Files
Terrarum/src/net/torvald/terrarum/modulebasegame/IngameRenderer.kt
2026-05-17 13:03:55 +09:00

1508 lines
58 KiB
Kotlin

package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
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.Float16FrameBuffer
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.badlogic.gdx.utils.BufferUtils
import com.badlogic.gdx.utils.Disposable
import com.jme3.math.FastMath
import java.nio.ByteBuffer
import net.torvald.random.HQRNG
import net.torvald.terrarum.*
import net.torvald.terrarum.App.*
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZEF
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.ActorWithBody.Companion.METER
import net.torvald.terrarum.gameactors.ActorWithBody.Companion.PHYS_EPSILON_DIST
import net.torvald.terrarum.gameactors.ActorWithBody.Companion.SI_TO_GAME_ACC
import net.torvald.terrarum.gameactors.Hitbox
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.gameitems.mouseInInteractableRange
import net.torvald.terrarum.gameparticles.ParticleBase
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
import net.torvald.terrarum.modulebasegame.gameitems.ItemThrowable
import net.torvald.terrarum.modulebasegame.gameitems.getThrowPosAndVector
import net.torvald.terrarum.ui.BlurMgr
import net.torvald.terrarum.ui.Toolkit
import net.torvald.terrarum.weather.WeatherMixer
import net.torvald.terrarum.worlddrawer.BlocksDrawer
import net.torvald.terrarum.worlddrawer.FeaturesDrawer
import net.torvald.terrarum.worlddrawer.LightmapRenderer
import net.torvald.terrarum.worlddrawer.WorldCamera
import net.torvald.util.CircularArray
import org.dyn4j.geometry.Vector2
import kotlin.math.min
import kotlin.system.exitProcess
/**
* This will be rendered to a postprocessor FBO.
*
* For the entire render path, see AppLoader.
*
* NOTE: config "fx_dither" only controls the skybox (which is capable of having more than 256 colours
* thanks to the hardware linear intp.) because this dithering shader is somewhat heavy.
*
* Semitransparency is rendered using dithering, so it is good idea to avoid them.
* If you must add semitransparency to the tile, they must have alpha NOT premultiplied.
* Actors' transparency (and not an UI) still uses its own lightweight ditherrer
*/
object IngameRenderer : Disposable {
/** for non-private use, use with care! */
lateinit var batch: FlippingSpriteBatch
private lateinit var camera: OrthographicCamera
private lateinit var blurWriteQuad: Mesh
private lateinit var blurWriteQuad2: Mesh
// private lateinit var blurWriteQuad4: Mesh
private lateinit var lightmapFbo: Float16FrameBuffer
private lateinit var fboRGB: Float16FrameBuffer
private lateinit var fboRGB_lightMixed0: Float16FrameBuffer
private lateinit var fboRGB_lightMixed: Float16FrameBuffer
private lateinit var fboA: Float16FrameBuffer
private lateinit var fboA_lightMixed: Float16FrameBuffer
private lateinit var fboEmissive: Float16FrameBuffer
private lateinit var fboMixedOut: Float16FrameBuffer
private lateinit var fboRGBactorsBehind: Float16FrameBuffer // for small shadow eff; A channel is for glow effects so they don't get shadow effects
private lateinit var fboRGBactorsMiddle: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
private lateinit var fboRGBterrain: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
private lateinit var fboRGBactorsBehindShadow: Float16FrameBuffer // for tiny shadow eff; A channel is for glow effects so they don't get shadow effects
private lateinit var fboRGBactorsBehindShadow2: Float16FrameBuffer // for small shadow eff; A channel is for glow effects so they don't get shadow effects
private lateinit var fboRGBactorsMiddleShadow: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
private lateinit var fboRGBterrainShadow: Float16FrameBuffer // for large shadow eff; A channel is for glow effects so they don't get shadow effects
private lateinit var fboRGBwall: Float16FrameBuffer // for masking away the shadows
private lateinit var fboUI: Float16FrameBuffer // UI composite target for scene-aware dimming
private lateinit var fboSceneAvg: Float16FrameBuffer // tiny target for brightness readback
private lateinit var rgbTex: TextureRegion
private lateinit var aTex: TextureRegion
private lateinit var mixedOutTex: TextureRegion
private lateinit var uiTex: TextureRegion
private lateinit var lightTex: TextureRegion
private lateinit var blurTex: TextureRegion
// Contextual UI dimming: dim slightly when the world scene is dark.
private val sceneAvgBuf: ByteBuffer = BufferUtils.newByteBuffer(SCENE_AVG_SIZE * SCENE_AVG_SIZE * 4)
@Volatile private var smoothedSceneLuma = 1f
private var uiDimFactor = 1f
private lateinit var fboBlurHalf: Float16FrameBuffer
// private lateinit var fboBlurQuarter: Float16FrameBuffer
// you must have lightMixed FBO; otherwise you'll be reading from unbaked FBO and it freaks out GPU
// inline fun isDither() = App.getConfigBoolean("fx_dither")
private val rng = HQRNG()
// val shaderBlurDither: ShaderProgram
// val shaderRGBOnlyDither: ShaderProgram
// val shaderAtoGreyDither: ShaderProgram
val shaderBlur: ShaderProgram
val shaderRGBOnly: ShaderProgram
val shaderAtoGrey: ShaderProgram
val shaderKawaseDown: ShaderProgram
val shaderKawaseUp: ShaderProgram
val shaderBlendGlow: ShaderProgram
val shaderBlendGlowTex1Flip: ShaderProgram
val shaderForActors: ShaderProgram
val shaderShadowShallow: ShaderProgram
val shaderShadowDeep: ShaderProgram
val shaderDemultiply: ShaderProgram
val shaderBayerAlpha: ShaderProgram
val shaderVibrancy: ShaderProgram
private val WIDTH = App.scr.width
private val HEIGHT = App.scr.height
private val WIDTHF = WIDTH.toFloat()
private val HEIGHTF = HEIGHT.toFloat()
private var initDone = false
private var player: ActorWithBody? = null
/** lower value = greater lozenge artefact from linear intp */
const val lightmapDownsample = 2f // still has choppy look when the camera moves but unnoticeable when blurred
// Contextual UI dimming parameters.
