Files
Terrarum/src/net/torvald/terrarum/worlddrawer/LightmapRendererNew.kt
2019-02-20 23:14:28 +09:00

891 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.badlogic.gdx.graphics.glutils.ShaderProgram
import com.jme3.math.FastMath
import net.torvald.terrarum.*
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.blockproperties.Fluid
import net.torvald.terrarum.concurrent.ParallelUtils.sliceEvenly
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.Luminous
import net.torvald.terrarum.gameworld.BlockAddress
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.realestate.LandUtil
/**
* 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 {
private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE
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! */
fun setWorld(world: GameWorld) {
try {
if (this.world != world) {
printdbg(this, "World change detected -- old world: ${this.world.hashCode()}, new world: ${world.hashCode()}")
/*for (y in 0 until LIGHTMAP_HEIGHT) {
for (x in 0 until LIGHTMAP_WIDTH) {
lightmap[y][x] = colourNull
}
}*/
for (i in 0 until lightmap.size) {
lightmap[i] = colourNull
}
makeUpdateTaskList()
}
}
catch (e: UninitializedPropertyAccessException) {
// new init, do nothing
}
finally {
this.world = world
}
}
val overscan_open: Int = 40
val overscan_opaque: Int = 10
// TODO resize(int, int) -aware
val LIGHTMAP_WIDTH = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(Terrarum.WIDTH).div(TILE_SIZE).ceil() + overscan_open * 2 + 3
val LIGHTMAP_HEIGHT = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(Terrarum.HEIGHT).div(TILE_SIZE).ceil() + overscan_open * 2 + 3
val noopMask = HashSet<Point2i>((LIGHTMAP_WIDTH + LIGHTMAP_HEIGHT) * 2)
/**
* Float value, 1.0 for 1023
*/
// it utilises alpha channel to determine brightness of "glow" sprites (so that alpha channel works like UV light)
//private val lightmap: Array<Array<Color>> = Array(LIGHTMAP_HEIGHT) { Array(LIGHTMAP_WIDTH, { Color(0f,0f,0f,0f) }) } // Can't use framebuffer/pixmap -- this is a fvec4 array, whereas they are ivec4.
private val lightmap: Array<Color> = Array(LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT) { Color(0f,0f,0f,0f) } // Can't use framebuffer/pixmap -- this is a fvec4 array, whereas they are ivec4.
private val lanternMap = HashMap<BlockAddress, Color>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
init {
printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
}
private val AIR = Block.AIR
val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / IngameRenderer.lightmapDownsample
// color model related constants
const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB
const val CHANNEL_MAX_DECIMAL = 1f
const val MUL_2 = MUL * MUL
const val CHANNEL_MAX = MUL - 1
const val CHANNEL_MAX_FLOAT = CHANNEL_MAX.toFloat()
const val COLOUR_RANGE_SIZE = MUL * MUL_2
const val MUL_FLOAT = MUL / 256f
const val DIV_FLOAT = 256f / MUL
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_x = 0
internal var for_y = 0
//inline fun getLightRawPos(x: Int, y: Int) = lightmap[y][x]
/**
* Conventional level (multiplied by four)
*
* @param x world tile coord
* @param y world tile coord
*/
internal fun getLight(x: Int, y: Int): Color? {
val col = getLightInternal(x, y)
if (col == null) {
return null
}
else {
return Color(col.r * MUL_FLOAT, col.g * MUL_FLOAT, col.b * MUL_FLOAT, col.a * MUL_FLOAT)
}
}
/**
* Internal level (0..1)
*
* @param x world tile coord
* @param y world tile coord
*/
// TODO in regard of "colour math against integers", return Int?
private fun getLightInternal(x: Int, y: Int): Color? {
if (y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT &&
x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH) {
val ypos = y - for_y_start + overscan_open
val xpos = x - for_x_start + overscan_open
//return lightmap[ypos][xpos]
return lightmap[ypos * LIGHTMAP_WIDTH + xpos]
}
return null
}
/**
* Converts world coord (x,y) into the lightmap index, and stores the input colour into the given list
* with given applyFun applied.
