mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-16 16:46:07 +09:00
363 lines
11 KiB
Kotlin
363 lines
11 KiB
Kotlin
package net.torvald.terrarum
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.Screen
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameactors.Hitbox
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import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.serialise.ReadLayerData
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.ui.UIHandler
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import net.torvald.terrarum.ui.UIStartMenu
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import net.torvald.terrarum.weather.WeatherMixer
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import net.torvald.terrarum.worlddrawer.BlocksDrawer
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import net.torvald.terrarum.worlddrawer.FeaturesDrawer
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import net.torvald.terrarum.worlddrawer.LightmapRenderer
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import net.torvald.terrarum.worlddrawer.WorldCamera
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import java.io.FileInputStream
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class TitleScreen(val batch: SpriteBatch) : Screen {
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var camera = OrthographicCamera(Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
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// invert Y
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fun initViewPort(width: Int, height: Int) {
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//val width = if (width % 1 == 1) width + 1 else width
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//val height = if (height % 1 == 1) height + 1 else width
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// Set Y to point downwards
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camera.setToOrtho(true, width.toFloat(), height.toFloat())
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// Update camera matrix
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camera.update()
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// Set viewport to restrict drawing
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Gdx.gl20.glViewport(0, 0, width, height)
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}
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private var loadDone = false
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private lateinit var demoWorld: GameWorld
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private val cameraPlayer = object : ActorWithBody(RenderOrder.BEHIND) {
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override fun drawBody(batch: SpriteBatch) { }
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override fun drawGlow(batch: SpriteBatch) { }
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override fun dispose() { }
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override fun onActorValueChange(key: String, value: Any?) { }
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override fun run() { }
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override fun update(delta: Float) {
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// camera walk?
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}
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}
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private val gradWhiteTop = Color(0xf8f8f8ff.toInt())
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private val gradWhiteBottom = Color(0xd8d8d8ff.toInt())
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private val lightFBOformat = Pixmap.Format.RGB888
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var lightmapFboA = FrameBuffer(lightFBOformat, Terrarum.WIDTH.div(Ingame.lightmapDownsample.toInt()), Terrarum.HEIGHT.div(Ingame.lightmapDownsample.toInt()), false)
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var lightmapFboB = FrameBuffer(lightFBOformat, Terrarum.WIDTH.div(Ingame.lightmapDownsample.toInt()), Terrarum.HEIGHT.div(Ingame.lightmapDownsample.toInt()), false)
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lateinit var logo: TextureRegion
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private lateinit var uiMenu: UIHandler
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private fun loadThingsWhileIntroIsVisible() {
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demoWorld = ReadLayerData(FileInputStream(ModMgr.getFile("basegame", "demoworld")))
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cameraPlayer.hitbox.setPosition(
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demoWorld.spawnX * FeaturesDrawer.TILE_SIZE.toDouble(),
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demoWorld.spawnY * FeaturesDrawer.TILE_SIZE.toDouble()
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)
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cameraPlayer.hitbox.setDimension(2.0, 2.0)
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demoWorld.time.timeDelta = 45
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LightmapRenderer.world = demoWorld
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BlocksDrawer.world = demoWorld
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FeaturesDrawer.world = demoWorld
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uiMenu = UIHandler(UIStartMenu())
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uiMenu.setPosition(0, UIStartMenu.menubarOffY)
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uiMenu.setAsOpen()
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loadDone = true
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}
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override fun hide() {
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}
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override fun show() {
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initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
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logo = TextureRegion(Texture(Gdx.files.internal("assets/graphics/logo_placeholder.tga")))
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logo.flip(false, true)
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}
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private var blurWriteBuffer = lightmapFboA
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private var blurReadBuffer = lightmapFboB
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private val minimumIntroTime = 1.0f
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private var deltaCounter = 0f
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override fun render(delta: Float) {
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Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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if (!loadDone || deltaCounter < minimumIntroTime) {
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// draw load screen
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Terrarum.shaderBayerSkyboxFill.begin()
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Terrarum.shaderBayerSkyboxFill.setUniformMatrix("u_projTrans", camera.combined)
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Terrarum.shaderBayerSkyboxFill.setUniformf("topColor", gradWhiteTop.r, gradWhiteTop.g, gradWhiteTop.b)
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Terrarum.shaderBayerSkyboxFill.setUniformf("bottomColor", gradWhiteBottom.r, gradWhiteBottom.g, gradWhiteBottom.b)
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Terrarum.fullscreenQuad.render(Terrarum.shaderBayerSkyboxFill, GL20.GL_TRIANGLES)
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Terrarum.shaderBayerSkyboxFill.end()
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batch.inUse {
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batch.color = Color.WHITE
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blendNormal()
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batch.shader = null
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setCameraPosition(0f, 0f)
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batch.draw(logo, (Terrarum.WIDTH - logo.regionWidth) / 2f, (Terrarum.HEIGHT - logo.regionHeight) / 2f)
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}
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if (!loadDone) {
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loadThingsWhileIntroIsVisible()
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}
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}
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else {
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//if (Terrarum.GLOBAL_RENDER_TIMER % 2 == 1) {
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LightmapRenderer.fireRecalculateEvent()
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//}
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cameraPlayer.hitbox.setPosition(1024 * 16.0, 340 * 16.0)
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demoWorld.updateWorldTime(delta)
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WeatherMixer.update(delta, cameraPlayer)
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cameraPlayer.update(delta)
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// worldcamera update AFTER cameraplayer in this case; the other way is just an exception for actual ingame SFX
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WorldCamera.update(demoWorld, cameraPlayer)
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// update UIs //
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uiMenu.update(delta)
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// render and blur lightmap
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//processBlur(LightmapRenderer.DRAW_FOR_RGB)
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// render world
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batch.inUse {
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batch.shader = null
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camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
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camera.update()
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batch.projectionMatrix = camera.combined
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batch.color = Color.WHITE
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blendNormal()
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renderDemoWorld()