private const val SCENE_AVG_SIZE = 16 // side of the small RGBA8 FBO used for brightness readback
private const val SCENE_AVG_INTERVAL = 6L // sample every N frames; smoothing fills the gaps
private const val UI_DIM_DARK_FACTOR = 0.8f // 80% brightness when the scene is dark
private const val UI_DIM_DARK_LUMA = 0.08f // luma at/below this -> fully dimmed
private const val UI_DIM_BRIGHT_LUMA = 0.22f // luma at/above this -> no dimming
private const val UI_DIM_SMOOTHING = 0.12f // per-sample EMA factor for luma
private var debugMode = 0
var renderingActorsCount = 0
private set
var renderingUIsCount = 0
private set
//var renderingParticleCount = 0
// private set
var world: GameWorld = GameWorld.makeNullWorld()
private set // the grammar "IngameRenderer.world = gameWorld" seemes mundane and this function needs special care!
private var newWorldLoadedLatch = false
// these codes will run regardless of the invocation of the "initialise()" function
// the "initialise()" function will also be called
init {
shaderBlur = ShaderMgr["irBlur"]
shaderRGBOnly = ShaderMgr["irRGBOnly"]
shaderAtoGrey = ShaderMgr["irAtoGrey"]
shaderForActors = ShaderMgr["irForActors"]
shaderShadowShallow = ShaderMgr["irShadowShallow"]
shaderShadowDeep = ShaderMgr["irShadowDeep"]
shaderBlendGlow = ShaderMgr["irBlendGlow"]
shaderBlendGlowTex1Flip = ShaderMgr["irBlendGlowTex1Flip"]
shaderDemultiply = ShaderMgr["irDemultiply"]
shaderBayerAlpha = ShaderMgr["irBayerAlpha"]
shaderKawaseDown = ShaderMgr["irKawaseDown"]
shaderKawaseUp = ShaderMgr["irKawaseUp"]
shaderVibrancy = ShaderMgr["irVibrancy"]
if (!shaderBlendGlow.isCompiled) {
Gdx.app.log("shaderBlendGlow", shaderBlendGlow.log)
exitProcess(1)
}
if (!shaderKawaseDown.isCompiled) {
Gdx.app.log("shaderKawaseDown", shaderKawaseDown.log)
exitProcess(1)
}
initialise()
}
/** Whether or not "initialise()" method had been called */
private var initialisedExternally = false
/** To make it more convenient to be initialised by the Java code, and for the times when the order of the call
* actually matter */
@JvmStatic fun initialise() {
if (!initialisedExternally) {
App.disposables.add(this)
// also initialise these sinigletons
BlocksDrawer
LightmapRenderer
initialisedExternally = true
}
}
/**
* Your game/a scene that renders the world must call this method at least once!
*
* For example:
* - When the main scene that renders the world is first created
* - When the game make transition to the new world (advancing to the next level/entering or exiting the room)
*/
fun setRenderedWorld(world: GameWorld) {
// printdbg(this, "Set new RenderedWorld (UUID=${world.worldIndex}) at time ${System.currentTimeMillis()} (disposed: ${world.disposed}), called by:")
// printStackTrace(this)
var successful = false
try {
// change worlds from internal methods
this.world = world
LightmapRenderer.internalSetWorld(world)
BlocksDrawer.world = world
FeaturesDrawer.world = world
if (this.world != world) {
// printdbg(this, "World change detected -- " +
// "old world: ${this.world.hashCode()}, " +
// "new world: ${world.hashCode()}")
newWorldLoadedLatch = true
}
successful = true
}
catch (e: Throwable) {
e.printStackTrace()
// new init, do nothing
}
finally {
if (successful)
TerrarumPostProcessor.debugUI.world = world
else
TerrarumPostProcessor.debugUI.world = null
}
}
private var oldCamX = 0
private fun FlippingSpriteBatch.drawFramebufferWithZoom(buf: TextureRegion, zoom: Float) {
val t = (if (App.getConfigBoolean("fx_streamerslayout")) App.scr.chatWidth / 2 else 0).toFloat()
this.draw(buf,
-0.5f * buf.regionWidth * zoom + 0.5f * buf.regionWidth + t * (zoom - 1f),
-0.5f * buf.regionHeight * zoom + 0.5f * buf.regionHeight,
buf.regionWidth * zoom,
buf.regionHeight * zoom
)
}
operator fun invoke(
frameDelta: Float,
gamePaused: Boolean,
zoom: Float = 1f,
actorsRenderFarBehind : List<ActorWithBody>,
actorsRenderBehind : List<ActorWithBody>,
actorsRenderMiddle : List<ActorWithBody>,
actorsRenderMidTop : List<ActorWithBody>,
actorsRenderFront : List<ActorWithBody>,
actorsRenderOverlay: List<ActorWithBody>,
particlesContainer : CircularArray<ParticleBase>,
player: ActorWithBody? = null,
uiContainer: UIContainer? = null,
) {
renderingActorsCount =
(actorsRenderFarBehind.size) +
(actorsRenderBehind.size) +
(actorsRenderMiddle.size) +
(actorsRenderMidTop.size) +
(actorsRenderFront.size) +
(actorsRenderOverlay.size)
renderingUIsCount = uiContainer?.countVisible() ?: 0
invokeInit()
batch.color = Color.WHITE
this.player = player
if ((!gamePaused && !App.isScreenshotRequested()) || newWorldLoadedLatch) {
measureDebugTime("Renderer.LightRun*") {
// recalculate for every three frame, or if the sign of the cam-x changed
if (App.GLOBAL_RENDER_TIMER % 3 == 0L || Math.abs(WorldCamera.x - oldCamX) >= world.width * 0.85f * TILE_SIZEF || newWorldLoadedLatch) {
LightmapRenderer.recalculate(actorsRenderFarBehind + actorsRenderBehind + actorsRenderFront + actorsRenderMidTop + actorsRenderMiddle + actorsRenderOverlay)
}
oldCamX = WorldCamera.x
}
prepLightmapRGBA()
BlocksDrawer.renderData()
drawToRGB(frameDelta, actorsRenderFarBehind, actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
drawToA(frameDelta, actorsRenderFarBehind, actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
drawOverlayActors(frameDelta, actorsRenderOverlay)
if (player != null && player is Pocketed) drawAimGuide(frameDelta, player)
}
batch.color = Color.WHITE
// clear main or whatever super-FBO being used
//clearBuffer()
gdxClearAndEnableBlend(.64f, .754f, .84f, 0f)
///////////////////////////////////////////////////////////////////////
// use shader to mix RGB and A
setCameraPosition(0f, 0f)
rgbTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
aTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
fboMixedOut.inAction(camera, batch) {
gdxClearAndEnableBlend(0f, 0f, 0f, 0f)
// draw sky
measureDebugTime("WeatherMixer.render") {
WeatherMixer.render(frameDelta, camera, batch, world)
}
// normal behaviour
if (!KeyToggler.isOn(Input.Keys.F6) &&
!KeyToggler.isOn(Input.Keys.F7)
) {
debugMode = 0
aTex.texture.bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.inUse {
blendNormalStraightAlpha(batch)
batch.shader = shaderBlendGlow
shaderBlendGlow.setUniformi("tex1", 1)
batch.drawFramebufferWithZoom(rgbTex, zoom)
}
}
// something about RGB
else if (KeyToggler.isOn(Input.Keys.F6) &&
!KeyToggler.isOn(Input.Keys.F7)
) {
debugMode = 1
batch.inUse {
blendNormalStraightAlpha(batch)
batch.shader = null
batch.drawFramebufferWithZoom(rgbTex, zoom)
// indicator
batch.color = Color.RED
Toolkit.fillArea(batch, 0, 0, 6, 10)
batch.color = Color.LIME
Toolkit.fillArea(batch, 6, 0, 6, 10)
batch.color = Color.ROYAL
Toolkit.fillArea(batch, 12, 0, 6, 10)
batch.color = Color.WHITE
}
// works as intended
}
// something about A
else if (!KeyToggler.isOn(Input.Keys.F6) &&
KeyToggler.isOn(Input.Keys.F7)
) {
debugMode = 2
batch.inUse {
blendNormalStraightAlpha(batch)
batch.shader = null
batch.drawFramebufferWithZoom(aTex, zoom)
// indicator
batch.color = Color.WHITE
Toolkit.fillArea(batch, 18, 0, 18, 10)
}
// works as intended
}
else {
if (debugMode == 1) {
KeyToggler.forceSet(Input.Keys.F6, false)
KeyToggler.forceSet(Input.Keys.F7, true)
}
else if (debugMode == 2) {
KeyToggler.forceSet(Input.Keys.F6, true)
KeyToggler.forceSet(Input.Keys.F7, false)
}
else {
KeyToggler.forceSet(Input.Keys.F6, false)
KeyToggler.forceSet(Input.Keys.F7, false)
}
// works as intended
}
}
blendNormalStraightAlpha(batch)
val (vo, vg) = world.weatherbox.let {
if (it.currentWeather.identifier == "titlescreen")
1f to 1f
else
it.currentVibrancy.x to it.currentVibrancy.y
}
mixedOutTex.texture.bind(0)
shaderVibrancy.bind()
shaderVibrancy.setUniformMatrix("u_projTrans", camera.combined)
shaderVibrancy.setUniformi("u_texture", 0)
shaderVibrancy.setUniformf("vibrancy", 1f, vo, vg, 1f)
fullscreenQuad.render(shaderVibrancy, GL20.GL_TRIANGLE_FAN)
///////////////////////////////////////////////////////////////////////
if (screencapRequested) {
printdbg(this, "Screencap was requested, processing...")
var hasError = false
try {
screencapExportCallback(fboMixedOut)
}
catch (e: Throwable) {
printdbgerr(this, "An error occured while taking screencap:")
e.printStackTrace()
hasError = true
}
printdbg(this, "Screencap ${if (hasError) "failed" else "successful"}")
screencapBusy = false
screencapRequested = false
}
///////////////////////////////////////////////////////////////////////
// contextual UI dimming: keep uiDimFactor in sync with the rendered scene's brightness
sampleSceneBrightness()
// draw UI into its own FBO so individual UIs can keep using batch.color freely
fboUI.inAction(camera, batch) {
gdxClearAndEnableBlend(0f, 0f, 0f, 0f)
blendNormalStraightAlpha(batch)
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
if (!KeyToggler.isOn(Input.Keys.F4)) {
uiContainer?.forEach {
it?.render(frameDelta, batch, camera)
}
}
}
}
// composite UI on top of the world with the contextual dim tint
setCameraPosition(0f, 0f)
blendNormalPremultAlpha(batch)
uiTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
batch.inUse {
batch.shader = null
batch.color = Color(uiDimFactor, uiDimFactor, uiDimFactor, 1f)
batch.drawFlipped(uiTex, 0f, 0f, fboUI.width.toFloat(), fboUI.height.toFloat())
batch.color = Color.WHITE
}
// works but some UI elements have wrong transparency -> should be fixed with Terrarum.gdxCleanAndSetBlend -- Torvald 2019-01-12
blendNormalStraightAlpha(batch)
batch.color = Color.WHITE
if (newWorldLoadedLatch) newWorldLoadedLatch = false
}
/**
* Downsamples [fboMixedOut] into [fboSceneAvg], reads it back, and updates [smoothedSceneLuma]
* and [uiDimFactor]. Sampling is throttled to every [SCENE_AVG_INTERVAL] frames; the EMA fills gaps.
*/
private fun sampleSceneBrightness() {
if (App.GLOBAL_RENDER_TIMER % SCENE_AVG_INTERVAL == 0L) {
mixedOutTex.texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
fboSceneAvg.inAction(camera, batch) {
gdxClearAndEnableBlend(0f, 0f, 0f, 1f)
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
batch.draw(mixedOutTex, 0f, 0f, fboSceneAvg.width.toFloat(), fboSceneAvg.height.toFloat())
}
sceneAvgBuf.rewind()
Gdx.gl.glReadPixels(0, 0, fboSceneAvg.width, fboSceneAvg.height,
GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, sceneAvgBuf)
}
sceneAvgBuf.rewind()
var sumR = 0L
var sumG = 0L
var sumB = 0L
val count = fboSceneAvg.width * fboSceneAvg.height
for (i in 0 until count) {
sumR += (sceneAvgBuf.get().toInt() and 0xFF)
sumG += (sceneAvgBuf.get().toInt() and 0xFF)
sumB += (sceneAvgBuf.get().toInt() and 0xFF)
sceneAvgBuf.get() // alpha discarded
}
val inv = 1f / (count * 255f)
val luma = 0.2126f * (sumR * inv) + 0.7152f * (sumG * inv) + 0.0722f * (sumB * inv)
smoothedSceneLuma += (luma - smoothedSceneLuma) * UI_DIM_SMOOTHING
}
val t = ((smoothedSceneLuma - UI_DIM_DARK_LUMA) / (UI_DIM_BRIGHT_LUMA - UI_DIM_DARK_LUMA))
.coerceIn(0f, 1f)
uiDimFactor = UI_DIM_DARK_FACTOR + (1f - UI_DIM_DARK_FACTOR) * t
}
private fun prepLightmapRGBA() {
lightmapFbo.inAction(null, null) {
clearBuffer()
Gdx.gl.glDisable(GL20.GL_BLEND)
}
if (KeyToggler.isOn(Input.Keys.F5))
processNoBlur(lightmapFbo)
else
processKawaseBlur(lightmapFbo)
blendNormalStraightAlpha(batch)
}
private val shadowBlack2 = Color(0f, 0f, 0f, 0.55f)
/**
* This "screencap" will capture the game WITHOUT gui and postprocessors!
