Hitbox(
relativeHeldItemTopLeftPos.x + tx,
relativeHeldItemTopLeftPos.y + ty - TILE_SIZED,
TILE_SIZED, TILE_SIZED
), light)
}
else
Lightbox(Hitbox(0.0, 0.0, 1.0, 1.0), Cvec(0))
}
else
Lightbox(Hitbox(0.0, 0.0, 1.0, 1.0), Cvec(0))
// put lanterns to the area the lightBox is occupying
val scale = it.scale
(lightBoxCopy + heldItemLightBox).forEach { (box, colour) ->
val boxX = it.hitbox.startX + (box.startX * scale)
val boxY = it.hitbox.startY + (box.startY * scale)
val boxW = box.width * scale
val boxH = box.height * scale
// println("boxX=$boxX, boxY=$boxY, boxW=$boxW, boxH=$boxH; actor=$it; baseHitboxW=${it.baseHitboxW}; box=$box")
val x0 = boxX.div(TILE_SIZE).floorToInt()
val x1 = (boxX + boxW - 1).div(TILE_SIZE).floorToInt()
val y0 = boxY.div(TILE_SIZE).floorToInt()
val y1 = (boxY + boxH - 1).div(TILE_SIZE).floorToInt()
for (y in y0 .. y1) {
for (x in x0 .. x1) {
val oldLight = lanternMap[LandUtil.getBlockAddr(world, x, y)] ?: Cvec(0) // if two or more luminous actors share the same block, mix the light
val actorLight = colour
lanternMap[LandUtil.getBlockAddr(world, x, y)] = oldLight.maxAndAssign(actorLight)
}
}
}
// put shades to the area the shadeBox is occupying
shadeBoxCopy.forEach { (box, colour) ->
val boxX = it.hitbox.startX + (box.startX * scale)
val boxY = it.hitbox.startY + (box.startY * scale)
val boxW = box.width * scale
val boxH = box.height * scale
val x0 = boxX.div(TILE_SIZE).floorToInt()
val x1 = (boxX + boxW - 1).div(TILE_SIZE).floorToInt()
val y0 = boxY.div(TILE_SIZE).floorToInt()
val y1 = (boxY + boxH - 1).div(TILE_SIZE).floorToInt()
for (y in y0 .. y1) {
for (x in x0 .. x1) {
val oldLight = shadowMap[LandUtil.getBlockAddr(world, x, y)] ?: Cvec(0) // if two or more luminous actors share the same block, mix the light
val actorLight = colour
shadowMap[LandUtil.getBlockAddr(world, x, y)] = oldLight.maxAndAssign(actorLight)
}
}
}
}
}
/*private fun buildNoopMask() {
fun isShaded(x: Int, y: Int) = try {
BlockCodex[world.getTileFromTerrain(x, y)].isSolid
}
catch (e: NullPointerException) {
System.err.println("[LightmapRendererNew.buildNoopMask] Invalid block id ${world.getTileFromTerrain(x, y)} from coord ($x, $y)")
e.printStackTrace()
false
}
/*
update ordering: clockwise snake
for_x_start
|
02468>..............|--for_y_start
: :
: :
: :
V V
13579>............../--for_y_end
|
for_x_end
*/
for (x in for_x_start..for_x_end) {
if (isShaded(x, for_y_start)) noopMask.add(Point2i(x, for_y_start))
if (isShaded(x, for_y_end)) noopMask.add(Point2i(x, for_y_end))
}
for (y in for_y_start + 1..for_y_end - 1) {
if (isShaded(for_x_start, y)) noopMask.add(Point2i(for_x_start, y))
if (isShaded(for_x_end, y)) noopMask.add(Point2i(for_x_end, y))
}
}*/
// local variables that are made static
private val sunLight = Cvec(0)
private var _thisTerrain = 0
private var _thisFluid = GameWorld.FluidInfo(Fluid.NULL, 0f)
private var _thisWall = 0
private val _ambientAccumulator = Cvec(0)
private val _reflectanceAccumulator = Cvec(0)
private val _thisTileOpacity = Cvec(0)
private val _thisTileOpacity2 = Cvec(0) // thisTileOpacity * sqrt(2)
private val _fluidAmountToCol = Cvec(0)
private val _thisTileLuminosity = Cvec(0)
private var _thisTerrainProp: BlockProp = BlockProp()