*
* Default 'applyFun' is simply storing given colour into the array.
*
* @param list The lightmap
* @param x World X coordinate
* @param y World Y coordinate
* @param colour Color to write
* @param applyFun A function ```foo(old_colour, given_colour)```
*/
private fun setLightOf(list: Array<Color>, x: Int, y: Int, colour: Color, applyFun: (Color, Color) -> Color = { _, c -> c }) {
if (y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT &&
x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH) {
val ypos = y - for_y_start + overscan_open
val xpos = x - for_x_start + overscan_open
//lightmap[ypos][xpos] = applyFun.invoke(list[ypos][xpos], colour)
list[ypos * LIGHTMAP_WIDTH + xpos] = applyFun.invoke(list[ypos * LIGHTMAP_WIDTH + xpos], colour)
}
}
internal fun fireRecalculateEvent(vararg actorContainers: List<ActorWithBody>?) {
try {
world.getTileFromTerrain(0, 0) // test inquiry
}
catch (e: UninitializedPropertyAccessException) {
return // quit prematurely
}
for_x_start = WorldCamera.x / TILE_SIZE // fix for premature lightmap rendering
for_y_start = WorldCamera.y / TILE_SIZE // on topmost/leftmost side
if (for_x_start < 0) for_x_start -= 1 // to fix that the light shifts 1 tile to the left when WorldCamera < 0
//if (for_y_start < 0) for_y_start -= 1 // not needed when we only wrap at x axis
if (WorldCamera.x in -(TILE_SIZE - 1)..-1) for_x_start -= 1 // another edge-case fix
for_x_end = for_x_start + WorldCamera.width / TILE_SIZE + 3
for_y_end = for_y_start + WorldCamera.height / TILE_SIZE + 3 // same fix as above
for_x = for_x_start + (for_x_end - for_x_start) / 2
for_y = for_y_start + (for_y_end - for_y_start) / 2
//println("$for_x_start..$for_x_end, $for_x\t$for_y_start..$for_y_end, $for_y")
AppLoader.measureDebugTime("Renderer.Lanterns") {
buildLanternmap(actorContainers)
} // usually takes 3000 ns
/*
* Updating order:
* ,--------. ,--+-----. ,-----+--. ,--------. -
* |↘ | | | 3| |3 | | | ↙| ↕︎ overscan_open / overscan_opaque
* | ,-----+ | | 2 | | 2 | | +-----. | - depending on the noop_mask
* | |1 | | |1 | | 1| | | 1| |
* | | 2 | | `-----+ +-----' | | 2 | |
* | | 3| |↗ | | ↖| |3 | |
* `--+-----' `--------' `--------' `-----+--'
* round: 1 2 3 4
* for all lightmap[y][x], run in this order: 2-3-4-1
* If you run only 4 sets, orthogonal/diagonal artefacts are bound to occur,
*/
// set sunlight
sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT)
// set no-op mask from solidity of the block
AppLoader.measureDebugTime("Renderer.LightNoOpMask") {
noopMask.clear()
buildNoopMask()
}
// wipe out lightmap
AppLoader.measureDebugTime("Renderer.Light0") {
for (k in 0 until lightmap.size) lightmap[k] = colourNull
// 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
}
// O((5*9)n) == O(n) where n is a size of the map.
// Because of inevitable overlaps on the area, it only works with MAX blend
// each usually takes 8 000 000..12 000 000 miliseconds total when not threaded
if (!AppLoader.getConfigBoolean("multithreadedlight")) {
// The skipping is dependent on how you get ambient light,
// in this case we have 'spillage' due to the fact calculate() samples 3x3 area.