* To capture the entire game, use [App.requestScreenshot]
*/
@Volatile private var screencapRequested = false
@Volatile internal var screencapBusy = false; private set
@Volatile internal var screencapExportCallback: (FrameBuffer) -> Unit = {}
@Volatile internal lateinit var fboRGBexport: Pixmap
fun requestScreencap() {
screencapRequested = true
screencapBusy = true
printdbg(this, "requestScreencap called from:")
printStackTrace(this)
}
private fun drawToRGB(
frameDelta: Float,
actorsRenderFarBehind: List<ActorWithBody>?,
actorsRenderBehind: List<ActorWithBody>?,
actorsRenderMiddle: List<ActorWithBody>?,
actorsRenderMidTop: List<ActorWithBody>?,
actorsRenderFront : List<ActorWithBody>?,
actorsOverlay : List<ActorWithBody>?,
particlesContainer: CircularArray<ParticleBase>?
) {
fboRGB.inAction(null, null) { clearBuffer() }
fboEmissive.inAction(null, null) { clearBuffer() }
fboRGB_lightMixed0.inAction(null, null) { clearBuffer() }
fboRGB_lightMixed.inAction(null, null) { clearBuffer() }
fboRGBactorsBehind.inAction(camera, batch) {
clearBuffer()
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrainWallSticker(batch.projectionMatrix, false)
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
moveCameraToWorldCoord()
actorsRenderFarBehind?.forEach { it.drawBody1(frameDelta, batch) }
actorsRenderBehind?.forEach { it.drawBody1(frameDelta, batch) }
}
}
BlurMgr.makeBlurSmall(fboRGBactorsBehind, fboRGBactorsBehindShadow, 1f)
BlurMgr.makeBlur(fboRGBactorsBehind, fboRGBactorsBehindShadow2, 0.5f)
fboRGBactorsMiddle.inAction(camera, batch) {
clearBuffer()
setCameraPosition(0f, 0f)
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
moveCameraToWorldCoord()
actorsRenderMiddle?.forEach { it.drawBody1(frameDelta, batch) }
}
}
BlurMgr.makeBlur(fboRGBactorsMiddle, fboRGBactorsMiddleShadow, 2.5f)
fboRGBwall.inAction(camera, batch) {
clearBuffer()
setCameraPosition(0f, 0f)
BlocksDrawer.drawWall(batch.projectionMatrix, false)
}
fboRGBterrain.inAction(camera, batch) {
clearBuffer()
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrain(batch.projectionMatrix, false)
}
BlurMgr.makeBlur(fboRGBterrain, fboRGBterrainShadow, 2.5f)
/////////////////////////////////////////////////////////////////////////////////////////////////////
fboRGB.inAction(camera, batch) {
setCameraPosition(0f, 0f)
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
batch.drawFlipped(fboRGBwall.colorBufferTexture, 0f, 0f)
}
// draw actor shadow BEFORE the terrain draw
fboRGBwall.colorBufferTexture.bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.inUse {
batch.shader = shaderShadowShallow
batch.color = Color.BLACK
shaderShadowShallow.setUniformi("u_wall", 1)
setCameraPosition(0f, 0f)
batch.drawFlipped(fboRGBactorsBehindShadow.colorBufferTexture, 0f, 0f)
}
batch.inUse {
batch.shader = shaderShadowDeep
batch.color = shadowBlack2
shaderShadowShallow.setUniformi("u_wall", 1)
setCameraPosition(0f, 0f)
batch.drawFlipped(fboRGBactorsBehindShadow2.colorBufferTexture, 0f, 0f)
}
batch.inUse {
batch.shader = shaderShadowDeep
batch.color = Color.BLACK
shaderShadowDeep.setUniformi("u_wall", 1)
setCameraPosition(0f, 0f)
batch.drawFlipped(fboRGBterrainShadow.colorBufferTexture, 0f, 0f)
batch.drawFlipped(fboRGBactorsMiddleShadow.colorBufferTexture, 0f, 0f)
}
// draw behind actors and particles
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
setCameraPosition(0f, 0f)
batch.color = Color.WHITE
batch.drawFlipped(fboRGBactorsBehind.colorBufferTexture, 0f, 0f)
moveCameraToWorldCoord()
particlesContainer?.forEach { it.drawBody(frameDelta, batch) }
}
// draw just the terrain
batch.inUse {
batch.shader = null
setCameraPosition(0f, 0f)
batch.color = Color.WHITE
batch.drawFlipped(fboRGBterrain.colorBufferTexture, 0f, 0f)
}
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
/////////////////
// draw actors //
/////////////////
setCameraPosition(0f, 0f)
batch.color = Color.WHITE
batch.drawFlipped(fboRGBactorsMiddle.colorBufferTexture, 0f, 0f)
moveCameraToWorldCoord()
actorsRenderMidTop?.forEach { it.drawBody1(frameDelta, batch) }
player?.drawBody1(frameDelta, batch)
actorsRenderFront?.forEach { it.drawBody1(frameDelta, batch) }
// --> Change of blend mode <-- introduced by children of ActorWithBody //
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawFront(batch.projectionMatrix) // blue coloured filter of water, etc.
batch.shader = null
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
FeaturesDrawer.drawEnvOverlay(batch)
}
}
fboEmissive.inAction(camera, batch) {
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
moveCameraToWorldCoord()
actorsRenderFarBehind?.forEach { it.drawEmissive(frameDelta, batch) }
actorsRenderBehind?.forEach { it.drawEmissive(frameDelta, batch) }
particlesContainer?.forEach { it.drawEmissive(frameDelta, batch) }
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrain(batch.projectionMatrix, false, true)
batch.shader = shaderForActors
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle?.forEach { it.drawEmissive(frameDelta, batch) }
actorsRenderMidTop?.forEach { it.drawEmissive(frameDelta, batch) }
player?.drawEmissive(frameDelta, batch)
actorsRenderFront?.forEach { it.drawEmissive(frameDelta, batch) }
// --> Change of blend mode <-- introduced by children of ActorWithBody //
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawFront(batch.projectionMatrix, true) // blue coloured filter of water, etc.