private var _thisWallProp: BlockProp = BlockProp()
private var _thisFluidProp: FluidProp = FluidProp()
private fun precalculate(rawx: Int, rawy: Int) {
val lx = rawx.convX(); val ly = rawy.convY()
val (worldX, worldY) = world.coerceXY(rawx, rawy)
//printdbg(this, "precalculate ($rawx, $rawy) -> ($lx, $ly) | ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
// if (lx !in 0..LIGHTMAP_WIDTH || ly !in 0..LIGHTMAP_HEIGHT) {
// throw IllegalArgumentException("[LightmapRendererNew.precalculate] Out of range: ($lx, $ly) for size ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
// }
_thisTerrain = world.getTileFromTerrainRaw(worldX, worldY)
_thisTerrainProp = BlockCodex[world.tileNumberToNameMap[_thisTerrain.toLong()]]
_thisWall = world.getTileFromWallRaw(worldX, worldY)
_thisWallProp = BlockCodex[world.tileNumberToNameMap[_thisWall.toLong()]]
_thisFluid = world.getFluid(worldX, worldY)
_thisFluidProp = FluidCodex[_thisFluid.type]
// regarding the issue #26
// uncomment this and/or run JVM with -ea if you're facing diabolically indescribable bugs
/*try {
val fuck = BlockCodex[_thisTerrain].getLumCol(worldX, worldY)
}
catch (e: NullPointerException) {
System.err.println("## NPE -- x: $worldX, y: $worldY, value: $_thisTerrain")
e.printStackTrace()
// create shitty minidump
System.err.println("MINIMINIDUMP START")
for (xx in worldX - 16 until worldX + 16) {
val raw = world.getTileFromTerrain(xx, worldY)
val lsb = raw.and(0xff).toString(16).padStart(2, '0')
val msb = raw.ushr(8).and(0xff).toString(16).padStart(2, '0')
System.err.print(lsb)
System.err.print(msb)
System.err.print(" ")
}
System.err.println("\nMINIMINIDUMP END")
exitProcess(1)
}*/
if (_thisFluid.type != Fluid.NULL) {
val fluidAmount = _thisFluid.amount.coerceIn(0f, 1f)
_thisTileLuminosity.set(_thisTerrainProp.getLumCol(worldX, worldY))
_thisTileLuminosity.maxAndAssign(_thisFluidProp.lumCol.cpy().mul(fluidAmount))
_mapThisTileOpacity.setVec(lx, ly, _thisTerrainProp.opacity)
_mapThisTileOpacity.max(lx, ly, _thisFluidProp.opacity.cpy().mul(fluidAmount))
}
else {
_thisTileLuminosity.set(_thisTerrainProp.getLumCol(worldX, worldY))
_mapThisTileOpacity.setVec(lx, ly, _thisTerrainProp.opacity)
}
// blend shade
_mapThisTileOpacity.max(lx, ly, shadowMap[LandUtil.getBlockAddr(world, worldX, worldY)] ?: colourNull)
// _mapThisTileOpacity2.setVec(lx, ly, _mapThisTileOpacity.getVec(lx, ly).mul(1.41421356f))
_mapThisTileOpacity.getAndSetMap(_mapThisTileOpacity2, lx, ly) { it * 1.41421356f }
// open air || luminous tile backed by sunlight
if ((!_thisTerrainProp.isSolid && !_thisWallProp.isSolid) ||
(_thisTileLuminosity.nonZero() && !_thisWallProp.isSolid)) {
_mapLightLevelThis.setVec(lx, ly, sunLight)
}
else {
_mapLightLevelThis.setScalar(lx, ly, 0f)
}
// blend lantern
_mapLightLevelThis.max(lx, ly, _thisTileLuminosity)
_mapLightLevelThis.max(lx, ly, lanternMap[LandUtil.getBlockAddr(world, worldX, worldY)] ?: colourNull)
}
private fun precalculate2(lightmap: UnsafeCvecArray, rawx: Int, rawy: Int) {
val lx = rawx.convX(); val ly = rawy.convY()
val (worldX, worldY) = world.coerceXY(rawx, rawy)
//printdbg(this, "precalculate2 ($rawx, $rawy) -> ($lx, $ly) | ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
// if (lx !in 0..LIGHTMAP_WIDTH || ly !in 0..LIGHTMAP_HEIGHT) {