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renderMenus()
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renderOverlayTexts()
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}
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}
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deltaCounter += delta
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}
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private fun renderDemoWorld() {
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// draw skybox //
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setCameraPosition(0f, 0f)
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batch.color = Color.WHITE
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blendNormal()
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WeatherMixer.render(camera, demoWorld)
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// draw tiles //
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// using custom code for camera; this is obscure and tricky
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camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
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camera.update()
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batch.projectionMatrix = camera.combined
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batch.shader = null
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blendNormal()
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BlocksDrawer.renderWall(batch)
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BlocksDrawer.renderTerrain(batch)
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BlocksDrawer.renderFront(batch, false)
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FeaturesDrawer.drawEnvOverlay(batch)
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}
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private fun renderMenus() {
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setCameraPosition(0f, 0f)
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blendNormal()
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batch.shader = null
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uiMenu.render(batch, camera)
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}
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private fun renderOverlayTexts() {
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setCameraPosition(0f, 0f)
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blendNormal()
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batch.shader = null
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batch.color = Color.LIGHT_GRAY
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val COPYTING = arrayOf(
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COPYRIGHT_DATE_NAME,
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Lang["COPYRIGHT_GNU_GPL_3"]
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)
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COPYTING.forEachIndexed { index, s ->
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val textWidth = Terrarum.fontGame.getWidth(s)
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Terrarum.fontGame.draw(batch, s,
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Terrarum.WIDTH - textWidth - 1f - 0.667f,
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Terrarum.HEIGHT - Terrarum.fontGame.lineHeight * (COPYTING.size - index) - 1f
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)
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}
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}
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override fun pause() {
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}
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override fun resume() {
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}
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override fun resize(width: Int, height: Int) {
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// Set up viewport when window is resized
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initViewPort(width, height)
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}
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override fun dispose() {
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logo.texture.dispose()
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lightmapFboA.dispose()
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lightmapFboB.dispose()
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uiMenu.dispose()
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}
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fun setCameraPosition(newX: Float, newY: Float) {
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Ingame.setCameraPosition(batch, camera, newX, newY)
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}
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fun processBlur(mode: Int) {
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val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
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val blurRadius = 4f / Ingame.lightmapDownsample // (5, 4f); using low numbers for pixel-y aesthetics
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blurWriteBuffer = lightmapFboA
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blurReadBuffer = lightmapFboB
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lightmapFboA.inAction(null, null) {
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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}
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lightmapFboB.inAction(null, null) {
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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}
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if (mode == LightmapRenderer.DRAW_FOR_RGB) {
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// initialise readBuffer with untreated lightmap
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blurReadBuffer.inAction(camera, batch) {
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batch.inUse {
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// using custom code for camera; this is obscure and tricky
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camera.position.set(
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(WorldCamera.gdxCamX / Ingame.lightmapDownsample).round(),
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(WorldCamera.gdxCamY / Ingame.lightmapDownsample).round(),
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0f
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) // make camara work
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camera.update()
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batch.projectionMatrix = camera.combined
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blendNormal()
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batch.color = Color.WHITE
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LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_RGB)
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}
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}
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}
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else {
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// initialise readBuffer with untreated lightmap
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blurReadBuffer.inAction(camera, batch) {
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batch.inUse {
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// using custom code for camera; this is obscure and tricky
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camera.position.set(
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(WorldCamera.gdxCamX / Ingame.lightmapDownsample).round(),
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(WorldCamera.gdxCamY / Ingame.lightmapDownsample).round(),
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0f
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) // make camara work
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camera.update()
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batch.projectionMatrix = camera.combined
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blendNormal()
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batch.color = Color.WHITE
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LightmapRenderer.draw(batch, LightmapRenderer.DRAW_FOR_ALPHA)
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}
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}
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}
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for (i in 0 until blurIterations) {
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blurWriteBuffer.inAction(camera, batch) {
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batch.inUse {
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val texture = blurReadBuffer.colorBufferTexture
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texture.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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batch.shader = Terrarum.shaderBlur
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batch.shader.setUniformf("iResolution",
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blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
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batch.shader.setUniformf("flip", 1f)
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if (i % 2 == 0)
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batch.shader.setUniformf("direction", blurRadius, 0f)
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else
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batch.shader.setUniformf("direction", 0f, blurRadius)
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batch.color = Color.WHITE
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batch.draw(texture, 0f, 0f)
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// swap
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val t = blurWriteBuffer
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blurWriteBuffer = blurReadBuffer
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blurReadBuffer = t
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}
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}
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}
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}
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} |