AppLoader.measureDebugTime("Renderer.LightTotal") {
// Round 2
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 3
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 4
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 1
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
}
// Round 2 again
/*for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
calculateAndAssign(lightmap, x, y)
}
}*/
}
}
else if (world.worldIndex != -1) { // to avoid updating on the null world
TODO()
}
}
// TODO re-init at every resize
private lateinit var updateMessages: List<Array<ThreadedLightmapUpdateMessage>>
private fun makeUpdateTaskList() {
val lightTaskArr = ArrayList<ThreadedLightmapUpdateMessage>()
val for_x_start = overscan_open
val for_y_start = overscan_open
val for_x_end = for_x_start + WorldCamera.width / TILE_SIZE + 3
val for_y_end = for_y_start + WorldCamera.height / TILE_SIZE + 3 // same fix as above
// Round 2
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_start - overscan_open..for_x_end) {
lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
}
}
// Round 3
for (y in for_y_end + overscan_open downTo for_y_start) {
for (x in for_x_end + overscan_open downTo for_x_start) {
lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
}
}
// Round 4
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_end + overscan_open downTo for_x_start) {
lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
}
}
// Round 1
for (y in for_y_start - overscan_open..for_y_end) {
for (x in for_x_start - overscan_open..for_x_end) {
lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
}
}
updateMessages = lightTaskArr.toTypedArray().sliceEvenly(Terrarum.THREADS)
}
internal data class ThreadedLightmapUpdateMessage(val x: Int, val y: Int)
private fun buildLanternmap(actorContainers: Array<out List<ActorWithBody>?>) {
lanternMap.clear()
actorContainers.forEach { actorContainer ->
actorContainer?.forEach {
if (it is Luminous && it is ActorWBMovable) {
// put lanterns to the area the luminantBox is occupying
for (lightBox in it.lightBoxList) {
val lightBoxX = it.hitbox.startX + lightBox.startX
val lightBoxY = it.hitbox.startY + lightBox.startY
val lightBoxW = lightBox.width
val lightBoxH = lightBox.height
for (y in lightBoxY.div(TILE_SIZE).floorInt()
..lightBoxY.plus(lightBoxH).div(TILE_SIZE).floorInt()) {
for (x in lightBoxX.div(TILE_SIZE).floorInt()
..lightBoxX.plus(lightBoxW).div(TILE_SIZE).floorInt()) {
val normalisedColor = it.color//.cpy().mul(DIV_FLOAT)
lanternMap[LandUtil.getBlockAddr(world, x, y)] = normalisedColor
//lanternMap[Point2i(x, y)] = normalisedColor
// Q&D fix for Roundworld anomaly
//lanternMap[Point2i(x + world.width, y)] = normalisedColor
//lanternMap[Point2i(x - world.width, y)] = normalisedColor
}
}
}
}
}
}
}
private fun buildNoopMask() {
fun isShaded(x: Int, y: Int) = BlockCodex[world.getTileFromTerrain(x, y) ?: Block.STONE].isSolid
/*
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))
}
}
//private val ambientAccumulator = Color(0f,0f,0f,0f)
private val lightLevelThis = Color(0)
private var thisTerrain = 0
private var thisFluid = GameWorld.FluidInfo(Fluid.NULL, 0f)
private val fluidAmountToCol = Color(0)
private var thisWall = 0
private val thisTileLuminosity = Color(0)
private val thisTileOpacity = Color(0)
private val thisTileOpacity2 = Color(0) // thisTileOpacity * sqrt(2)
private val sunLight = Color(0)
/**
* This function will alter following variables:
* - lightLevelThis
* - thisTerrain
* - thisFluid
* - thisWall
* - thisTileLuminosity
* - thisTileOpacity
* - thisTileOpacity2
* - sunlight
*/
private fun getLightsAndShades(x: Int, y: Int) {
lightLevelThis.set(colourNull)
thisTerrain = world.getTileFromTerrain(x, y) ?: Block.STONE
thisFluid = world.getFluid(x, y)
thisWall = world.getTileFromWall(x, y) ?: Block.STONE
if (thisFluid.type != Fluid.NULL) {
fluidAmountToCol.set(thisFluid.amount, thisFluid.amount, thisFluid.amount, thisFluid.amount)
thisTileLuminosity.set(BlockCodex[thisTerrain].luminosity)
thisTileLuminosity.maxAndAssign(BlockCodex[thisFluid.type].luminosity mul fluidAmountToCol) // already been div by four
thisTileOpacity.set(BlockCodex[thisTerrain].opacity)
thisTileOpacity.maxAndAssign(BlockCodex[thisFluid.type].opacity mul fluidAmountToCol) // already been div by four
}
else {
thisTileLuminosity.set(BlockCodex[thisTerrain].luminosity)
thisTileOpacity.set(BlockCodex[thisTerrain].opacity)
}
thisTileOpacity2.set(thisTileOpacity); thisTileOpacity2.mul(1.41421356f)
//sunLight.set(world.globalLight); sunLight.mul(DIV_FLOAT) // moved to fireRecalculateEvent()
// open air || luminous tile backed by sunlight
if ((thisTerrain == AIR && thisWall == AIR) || (thisTileLuminosity.nonZero() && thisWall == AIR)) {
lightLevelThis.set(sunLight)
}
// blend lantern
lightLevelThis.maxAndAssign(thisTileLuminosity).maxAndAssign(lanternMap[LandUtil.getBlockAddr(world, x, y)] ?: colourNull)
}
private val inNoopMaskp = Point2i(0,0)
private fun inNoopMask(x: Int, y: Int): Boolean {
// TODO: digitise your note of the idea of No-op Mask (date unknown, prob before 2017-03-17)
if (x in for_x_start..for_x_end) {
// if it's in the top flange
inNoopMaskp.set(x, for_y_start)
if (y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp)) return true
// if it's in the bottom flange
inNoopMaskp.y = for_y_end
return (y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
}
else if (y in for_y_start..for_y_end) {
// if it's in the left flange
inNoopMaskp.set(for_x_start, y)
if (x < for_x_start - overscan_opaque && noopMask.contains(inNoopMaskp)) return true
// if it's in the right flange
inNoopMaskp.set(for_x_end, y)
return (x > for_x_end + overscan_opaque && noopMask.contains(inNoopMaskp))
}
// top-left corner
else if (x < for_x_start && y < for_y_start) {
inNoopMaskp.set(for_x_start, for_y_start)
return (x < for_x_start - overscan_opaque && y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp))
}
// top-right corner
else if (x > for_x_end && y < for_y_start) {
inNoopMaskp.set(for_x_end, for_y_start)
return (x > for_x_end + overscan_opaque && y < for_y_start - overscan_opaque && noopMask.contains(inNoopMaskp))
}
// bottom-left corner
else if (x < for_x_start && y > for_y_end) {
inNoopMaskp.set(for_x_start, for_y_end)
return (x < for_x_start - overscan_opaque && y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
}
// bottom-right corner
else if (x > for_x_end && y > for_y_end) {
inNoopMaskp.set(for_x_end, for_y_end)
return (x > for_x_end + overscan_opaque && y > for_y_end + overscan_opaque && noopMask.contains(inNoopMaskp))
}
else
return false
// if your IDE error out that you need return statement, AND it's "fixed" by removing 'else' before 'return false',
// you're doing it wrong, the IF and return statements must be inclusive.
}
/**
* Calculates the light simulation, using main lightmap as one of the input.