// throw IllegalArgumentException("[LightmapRendererNew.precalculate2] Out of range: ($lx, $ly) for size ($LIGHTMAP_WIDTH, $LIGHTMAP_HEIGHT)")
// }
// blend nearby 4 lights to get intensity
_ambientAccumulator.set(0)
.maxAndAssign(lightmap.getVec(lx - 1, ly))
.maxAndAssign(lightmap.getVec(lx + 1, ly))
.maxAndAssign(lightmap.getVec(lx, ly - 1))
.maxAndAssign(lightmap.getVec(lx, ly + 1))
_thisTerrain = world.getTileFromTerrainRaw(worldX, worldY)
_thisTerrainProp = BlockCodex[world.tileNumberToNameMap[_thisTerrain.toLong()]]
_reflectanceAccumulator.set(App.tileMaker.terrainTileColourMap[_thisTerrainProp.id] ?: Cvec())
_reflectanceAccumulator.a = 0f // TODO temporarily disabled
_reflectanceAccumulator.mul(_thisTerrainProp.reflectance).mul(giScale)
_mapLightLevelThis.max(lx, ly, _reflectanceAccumulator)
}
private const val giScale = 0.35f
private fun _swipeTask(x: Int, y: Int, xOld: Int, yOld: Int, lightmap: UnsafeCvecArray, swipeDiag: Boolean) {//, distFromLightSrc: Ivec4) {
if (xOld < 0 || yOld < 0 || xOld >= LIGHTMAP_WIDTH || yOld >= LIGHTMAP_HEIGHT) return
_mapLightLevelThis.getAndSet(_ambientAccumulator, x, y)
if (!swipeDiag) {
_mapThisTileOpacity.getAndSet(_thisTileOpacity, x, y)
_ambientAccumulator.maxAndAssign(darkenColoured(xOld, yOld, _thisTileOpacity, lightmap))
}
else {
_mapThisTileOpacity2.getAndSet(_thisTileOpacity2, x, y)
_ambientAccumulator.maxAndAssign(darkenColoured(xOld, yOld, _thisTileOpacity2, lightmap))
}
_mapLightLevelThis.setVec(x, y, _ambientAccumulator)
lightmap.setVec(x, y, _ambientAccumulator)
}
private fun swipeLight(sx: Int, sy: Int, ex: Int, ey: Int, dx: Int, dy: Int, lightmap: UnsafeCvecArray, swipeDiag: Boolean) {
var swipeX = sx
var swipeY = sy
while (swipeX*dx <= ex*dx && swipeY*dy <= ey*dy) {
// conduct the task #1
// spread towards the end
_swipeTask(swipeX, swipeY, swipeX-dx, swipeY-dy, lightmap, swipeDiag)
swipeX += dx
swipeY += dy
}
swipeX = ex; swipeY = ey
while (swipeX*dx >= sx*dx && swipeY*dy >= sy*dy) {
// conduct the task #2
// spread towards the start
_swipeTask(swipeX, swipeY, swipeX+dx, swipeY+dy, lightmap, swipeDiag)
swipeX -= dx
swipeY -= dy
}
}
private fun isSolid(x: Int, y: Int): Float? { // ...so that they wouldn't appear too dark
if (!inBounds(x, y)) return null
// brighten if solid
return if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) 1.2f else 1f
}
var lightBuffer: Pixmap = Pixmap(64, 64, Pixmap.Format.RGBA8888) // must not be too small
private val colourNull = Cvec(0)
private val gdxColorNull = Color(0)
const val epsilon = 1f/1024f
private var _lightBufferAsTex: Texture = Texture(64, 64, Pixmap.Format.RGBA8888) // must not be too small
internal fun draw(): Texture {
if (!world.layerTerrain.ptrDestroyed) {
// when shader is not used: 0.5 ms on 6700K
App.measureDebugTime("Renderer.LightToScreen") {
val this_x_start = for_draw_x_start
val this_y_start = for_draw_y_start
val this_x_end = for_draw_x_end
val this_y_end = for_draw_y_end
// 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(0)
lightBuffer.fill()
// write to colour buffer
for (y in this_y_start..this_y_end) {
//println("y: $y, this_y_start: $this_y_start")
//if (y == this_y_start && this_y_start == 0) {
// throw Error("Fuck hits again...")
