mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-06 08:38:30 +09:00
177 lines
9.5 KiB
Markdown
177 lines
9.5 KiB
Markdown
# Terrarum
|
|
|
|
A modular 2D side-scrolling tilemap platformer engine and game, built on LibGDX with Kotlin/Java. GPL-3.0.
|
|
|
|
## Build & Run
|
|
|
|
- **IDE**: IntelliJ IDEA (project files: `Terrarum_renewed.iml`, `TerrarumBuild.iml`)
|
|
- **JDK**: 21
|
|
- **Language**: Kotlin + Java mixed; Kotlin is primary, `App.java` and `FrameBufferManager.java` are Java
|
|
- **Dependencies**: All libraries are in `lib/` (fat-jar approach, no Maven/Gradle). Includes LibGDX, GraalVM JS (modified), dyn4j (Vector2 only), custom bitmap font lib
|
|
- **Entry point**: `net.torvald.terrarum.Principii.main()` (Java) which launches `App` (the LibGDX `ApplicationListener`)
|
|
- **Distribution**: `buildapp/` scripts produce per-platform bundles with jlink'd runtimes
|
|
- **Assets**: `assets/` for development, `assets_release/` for distribution. Custom `.tevd` archive format for release assets (`AssetCache.kt`)
|
|
|
|
## Project Structure
|
|
|
|
```
|
|
src/net/torvald/terrarum/
|
|
App.java -- Main application class (LibGDX ApplicationListener). GL thread, render loop, splash screen
|
|
CommonResourcePool.kt -- Thread-safe GL resource loading with dispatch queues
|
|
ModMgr.kt -- Module manager. Scans/loads game modules, provides getGdxFile/getJavaClass
|
|
IngameInstance.kt -- Base class for game screens (show/hide/render/resize lifecycle)
|
|
Terrarum.kt -- Game-level singleton (ingame instance management, extension functions)
|
|
GameUpdateGovernor.kt -- Update/render tick governors (ConsistentUpdateRate, Anarchy)
|
|
MusicService.kt -- Music playback management
|
|
|
|
modulebasegame/
|
|
EntryPoint.kt -- Basegame module entry point (registers items, fixtures, blocks, weather)
|
|
TitleScreen.kt -- Title screen (demo world rendering, async loading)
|
|
TerrarumIngame.kt -- Main gameplay screen
|
|
IngameRenderer.kt -- World rendering pipeline (FBO composition, lightmap, blur, shadows)
|
|
BuildingMaker.kt -- Building editor screen
|
|
|
|
worlddrawer/
|
|
WorldCamera.kt -- Camera position tracking (follows player, interpolated movement)
|
|
LightmapRenderer.kt -- Per-tile RGB+UV light calculation and rasterisation
|
|
BlocksDrawer.kt -- Tile rendering
|
|
FeaturesDrawer.kt -- Wire/feature overlay rendering
|
|
|
|
gamecontroller/
|
|
IME.kt -- Input Method Engine (GraalVM JS keyboard layouts, loaded on daemon thread)
|
|
|
|
weather/
|
|
WeatherMixer.kt -- Weather state machine, skybox rendering
|
|
SkyboxModelHosek.kt -- Physically-based sky model
|
|
```
|
|
|
|
## Architecture: Threading & GL Dispatch
|
|
|
|
All OpenGL calls (Texture, ShaderProgram, FrameBuffer creation) **must** happen on the GL thread. The codebase uses a dispatch mechanism to safely create GL resources from background threads.
|
|
|
|
### CommonResourcePool (the dispatch hub)
|
|
|
|
```
|
|
Background Thread GL Thread (App.render)
|
|
| |
|
|
|-- addToLoadingList("name", { Texture() })|
|
|
|-- loadAll() |
|
|
| | |
|
|
| +-- if on GL thread: run directly |
|
|
| +-- if not: enqueue to |
|
|
| glDispatchQueue + latch.await() |
|
|
| CommonResourcePool.update()
|
|
| |-- poll glDispatchQueue
|
|
| | run loadfun, latch.countDown()
|
|
| |-- poll glRunnableQueue
|
|
| | run block, latch.countDown()
|
|
| |-- poll slowLoadingQueue (one per tick)
|
|
| |
|
|
+-- latch released, continues <------------+
|
|
```
|
|
|
|
Key methods:
|
|
- `loadAll()` -- batch load; blocks background thread until GL thread processes
|
|
- `loadAllSlowly()` -- timesliced; one resource per tick via `update()`
|
|
- `runOnGLThread { }` -- run arbitrary block on GL thread, blocking caller
|
|
- `update()` -- called every tick from `App.render()`, processes all queues
|
|
- `getOrPut(name, loadfun, killfun)` -- thread-safe get-or-create with GL dispatch
|
|
|
|
### App.java Boot Sequence
|
|
|
|
```
|
|
create()
|
|
-> postInit() [GL thread, synchronous]
|
|
|-- load shaders, fonts, audio device, IME
|
|
|-- CommonResourcePool.setGLThread(currentThread)
|
|
|-- spawn Terrarum-PostInitLoader thread:
|
|
| ModMgr.invoke() // module entry points (dispatched to GL via runOnGLThread)
|
|
| CommonResourcePool.loadAllSlowly() // timesliced resource loading
|
|
| loadingThreadDone = true
|
|
+-- return (non-blocking)
|
|
|
|
render() loop [GL thread]
|
|
while currentScreen == null:
|
|
|-- drawSplash()
|
|
|-- CommonResourcePool.update() // process GL dispatch queues
|
|
|-- when loadingThreadDone && loaded:
|
|
| postLoadInit() // tile atlas, audio mixer, Terrarum.initialise()
|
|
| setScreen(titleScreen) // transitions to title screen
|
|
```
|
|
|
|
### TitleScreen Async Loading
|
|
|
|
`TitleScreen.show()` returns immediately after starting a background thread. The splash screen continues displaying until all loading completes.