}
fboRGB_lightMixed0.inAction(camera, batch) {
setCameraPosition(0f, 0f)
val (xrem, yrem) = worldCamToRenderPos()
gdxEnableBlend()
// App.getCurrentDitherTex().bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.inUse {
batch.color = Color.WHITE
blendNormalStraightAlpha(batch)
// draw world
batch.shader = shaderDemultiply
batch.draw(fboRGB.colorBufferTexture, 0f, 0f)
batch.flush()
// multiply light on top of it
lightTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
if (KeyToggler.isOn(Input.Keys.F8))
blendNormalStraightAlpha(batch)
else
blendMul(batch)
// if (!KeyToggler.isOn(Input.Keys.F9)) {
batch.shader = shaderRGBOnly
batch.shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
batch.shader.setUniformi("u_pattern", 1)
batch.draw(
lightTex,
xrem, yrem - TILE_SIZEF * 0.5f,
lightTex.regionWidth * lightmapDownsample,
lightTex.regionHeight * lightmapDownsample
)
// }
}
// NOTE TO SELF: this works.
}
fboRGB_lightMixed.inActionF(camera, batch) {
setCameraPosition(0f, 0f)
val (xrem, yrem) = worldCamToRenderPos()
gdxEnableBlend()
fboEmissive.colorBufferTexture.bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
// draw emissive
batch.inUse {
batch.color = Color.WHITE
blendNormalStraightAlpha(batch)
batch.shader = shaderBlendGlowTex1Flip
shaderBlendGlowTex1Flip.setUniformi("tex1", 1)
shaderBlendGlowTex1Flip.setUniformi("tex1flip", 1)
batch.color = Color.WHITE
batch.draw(fboRGB_lightMixed0.colorBufferTexture, 0f, 0f)
batch.flush()
}
}
blendNormalStraightAlpha(batch)
}
private fun drawToA(
frameDelta: Float,
actorsRenderFarBehind: List<ActorWithBody>?,
actorsRenderBehind: List<ActorWithBody>?,
actorsRenderMiddle: List<ActorWithBody>?,
actorsRenderMidTop: List<ActorWithBody>?,
actorsRenderFront : List<ActorWithBody>?,
actorsOverlay : List<ActorWithBody>?,
particlesContainer: CircularArray<ParticleBase>?
) {
fboA.inAction(null, null) {
clearBuffer()
// paint black
gdxClearAndEnableBlend(0f,0f,0f,1f) // solid black: so that unused area will be also black
}
fboA_lightMixed.inAction(null, null) { clearBuffer() }
fboA.inAction(camera, batch) {
setCameraPosition(0f, 0f)
BlocksDrawer.drawWall(batch.projectionMatrix, true)
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
moveCameraToWorldCoord()
actorsRenderFarBehind?.forEach { it.drawGlow(frameDelta, batch) }
actorsRenderBehind?.forEach { it.drawGlow(frameDelta, batch) }
particlesContainer?.forEach { it.drawGlow(frameDelta, batch) }
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrain(batch.projectionMatrix, true)
batch.inUse {
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle?.forEach { it.drawGlow(frameDelta, batch) }
actorsRenderMidTop?.forEach { it.drawGlow(frameDelta, batch) }
player?.drawGlow(frameDelta, batch)
actorsRenderFront?.forEach { it.drawGlow(frameDelta, batch) }
// --> Change of blend mode <-- introduced by children of ActorWithBody //
}
}
fboA_lightMixed.inAction(camera, batch) {
setCameraPosition(0f, 0f)
val (xrem, yrem) = worldCamToRenderPos()
// App.getCurrentDitherTex().bind(1)
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
// draw world
batch.draw(fboA.colorBufferTexture, 0f, 0f)
batch.flush()
// multiply light on top of it
lightTex.texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
if (KeyToggler.isOn(Input.Keys.F8))
blendNormalStraightAlpha(batch)
else
blendMul(batch)
batch.shader = shaderAtoGrey
batch.shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
batch.shader.setUniformi("u_pattern", 1)
batch.draw(lightTex,
xrem, yrem - TILE_SIZEF * 0.5f,
lightTex.regionWidth * lightmapDownsample,
lightTex.regionHeight * lightmapDownsample
)
}
// NOTE TO SELF: this works.
}
blendNormalStraightAlpha(batch)
}
private fun drawOverlayActors(frameDelta: Float, actors: List<ActorWithBody>?) {
fboRGB_lightMixed.inActionF(camera, batch) {
setCameraPosition(0f, 0f)
// BlocksDrawer.renderWhateverGlow_WALL
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
moveCameraToWorldCoord()
actors?.forEach {
it.drawBody1(frameDelta, batch)
}
}
setCameraPosition(0f, 0f)
// BlocksDrawer.renderWhateverGlow_TERRAIN
}
}
private fun drawAimGuide(frameDelta: Float, player: ActorWithBody) {
fboRGB_lightMixed.inActionF(camera, batch) { fb ->
setCameraPosition(0f, 0f)
// BlocksDrawer.renderWhateverGlow_WALL
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
moveCameraToWorldCoord()
(player as Pocketed).inventory.itemEquipped[GameItem.EquipPosition.HAND_GRIP]?.let { itemID ->
val heldItem = ItemCodex[itemID] // will be null for blocks
// this is a case-by-case affair
when (heldItem) {
is ItemThrowable -> drawTrajectoryForThrowable(fb, batch, frameDelta, player, world, heldItem)
}
}
}
setCameraPosition(0f, 0f)
// BlocksDrawer.renderWhateverGlow_TERRAIN
}
}
private val cubeSize = 7.0
private val hcubeSize = cubeSize / 2
private val externalV = Vector2()
private val maxStep = 56
private val trajectoryFlow = 30
private fun getSubmergedHeight(gravitation: Vector2, hitbox: Hitbox): Double {
val straightGravity = (gravitation.y > 0)
// TODO reverse gravity
if (!straightGravity) TODO()
val itsY = (hitbox.startY / TILE_SIZED).toInt()
val iteY = (hitbox.endY / TILE_SIZED).toInt()
val txL = (hitbox.startX / TILE_SIZED).floorToInt()
val txR = (hitbox.endX / TILE_SIZED).floorToInt()
var hL = 0.0
var hR = 0.0
val rec = java.util.ArrayList<Double>()
for (ty in itsY..iteY) {
val fL = world.getFluid(txL, ty).amount.coerceAtMost(1f) * TILE_SIZED // 0-16
val fR = world.getFluid(txR, ty).amount.coerceAtMost(1f) * TILE_SIZED // 0-16
// if head
if (ty == itsY) {
val actorHs = hitbox.startY % TILE_SIZED // 0-16