//}
for (x in this_x_start..this_x_end) {
val solidMultMagic = isSolid(x, y) // one of {1.2f, 1f, null}
val arrayX = x.convX()
val arrayY = y.convY()
val (red, grn, blu, uvl) = lightmap.getVec(arrayX, arrayY)
// val redw = (grn.sqrt() - 1f) * (1f / 53f)
// val grnw = (red.sqrt() - 1f) * (1f / 39f)
// val bluw = (blu.sqrt() - 1f) * (1f / 159f)
// val bluwv = (blu.sqrt() - 1f) * (1f / 39f)
// val uvlwr = (uvl.sqrt() - 1f) * (1f / 947f)
// val uvlwg = (uvl.sqrt() - 1f) * (1f / 1279f)
// val uvlwb = (uvl.sqrt() - 1f) * (1f / 319f)
if (red.isNaN() || grn.isNaN() || blu.isNaN() || uvl.isNaN()) throw IllegalArgumentException("Light vector contains NaN ($red,$grn,$blu,$uvl)")
if (solidMultMagic == null)
lightBuffer.drawPixel(
x - this_x_start,
lightBuffer.height - 1 - y + this_y_start, // flip Y
0
)
else
/*lightBuffer.drawPixel(
x - this_x_start,
lightBuffer.height - 1 - y + this_y_start, // flip Y
(maxOf(red,grnw,bluw,uvlwr) * solidMultMagic).tonemap().times(255f).roundToInt().shl(24) or
(maxOf(redw,grn,bluw,uvlwg) * solidMultMagic).tonemap().times(255f).roundToInt().shl(16) or
(maxOf(redw,grnw,blu,uvlwb) * solidMultMagic).tonemap().times(255f).roundToInt().shl(8) or
(maxOf(bluwv,uvl) * solidMultMagic).tonemap().times(255f).roundToInt()
)*/
lightBuffer.drawPixel(
x - this_x_start,
lightBuffer.height - 1 - y + this_y_start, // flip Y
(red * solidMultMagic).tonemap().times(255f).roundToInt().shl(24) or
(grn * solidMultMagic).tonemap().times(255f).roundToInt().shl(16) or
(blu * solidMultMagic).tonemap().times(255f).roundToInt().shl(8) or
(uvl * solidMultMagic).tonemap().times(255f).roundToInt()
)
}
}
// 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)
*/
}
}
return _lightBufferAsTex
}
fun dispose() {
_lightBufferAsTex.dispose()
lightBuffer.dispose()
lightmap.destroy()
_mapLightLevelThis.destroy()
_mapThisTileOpacity.destroy()
_mapThisTileOpacity2.destroy()
}
private const val lightScalingMagic = 2f
private fun lerpBetween(x: Float, xStart: Float, xEnd: Float, yStart: Float, yEnd: Float): Float {
val scale = (x - xStart) / (xEnd - xStart)
return FastMath.interpolateLinear(scale, yStart, yEnd)
}
private fun darkenConv(it: Float) =
if (it < 0f) 0f
else if (it < 0.25f) lerpBetween(it, 0f, 0.25f, 0f, 1.33f)
else if (it < 0.5f) lerpBetween(it, 0.25f, 0.5f, 1.33f, 3.14f)
else if (it < 0.63f) lerpBetween(it, 0.5f, 0.63f, 3.14f, 5.6f)
else if (it < 0.71f) lerpBetween(it, 0.63f, 0.71f, 5.6f, 8.8f)
else if (it < 0.76f) lerpBetween(it, 0.71f, 0.76f, 8.8f, 12.8f)
else if (it < 0.796f) lerpBetween(it, 0.76f, 0.796f, 12.8f, 17.5f)
else if (it < 0.82f) lerpBetween(it, 0.796f, 0.82f, 17.5f, 23f)
else if (it < 0.84f) lerpBetween(it, 0.82f, 0.84f, 23f, 29f)
else if (it < 0.858f) lerpBetween(it, 0.84f, 0.858f, 29f, 36f)
else if (it < 0.87f) lerpBetween(it, 0.858f, 0.87f, 36f, 43f)
else if (it < 0.88f) lerpBetween(it, 0.87f, 0.88f, 43f, 51f)
else if (it < 0.89f) lerpBetween(it, 0.88f, 0.89f, 51f, 60f)
else if (it < 0.9f) lerpBetween(it, 0.89f, 0.9f, 60f, 71f)
else if (it < 0.906f) lerpBetween(it, 0.9f, 0.906f, 71f, 81f)
else lerpBetween(it, 0.906f, 0.911f, 81f, 92f)
/**
* Subtract each channel's RGB value.