|
|
|
|
```
|
|
show()
|
|
|-- quick GL setup (viewport, input processor, FBO, savegame list)
|
|
|-- spawn Terrarum-TitleScreenLoader thread:
|
|
| load demo world, compute camera nodes, bogoflops, audio reset
|
|
| backgroundLoadDone = true
|
|
+-- return
|
|
|
|
renderImpl() [GL thread, every frame]
|
|
if !loadDone:
|
|
|-- App.drawSplash()
|
|
|-- processGLLoadStep() // state machine, one step per frame:
|
|
| 0: wait for backgroundLoadDone
|
|
| 1: SkyboxModelHosek.loadlut()
|
|
| 2: IngameRenderer.setRenderedWorld + WeatherMixer init
|
|
| 3: load halfgrad texture
|
|
| 4: UIFakeGradOverlay
|
|
| 5: UIFakeBlurOverlay
|
|
| 6: UIRemoCon
|
|
| 7: MusicService.enterScene, gameUpdateGovernor.reset(), loadDone=true
|
|
else:
|
|
normal title screen rendering (world + UI via IngameRenderer)
|
|
```
|
|
|
|
### IME Loading
|
|
|
|
`IME.kt` object `init {}` spawns a `Terrarum-IMELoader` daemon thread for GraalVM JS context binding and key layout/IME file scanning. Icon texture loading remains synchronous (requires GL thread).
|
|
|
|
### ModMgr Class Initialisation
|
|
|
|
`ModMgr.kt` object `init {}` only does metadata loading and class instantiation (fast). The heavy `invoke()` method runs entry points wrapped in `CommonResourcePool.runOnGLThread { }` to avoid GL calls on the wrong thread. This separation prevents `<clinit>` lock deadlocks where a background thread holding the class init lock blocks on a GL dispatch latch while the GL thread tries to access the same class.
|
|
|
|
## Architecture: Rendering Pipeline
|
|
|
|
### IngameRenderer
|
|
|
|
Singleton object. Lazily initialised on first `invoke()` call via `invokeInit()`.
|
|
|
|
Render path (per frame):
|
|
1. `LightmapRenderer.recalculate()` -- every 3 frames, computes per-tile RGBA light values
|
|
2. `prepLightmapRGBA()` -- Kawase blur on lightmap into `lightmapFbo`
|
|
3. `BlocksDrawer.renderData()` -- prepare tile draw data
|
|
4. `drawToRGB()` -- render world tiles + actors into `fboRGB` (with shadow FBOs)
|
|
5. `drawToA()` -- render alpha/glow channel
|
|
6. Composite: sky -> world -> light multiply -> emissive blend -> vibrancy -> UI
|
|
7. Output to `App.renderFBO`, then `TerrarumPostProcessor.draw()` applies final effects
|
|
|
|
**Critical ordering in `resize()`**: `BlocksDrawer.resize()` and `LightmapRenderer.resize()` must be called **before** `lightmapFbo` creation, because `lightmapFbo` dimensions derive from `LightmapRenderer.lightBuffer` size.
|
|
|
|
### WorldCamera
|
|
|
|
Follows an `ActorWithBody` (player or camera actor). Position interpolated per frame. `WorldCamera.x/y` = top-left corner of visible area. `gdxCamX/Y` = centre of visible area. `moveCameraToWorldCoord()` positions the IngameRenderer camera for world-space drawing; `setCameraPosition(0,0)` positions it for screen-space drawing.
|
|
|
|
### FBO Extension Functions
|
|
|
|
- `FrameBuffer.inAction(camera, batch) { }` -- bind FBO, set camera to FBO dimensions (Y-down), run block, restore camera to screen dimensions
|
|
- `FrameBuffer.inActionF(camera, batch) { }` -- same but Y-up (for flipped FBO content)
|
|
|
|
Both save/restore `camera.position` and call `setToOrtho` with `App.scr.wf/hf` on exit.
|
|
|
|
## Key Conventions
|
|
|
|
- **GL thread safety**: Any code creating `Texture`, `TextureRegion`, `TextureRegionPack`, `ShaderProgram`, `FrameBuffer`, or `Pixmap` must run on the GL thread. Use `CommonResourcePool.runOnGLThread { }` when on a background thread.
|
|
- **Kotlin `object` singletons**: First access triggers `<clinit>`. Keep `init {}` blocks fast (no blocking, no GL dispatch). Defer heavy work to explicit `invoke()` methods.
|
|
- **`ConcurrentHashMap` cannot store null values**. Use `HashMap` for maps that need nullable values (e.g. `poolKillFun`).
|
|
- **`@Volatile`** for cross-thread boolean flags (`loadDone`, `backgroundLoadDone`, etc.)
|
|
- **`lateinit var` guards**: Use `::prop.isInitialized` checks in `resize()` and `dispose()` for properties set during async loading steps.
|
|
- **`ConsistentUpdateRate`**: Accumulates delta time; may call `updateFunction` multiple times before `renderFunction`. Call `.reset()` before transitioning to active rendering to avoid catch-up storms.
|
|
- **Textures**: Use TGA format. Images with semitransparency must be TGA; opaque images may be PNG.
|
|
- **Coordinate system**: Y-down (camera `setToOrtho(true, ...)`). `setCameraPosition(0, 0)` places origin at screen top-left.
|
|
- **ROUNDWORLD**: World wraps horizontally. `WorldCamera.x` uses `fmod worldWidth`. Lightmap and tile drawing account for wrapping.
|