val yp = TILE_SIZED - actorHs // 0-16
hL += min(yp, fL)
hR += min(yp, fR)
rec.add(min(yp, fL))
}
// if tail
else if (ty == iteY) {
val actorHe = hitbox.endY % TILE_SIZED // 0-16
hL += (actorHe - TILE_SIZED + fL).coerceAtLeast(0.0)
hR += (actorHe - TILE_SIZED + fR).coerceAtLeast(0.0)
rec.add((actorHe - TILE_SIZED + fL).coerceAtLeast(0.0))
}
else {
hL += fL
hR += fR
rec.add(fL)
}
}
// returns average of two sides
return (hL + hR) / 2.0
}
private fun forEachOccupyingFluid(hitbox: Hitbox, consumer: (GameWorld.FluidInfo?) -> Unit) {
val hIntTilewiseHitbox = Hitbox(0.0, 0.0, 1.0, 1.0).setFromTwoPoints(
hitbox.startX.plus(PHYS_EPSILON_DIST).div(TILE_SIZE).floorToDouble() + 0.5,
hitbox.startY.plus(PHYS_EPSILON_DIST).div(TILE_SIZE).floorToDouble() + 0.5,
hitbox.endX.plus(PHYS_EPSILON_DIST).div(TILE_SIZE).floorToDouble() + 0.5,
hitbox.endY.plus(PHYS_EPSILON_DIST).div(TILE_SIZE).floorToDouble() + 0.5
)
val tileProps = java.util.ArrayList<GameWorld.FluidInfo?>()
for (y in hIntTilewiseHitbox.startY.toInt()..hIntTilewiseHitbox.endY.toInt()) {
for (x in hIntTilewiseHitbox.startX.toInt()..hIntTilewiseHitbox.endX.toInt()) {
tileProps.add(world.getFluid(x, y))
}
}
return tileProps.forEach(consumer)
}
private fun drawTrajectoryForThrowable(frameBuffer: FrameBuffer, batch: SpriteBatch, frameDelta: Float, player: ActorWithBody, world: GameWorld, item: ItemThrowable) {
val ww = world.width * TILE_SIZEF
mouseInInteractableRange(player) { mx, my, mtx, mty ->
val (throwPos, throwVector) = getThrowPosAndVector(player)
val grav = world.gravitation
val toff = (App.GLOBAL_RENDER_TIMER % trajectoryFlow) / trajectoryFlow.toFloat()
externalV.set(throwVector)
val points = ArrayList<Pair<Float, Float>>()
var c = 0
while (c < maxStep) {
// plot a dot
points.add(throwPos.x.toFloat() to throwPos.y.toFloat())
// simulate physics
applyGravitation(grav, cubeSize) // TODO use actual value instead of `cubeSize`
val hb = Hitbox(throwPos.x - hcubeSize, throwPos.y - hcubeSize, cubeSize, cubeSize)
var tileDensityFluid = 0
forEachOccupyingFluid(hb) {
// get max density for each tile
if (it?.isFluid() == true && it.getProp().density > tileDensityFluid) {
tileDensityFluid = it.getProp().density
}
}
val submergedHeight = getSubmergedHeight(grav, hb)
val submergedRatio = submergedHeight / cubeSize
applyBuoyancy(grav, item.mass, item.material.density.toDouble(), tileDensityFluid, submergedRatio)
// move the point
throwPos += externalV
// more physics
setHorizontalFriction()
setVerticalFriction()
// break if colliding with a tile
val hitSolid = listOf(
throwPos + Vector2(-hcubeSize, -hcubeSize),
throwPos + Vector2(-hcubeSize, +hcubeSize),
throwPos + Vector2(+hcubeSize, +hcubeSize),
throwPos + Vector2(+hcubeSize, -hcubeSize),
).any {
val wx = (it.x / TILE_SIZED).toInt()
val wy = (it.y / TILE_SIZED).toInt()
val tile = world.getTileFromTerrain(wx, wy)
BlockCodex[tile].isSolid
}
if (hitSolid) {
points.add(throwPos.x.toFloat() to throwPos.y.toFloat())
break
}
c++
}
if (points.size > 4) {
var v0 = points[0]
var v1 = points[0]
var v2 = points[1]
var v3 = points[2]
for (i in 3 until points.size) {
// shift vars
v0 = v1; v1 = v2; v2 = v3; v3 = points[i]
val xp = FastMath.interpolateCatmullRom(toff, v0.first, v1.first, v2.first, v3.first)
val yp = FastMath.interpolateCatmullRom(toff, v0.second, v1.second, v2.second, v3.second)
batch.color = Color(0.9f, 0.9f, 0.9f, 0.9f * (1f - ((i-3+toff) / maxStep).sqr()))
Toolkit.fillArea(batch, xp, yp, 2f, 2f)
Toolkit.fillArea(batch, xp + ww, yp, 2f, 2f)
Toolkit.fillArea(batch, xp - ww, yp, 2f, 2f)
}
}
1L
}
}
private val bodyFriction = BlockCodex[Block.AIR].friction.frictionToMult()
private fun applyGravitation(gravitation: Vector2, hitboxWidth: Double) {
applyForce(getDrag(externalV, gravitation, hitboxWidth))
}
private fun applyBuoyancy(grav: Vector2, mass: Double, density: Double, tileDensityFluid: Int, submergedRatio: Double) {
val rho = tileDensityFluid // kg / m^3
val V_full = mass / density * 2.0 // density = mass / volume, simply rearrange this. Multiplier of 2.0 is a hack!
val V = V_full * submergedRatio
val F_k = grav * mass // F = ma where a is g; TODO add jump-accel into 'a' to allow better jumping under water
val F_bo = grav * (rho * V) // Newtons
// mh'' = mg - rho*gv
// h'' = (mg - rho*gv) / m
// if tileDensity = actorDensity, F_k = F_bo (this will be the case if there was no hack)
// printdbg(this, "F_k=$F_k [N] \t F_bo=${F_bo} [N] \t density=$density")
val F = F_k - F_bo
val acc = F / mass // (kg * m / s^2) / kg = m / s^2
val acc_game = acc.let { Vector2(it.x, it.y.coerceAtMost(0.0)) } * SI_TO_GAME_ACC
applyForce(acc_game)
}
private fun Int.frictionToMult(): Double = this / 16.0
private fun Int.viscosityToMult(): Double = 16.0 / (16.0 + this)
private fun applyForce(acc: Vector2) {
externalV += acc
}
private fun getDrag(externalForce: Vector2, gravitation: Vector2, hitboxWidth: Double): Vector2 {
val dragCoefficient = 1.2
/**
* weight; gravitational force in action
* W = mass * G (9.8 [m/s^2])
*/
val W: Vector2 = gravitation * Terrarum.PHYS_TIME_FRAME
/**
* Area
*/
val A: Double = (hitboxWidth / METER).sqr() // this is not physically accurate but it's needed to make large playable characters more controllable
/**
* Drag of atmosphere
* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
*/
val D: Vector2 = Vector2(externalForce.x.magnSqr(), externalForce.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
val V: Vector2 = (W - D) / Terrarum.PHYS_TIME_FRAME * SI_TO_GAME_ACC
return V
// FIXME v * const, where const = 1.0 for FPS=60, sqrt(2.0) for FPS=30, etc.