*/
private fun calculateAndAssign(lightmap: Array<Color>, x: Int, y: Int) {
if (inNoopMask(x, y)) return
// O(9n) == O(n) where n is a size of the map
getLightsAndShades(x, y)
// calculate ambient
/* + * + 0 4 1
* * @ * 6 @ 7
* + * + 2 5 3
* sample ambient for eight points and apply attenuation for those
* maxblend eight values and use it
*/
// will "overwrite" what's there in the lightmap if it's the first pass
// takes about 2 ms on 6700K
/* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x - 1, y - 1) ?: colourNull, thisTileOpacity2))
/* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x + 1, y - 1) ?: colourNull, thisTileOpacity2))
/* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x - 1, y + 1) ?: colourNull, thisTileOpacity2))
/* + */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x + 1, y + 1) ?: colourNull, thisTileOpacity2))
/* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x, y - 1) ?: colourNull, thisTileOpacity))
/* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x, y + 1) ?: colourNull, thisTileOpacity))
/* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x - 1, y) ?: colourNull, thisTileOpacity))
/* * */lightLevelThis.maxAndAssign(darkenColoured(getLightInternal(x + 1, y) ?: colourNull, thisTileOpacity))
//return lightLevelThis.cpy() // it HAS to be a cpy(), otherwise all cells gets the same instance
setLightOf(lightmap, x, y, lightLevelThis.cpy())
}
private fun getLightForOpaque(x: Int, y: Int): Color? { // ...so that they wouldn't appear too dark
val l = getLightInternal(x, y)
if (l == null) return null
// brighten if solid
if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) {
return Color(
(l.r * 1.2f),
(l.g * 1.2f),
(l.b * 1.2f),
(l.a * 1.2f)
)
}
else {
return l
}
}
var lightBuffer: Pixmap = Pixmap(1, 1, Pixmap.Format.RGBA8888)
private val colourNull = Color(0)
private val epsilon = 1f/1024f
private var _lightBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
internal fun draw(): Texture {
// when shader is not used: 0.5 ms on 6700K
AppLoader.measureDebugTime("Renderer.LightToScreen") {
val this_x_start = for_x_start// + overscan_open
val this_x_end = for_x_end// + overscan_open
val this_y_start = for_y_start// + overscan_open
val this_y_end = for_y_end// + overscan_open
// 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(colourNull)
lightBuffer.fill()
// write to colour buffer
for (y in this_y_start..this_y_end) {
//println("y: $y, this_y_start: $this_y_start")
if (y == this_y_start && this_y_start == 0) {
//throw Error("Fuck hits again...")
}
for (x in this_x_start..this_x_end) {
val color = (getLightForOpaque(x, y) ?: Color(0f, 0f, 0f, 0f)).normaliseToHDR()
lightBuffer.setColor(color)
//lightBuffer.drawPixel(x - this_x_start, y - this_y_start)
lightBuffer.drawPixel(x - this_x_start, lightBuffer.height - 1 - y + this_y_start) // flip Y
}
}
// draw to the batch
_lightBufferAsTex.dispose()
_lightBufferAsTex = Texture(lightBuffer)
_lightBufferAsTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
/*Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
// we might not need shader here...
//batch.draw(lightBufferAsTex, 0f, 0f, lightBufferAsTex.width.toFloat(), lightBufferAsTex.height.toFloat())
batch.draw(_lightBufferAsTex, 0f, 0f, _lightBufferAsTex.width * DRAW_TILE_SIZE, _lightBufferAsTex.height * DRAW_TILE_SIZE)
*/
}
return _lightBufferAsTex
}
fun dispose() {
}
val lightScalingMagic = 8f
/**
* Subtract each channel's RGB value.