*
* @param x array coord
* @param y array coord
* @param darken (0-255) per channel
* @return darkened data (0-255) per channel
*/
internal fun darkenColoured(x: Int, y: Int, darken: Cvec, lightmap: UnsafeCvecArray): Cvec {//, distFromLightSrc: Ivec4 = Ivec4()): Cvec {
// use equation with magic number 8.0
// this function, when done recursively (A_x = darken(A_x-1, C)), draws exponential curve. (R^2 = 1)
if (x !in 0 until LIGHTMAP_WIDTH || y !in 0 until LIGHTMAP_HEIGHT) return colourNull
// if (App.getConfigBoolean("fx_newlight")) {
// val newDarken: Cvec = darken.lanewise { it, ch ->
// darkenConv(1f - it * lightScalingMagic)
// }
//
// return lightmap.getVec(x, y).lanewise { it, ch ->
// (it * ((newDarken.lane(ch) - distFromLightSrc.lane(ch)) / newDarken.lane(ch))).coerceAtLeast(0f)
// }
// }
// else {
return lightmap.getVec(x, y).lanewise { it, ch ->
it * (1f - darken.lane(ch) * lightScalingMagic)
}
// }
}
/** infix is removed to clarify the association direction */
private fun Cvec.maxAndAssign(other: Cvec): Cvec {
// TODO investigate: if I use assignment instead of set(), it blackens like the vector branch. --Torvald, 2019-06-07
// that was because you forgot 'this.r/g/b/a = ' part, bitch. --Torvald, 2019-06-07
this.r = max(this.r, other.r)
this.g = max(this.g, other.g)
this.b = max(this.b, other.b)
this.a = max(this.a, other.a)
return this
}
private fun Float.inv() = 1f / this
fun Int.even(): Boolean = this and 1 == 0
fun Int.odd(): Boolean = this and 1 == 1
private var _init = false
fun resize(screenW: Int, screenH: Int) {
// make sure the BlocksDrawer is resized first!
// copied from BlocksDrawer, duh!
// FIXME 'lightBuffer' is not zoomable in this way
val tilesInHorizontal = (App.scr.wf / TILE_SIZE).ceilToInt() + 1 + LIGHTMAP_OVERRENDER * 2
val tilesInVertical = (App.scr.hf / TILE_SIZE).ceilToInt() + 1 + LIGHTMAP_OVERRENDER * 2
LIGHTMAP_WIDTH = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(App.scr.width).div(TILE_SIZE).ceilToInt() + overscan_open * 2 + 3
LIGHTMAP_HEIGHT = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(App.scr.height).div(TILE_SIZE).ceilToInt() + overscan_open * 2 + 3
if (_init) {
lightBuffer.dispose()
}
else {
_init = true
}
lightBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888)
lightmap.destroy()
_mapLightLevelThis.destroy()
_mapThisTileOpacity.destroy()
_mapThisTileOpacity2.destroy()
lightmap = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
_mapLightLevelThis = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
_mapThisTileOpacity = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
_mapThisTileOpacity2 = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
printdbg(this, "Resize event")
}
private const val clip_p = 0.44444f // knee of around -6.02dB
private val clip_p1 = sqrt(1.0f - 2.0f * clip_p)
private val clip_lim = 1.0f / (1.0f + clip_p1)
/**
* https://www.desmos.com/calculator/syqd1byzzl
* @param x0 -0.5..0.5 ish
* @return -0.5..0.5
*/
private fun clipfun0(x0: Float): Float {
if (x0.isNaN()) throw IllegalArgumentException("Cannot clip NaN value.")
val x = x0 * (1.0f + clip_p1) / 2.0f
val t = 0.5f * clip_p1
if (x0.absoluteValue >= clip_lim) return 0.5f * sign(x0)
val y0 = if (x < -t)
(x*x + x + 0.25f) / clip_p - 0.5f
else if (x > t)
-(x*x - x + 0.25f) / clip_p + 0.5f
else
x * 2.0f * clip_lim
return y0
}
fun Float.tonemap() = clipfun0(this / 2f) * 2f
private fun Cvec.nonZero() = this.r.abs() > epsilon ||
this.g.abs() > epsilon ||
this.b.abs() > epsilon ||
this.a.abs() > epsilon
val histogram: Histogram
get() {
val reds = IntArray(256) // reds[intensity] ← counts
val greens = IntArray(256) // do.
val blues = IntArray(256) // do.
val uvs = IntArray(256)
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 {
// TODO
}
catch (e: ArrayIndexOutOfBoundsException) { }
}
}
return Histogram(reds, greens, blues, uvs)
}
class Histogram(val reds: IntArray, val greens: IntArray, val blues: IntArray, val uvs: IntArray) {
val RED = 0
val GREEN = 1
val BLUE = 2
val UV = 3
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 255 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..255) {
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
return i
}
return 255
}
val range: Int = 255
fun get(index: Int): IntArray {
return when (index) {
RED -> reds
GREEN -> greens
BLUE -> blues
UV -> uvs
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
}
}
fun Cvec.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()
fun Color.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()