// this is "close enough" solution and not perfect.
}
/** about stopping
* for about get moving, see updateMovementControl */
private fun setHorizontalFriction() {
val friction = 0.3 * bodyFriction
if (externalV.x < 0) {
externalV.x += friction
if (externalV.x > 0) externalV.x = 0.0 // compensate overshoot
}
else if (externalV.x > 0) {
externalV.x -= friction
if (externalV.x < 0) externalV.x = 0.0 // compensate overshoot
}
}
private fun setVerticalFriction() {
val friction = 0.3 * bodyFriction
if (externalV.y < 0) {
externalV.y += friction
if (externalV.y > 0) externalV.y = 0.0 // compensate overshoot
}
else if (externalV.y > 0) {
externalV.y -= friction
if (externalV.y < 0) externalV.y = 0.0 // compensate overshoot
}
}
private fun invokeInit() {
if (!initDone) {
batch = FlippingSpriteBatch()
camera = OrthographicCamera(WIDTHF, HEIGHTF)
camera.setToOrtho(true, WIDTHF, HEIGHTF)
camera.update()
resize(WIDTH, HEIGHT)
initDone = true
}
}
private fun clearBuffer() {
gdxClearAndEnableBlend(0f,0f,0f,0f)
}
private fun moveCameraToWorldCoord() {
// 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
}
/**
* Camera will be moved so that (newX, newY) would be sit on the top-left edge.
*/
private fun setCameraPosition(newX: Float, newY: Float) {
camera.position.set((-newX + App.scr.halfw).roundToFloat(), (-newY + App.scr.halfh).roundToFloat(), 0f)
camera.update()
batch.projectionMatrix = camera.combined
}
private var blurtex0 = Texture(16, 16, Pixmap.Format.RGBA8888)
private lateinit var blurtex1: Texture
private lateinit var blurtex2: Texture
private lateinit var blurtex3: Texture
private lateinit var blurtex4: Texture
private const val KAWASE_POWER = 1.5f
fun processNoBlur(outFbo: Float16FrameBuffer) {
blurtex0.dispose()
outFbo.inAction(camera, batch) {
blurtex0 = LightmapRenderer.draw()
blurtex0.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
blurtex0.bind(0)
App.shaderPassthruRGBA.bind()
App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", camera.combined)
App.shaderPassthruRGBA.setUniformi("u_texture", 0)
blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN)
}
}
fun processKawaseBlur(outFbo: Float16FrameBuffer) {
blurtex0.dispose()
// initialise readBuffer with untreated lightmap
outFbo.inAction(camera, batch) {
blurtex0 = LightmapRenderer.draw()
blurtex0.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blurtex0.bind(0)
App.shaderPassthruRGBA.bind()
App.shaderPassthruRGBA.setUniformMatrix("u_projTrans", camera.combined)
App.shaderPassthruRGBA.setUniformi("u_texture", 0)
blurWriteQuad.render(App.shaderPassthruRGBA, GL20.GL_TRIANGLE_FAN)
}
fboBlurHalf.inAction(camera, batch) {
blurtex1 = outFbo.colorBufferTexture
blurtex1.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blurtex1.bind(0)
shaderKawaseDown.bind()
shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseDown.setUniformi("u_texture", 0)
shaderKawaseDown.setUniformf("halfpixel", KAWASE_POWER / fboBlurHalf.width, KAWASE_POWER / fboBlurHalf.height)
blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
}
/*fboBlurQuarter.inAction(camera, batch) {
blurtex2 = fboBlurHalf.colorBufferTexture
blurtex2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blurtex2.bind(0)
shaderKawaseDown.bind()
shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseDown.setUniformi("u_texture", 0)
shaderKawaseDown.setUniformf("halfpixel", KAWASE_POWER / fboBlurQuarter.width, KAWASE_POWER / fboBlurQuarter.height)
blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLE_FAN)
}
fboBlurHalf.inAction(camera, batch) {
blurtex3 = fboBlurQuarter.colorBufferTexture
blurtex3.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blurtex3.bind(0)
shaderKawaseUp.bind()
shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseUp.setUniformi("u_texture", 0)
shaderKawaseUp.setUniformf("halfpixel", KAWASE_POWER / fboBlurQuarter.width, KAWASE_POWER / fboBlurQuarter.height)
blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
}*/
outFbo.inAction(camera, batch) {
blurtex4 = fboBlurHalf.colorBufferTexture
blurtex4.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
blurtex4.bind(0)
shaderKawaseUp.bind()
shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
shaderKawaseUp.setUniformi("u_texture", 0)
shaderKawaseUp.setUniformf("halfpixel", KAWASE_POWER / fboBlurHalf.width, KAWASE_POWER / fboBlurHalf.height)
blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLE_FAN)
}
}
private var init = false
fun resize(width: Int, height: Int) {
if (!init) {
blurWriteQuad = Mesh(
true, 4, 4,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
blurWriteQuad2 = Mesh(
true, 4, 4,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
/*blurWriteQuad4 = Mesh(
true, 4, 4,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)*/
init = true
}
else {
fboRGB.dispose()
fboRGB_lightMixed0.dispose()
fboRGB_lightMixed.dispose()
fboA.dispose()
fboA_lightMixed.dispose()
fboEmissive.dispose()
lightmapFbo.dispose()
fboBlurHalf.dispose()
//fboBlurQuarter.dispose()
if (::fboUI.isInitialized) fboUI.dispose()
if (::fboSceneAvg.isInitialized) fboSceneAvg.dispose()
}
// BlocksDrawer and LightmapRenderer must be resized before lightmapFbo is created,
// because lightmapFbo dimensions are derived from LightmapRenderer.lightBuffer.