*
* @param data Raw channel value (0-255) per channel
* @param darken (0-255) per channel
* @return darkened data (0-255) per channel
*/
fun darkenColoured(data: Color, darken: Color): Color {
// use equation with magic number 8.0
// should draw somewhat exponential curve when you plot the propagation of light in-game
return Color(
data.r * (1f - darken.r * lightScalingMagic),//.clampZero(),
data.g * (1f - darken.g * lightScalingMagic),//.clampZero(),
data.b * (1f - darken.b * lightScalingMagic),//.clampZero(),
data.a * (1f - darken.a * lightScalingMagic))
}
/**
* Darken each channel by 'darken' argument
*
* @param data Raw channel value (0-255) per channel
* @param darken (0-255)
* @return
*/
fun darkenUniformInt(data: Color, darken: Float): Color {
if (darken < 0 || darken > CHANNEL_MAX)
throw IllegalArgumentException("darken: out of range ($darken)")
val darkenColoured = Color(darken, darken, darken, darken)
return darkenColoured(data, darkenColoured)
}
/**
* Darken or brighten colour by 'brighten' argument
*
* @param data Raw channel value (0-255) per channel
* @param brighten (-1.0 - 1.0) negative means darkening
* @return processed colour
*/
fun alterBrightnessUniform(data: Color, brighten: Float): Color {
return Color(
data.r + brighten,
data.g + brighten,
data.b + brighten,
data.a + brighten
)
}
/** infix is removed to clarify the association direction */
fun Color.maxAndAssign(other: Color): Color {
this.set(
if (this.r > other.r) this.r else other.r,
if (this.g > other.g) this.g else other.g,
if (this.b > other.b) this.b else other.b,
if (this.a > other.a) this.a else other.a
)
return this
}
private fun Float.inv() = 1f / this
fun Float.floor() = FastMath.floor(this)
fun Double.floorInt() = Math.floor(this).toInt()
fun Float.round(): Int = Math.round(this)
fun Double.round(): Int = Math.round(this).toInt()
fun Float.ceil() = FastMath.ceil(this)
fun Int.even(): Boolean = this and 1 == 0
fun Int.odd(): Boolean = this and 1 == 1
// TODO: float LUT lookup using linear interpolation
// input: 0..1 for int 0..1023
fun hdr(intensity: Float): Float {
val intervalStart = (intensity * CHANNEL_MAX).floorInt()
val intervalEnd = minOf(rgbHDRLookupTable.lastIndex, (intensity * CHANNEL_MAX).floorInt() + 1)
if (intervalStart == intervalEnd) return rgbHDRLookupTable[intervalStart]
val intervalPos = (intensity * CHANNEL_MAX) - (intensity * CHANNEL_MAX).toInt()
val ret = interpolateLinear(
intervalPos,
rgbHDRLookupTable[intervalStart],
rgbHDRLookupTable[intervalEnd]
)
return ret
}
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 = (screenW.toFloat() / TILE_SIZE).ceilInt() + 1
val tilesInVertical = (screenH.toFloat() / TILE_SIZE).ceilInt() + 1
if (_init) {
lightBuffer.dispose()
}
else {
_init = true
}
lightBuffer = Pixmap(tilesInHorizontal, tilesInVertical, Pixmap.Format.RGBA8888)
printdbg(this, "Resize event")
}