BlocksDrawer.resize(width, height)
LightmapRenderer.resize(width, height)
fboRGB = Float16FrameBuffer(width, height, false)
fboRGB_lightMixed0 = Float16FrameBuffer(width, height, false)
fboRGB_lightMixed = Float16FrameBuffer(width, height, false)
fboA = Float16FrameBuffer(width, height, false)
fboA_lightMixed = Float16FrameBuffer(width, height, false)
fboEmissive = Float16FrameBuffer(width, height, false)
fboMixedOut = Float16FrameBuffer(width, height, false)
fboRGBactorsBehind = Float16FrameBuffer(width, height, false)
fboRGBactorsMiddle = Float16FrameBuffer(width, height, false)
fboRGBterrain = Float16FrameBuffer(width, height, false)
fboRGBactorsBehindShadow = Float16FrameBuffer(width, height, false)
fboRGBactorsBehindShadow2 = Float16FrameBuffer(width, height, false)
fboRGBactorsMiddleShadow = Float16FrameBuffer(width, height, false)
fboRGBterrainShadow = Float16FrameBuffer(width, height, false)
fboRGBwall = Float16FrameBuffer(width, height, false)
lightmapFbo = Float16FrameBuffer(
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
false
)
fboUI = Float16FrameBuffer(width, height, false)
fboSceneAvg = Float16FrameBuffer(SCENE_AVG_SIZE, SCENE_AVG_SIZE, false)
rgbTex = TextureRegion(fboRGB_lightMixed.colorBufferTexture)
aTex = TextureRegion(fboA_lightMixed.colorBufferTexture)
lightTex = TextureRegion(lightmapFbo.colorBufferTexture)
blurTex = TextureRegion()
mixedOutTex = TextureRegion(fboMixedOut.colorBufferTexture)
uiTex = TextureRegion(fboUI.colorBufferTexture)
fboBlurHalf = Float16FrameBuffer(
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 2,
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 2,
false
)
/*fboBlurQuarter = Float16FrameBuffer(
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 4,
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt() / 4,
false
)*/
blurWriteQuad.setVertices(floatArrayOf(
0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
lightmapFbo.width.toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
lightmapFbo.width.toFloat(),lightmapFbo.height.toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
0f,lightmapFbo.height.toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
blurWriteQuad.setIndices(shortArrayOf(0, 1, 2, 3))
blurWriteQuad2.setVertices(floatArrayOf(
0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
lightmapFbo.width.div(2).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
lightmapFbo.width.div(2).toFloat(),lightmapFbo.height.div(2).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
0f,lightmapFbo.height.div(2).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
blurWriteQuad2.setIndices(shortArrayOf(0, 1, 2, 3))
/*blurWriteQuad4.setVertices(floatArrayOf(
0f,0f,0f, 1f,1f,1f,1f, 0f,1f,
lightmapFbo.width.div(4).toFloat(),0f,0f, 1f,1f,1f,1f, 1f,1f,
lightmapFbo.width.div(4).toFloat(),lightmapFbo.height.div(4).toFloat(),0f, 1f,1f,1f,1f, 1f,0f,
0f,lightmapFbo.height.div(4).toFloat(),0f, 1f,1f,1f,1f, 0f,0f))
blurWriteQuad4.setIndices(shortArrayOf(0, 1, 2, 3))*/
}
override fun dispose() {
if (::blurWriteQuad.isInitialized) blurWriteQuad.tryDispose()
if (::blurWriteQuad2.isInitialized) blurWriteQuad2.tryDispose()
//if (::blurWriteQuad4.isInitialized) blurWriteQuad4.tryDispose()
if (::fboRGB.isInitialized) fboRGB.tryDispose()
if (::fboA.isInitialized) fboA.tryDispose()
if (::fboRGB_lightMixed0.isInitialized) fboRGB_lightMixed0.tryDispose()
if (::fboRGB_lightMixed.isInitialized) fboRGB_lightMixed.tryDispose()
if (::fboA_lightMixed.isInitialized) fboA_lightMixed.tryDispose()
if (::fboEmissive.isInitialized) fboEmissive.tryDispose()
if (::fboMixedOut.isInitialized) fboMixedOut.tryDispose()
if (::lightmapFbo.isInitialized) lightmapFbo.tryDispose()
if (::fboRGBactorsBehind.isInitialized) fboRGBactorsBehind.tryDispose()
if (::fboRGBactorsMiddle.isInitialized) fboRGBactorsMiddle.tryDispose()
if (::fboRGBterrain.isInitialized) fboRGBterrain.tryDispose()
if (::fboRGBactorsBehindShadow.isInitialized) fboRGBactorsBehindShadow.tryDispose()
if (::fboRGBactorsBehindShadow2.isInitialized) fboRGBactorsBehindShadow2.tryDispose()
if (::fboRGBactorsMiddleShadow.isInitialized) fboRGBactorsMiddleShadow.tryDispose()
if (::fboRGBterrainShadow.isInitialized) fboRGBterrainShadow.tryDispose()
if (::fboRGBwall.isInitialized) fboRGBwall.tryDispose()
if (::fboUI.isInitialized) fboUI.tryDispose()
if (::fboSceneAvg.isInitialized) fboSceneAvg.tryDispose()
blurtex0.tryDispose()
if (::fboBlurHalf.isInitialized) fboBlurHalf.tryDispose()
//if (::fboBlurQuarter.isInitialized) fboBlurQuarter.tryDispose()
LightmapRenderer.dispose()
BlocksDrawer.dispose()
WeatherMixer.dispose()
if (::batch.isInitialized) batch.tryDispose()
if (::fboRGBexport.isInitialized) fboRGBexport.tryDispose()
}
private fun worldCamToRenderPos(): Pair<Float, Float> {
// for some reason it does not like integer. No, really; it breaks (jitter when you move) when you try to "fix" that.
val xoff = (WorldCamera.x / TILE_SIZE) - LightmapRenderer.camX
val yoff = (WorldCamera.y / TILE_SIZE) - LightmapRenderer.camY - 1
val xrem = -(WorldCamera.x.toFloat() fmod TILE_SIZEF) - (xoff * TILE_SIZEF)
val yrem = +(WorldCamera.y.toFloat() fmod TILE_SIZEF) + (yoff * TILE_SIZEF)
return (xrem - LightmapRenderer.LIGHTMAP_OVERRENDER * TILE_SIZEF) to (yrem - LightmapRenderer.LIGHTMAP_OVERRENDER * TILE_SIZEF)
}
}