val rgbHDRLookupTable = floatArrayOf( // polynomial of 6.0 please refer to work_files/HDRcurveBezierLinIntp.kts
0.0000f,0.0004f,0.0020f,0.0060f,0.0100f,0.0139f,0.0179f,0.0219f,0.0259f,0.0299f,0.0338f,0.0378f,0.0418f,0.0458f,0.0497f,0.0537f,
0.0577f,0.0617f,0.0656f,0.0696f,0.0736f,0.0776f,0.0816f,0.0855f,0.0895f,0.0935f,0.0975f,0.1014f,0.1054f,0.1094f,0.1134f,0.1173f,
0.1213f,0.1253f,0.1293f,0.1332f,0.1372f,0.1412f,0.1451f,0.1491f,0.1531f,0.1571f,0.1610f,0.1650f,0.1690f,0.1730f,0.1769f,0.1809f,
0.1849f,0.1888f,0.1928f,0.1968f,0.2007f,0.2047f,0.2087f,0.2127f,0.2166f,0.2206f,0.2246f,0.2285f,0.2325f,0.2365f,0.2404f,0.2444f,
0.2484f,0.2523f,0.2563f,0.2602f,0.2642f,0.2682f,0.2721f,0.2761f,0.2800f,0.2840f,0.2880f,0.2919f,0.2959f,0.2998f,0.3038f,0.3078f,
0.3117f,0.3157f,0.3196f,0.3236f,0.3275f,0.3315f,0.3354f,0.3394f,0.3433f,0.3472f,0.3512f,0.3551f,0.3591f,0.3630f,0.3669f,0.3709f,
0.3748f,0.3788f,0.3827f,0.3866f,0.3905f,0.3945f,0.3984f,0.4023f,0.4062f,0.4101f,0.4141f,0.4180f,0.4219f,0.4258f,0.4297f,0.4336f,
0.4375f,0.4414f,0.4453f,0.4491f,0.4530f,0.4569f,0.4608f,0.4647f,0.4685f,0.4724f,0.4762f,0.4801f,0.4839f,0.4878f,0.4916f,0.4954f,
0.4993f,0.5031f,0.5069f,0.5107f,0.5145f,0.5183f,0.5220f,0.5258f,0.5296f,0.5333f,0.5371f,0.5408f,0.5445f,0.5482f,0.5520f,0.5556f,
0.5593f,0.5630f,0.5667f,0.5703f,0.5739f,0.5776f,0.5812f,0.5848f,0.5883f,0.5919f,0.5955f,0.5990f,0.6025f,0.6060f,0.6095f,0.6130f,
0.6164f,0.6199f,0.6233f,0.6267f,0.6300f,0.6334f,0.6367f,0.6401f,0.6433f,0.6466f,0.6499f,0.6531f,0.6563f,0.6595f,0.6627f,0.6658f,
0.6689f,0.6720f,0.6751f,0.6781f,0.6811f,0.6841f,0.6871f,0.6901f,0.6930f,0.6959f,0.6987f,0.7016f,0.7044f,0.7072f,0.7100f,0.7127f,
0.7154f,0.7181f,0.7208f,0.7234f,0.7260f,0.7286f,0.7311f,0.7337f,0.7362f,0.7386f,0.7411f,0.7435f,0.7459f,0.7483f,0.7506f,0.7530f,
0.7553f,0.7575f,0.7598f,0.7620f,0.7642f,0.7664f,0.7685f,0.7706f,0.7727f,0.7748f,0.7769f,0.7789f,0.7809f,0.7829f,0.7849f,0.7868f,
0.7887f,0.7906f,0.7925f,0.7944f,0.7962f,0.7980f,0.7998f,0.8016f,0.8033f,0.8051f,0.8068f,0.8085f,0.8101f,0.8118f,0.8134f,0.8150f,
0.8166f,0.8182f,0.8198f,0.8213f,0.8229f,0.8244f,0.8259f,0.8274f,0.8288f,0.8303f,0.8317f,0.8331f,0.8345f,0.8359f,0.8373f,0.8386f,
0.8400f,0.8413f,0.8426f,0.8439f,0.8452f,0.8465f,0.8477f,0.8490f,0.8502f,0.8514f,0.8526f,0.8538f,0.8550f,0.8562f,0.8573f,0.8585f,
0.8596f,0.8608f,0.8619f,0.8630f,0.8641f,0.8651f,0.8662f,0.8673f,0.8683f,0.8693f,0.8704f,0.8714f,0.8724f,0.8734f,0.8744f,0.8754f,
0.8763f,0.8773f,0.8782f,0.8792f,0.8801f,0.8811f,0.8820f,0.8829f,0.8838f,0.8847f,0.8856f,0.8864f,0.8873f,0.8882f,0.8890f,0.8899f,
0.8907f,0.8915f,0.8923f,0.8932f,0.8940f,0.8948f,0.8956f,0.8963f,0.8971f,0.8979f,0.8987f,0.8994f,0.9002f,0.9009f,0.9017f,0.9024f,
0.9031f,0.9039f,0.9046f,0.9053f,0.9060f,0.9067f,0.9074f,0.9081f,0.9087f,0.9094f,0.9101f,0.9108f,0.9114f,0.9121f,0.9127f,0.9134f,
0.9140f,0.9146f,0.9153f,0.9159f,0.9165f,0.9171f,0.9177f,0.9184f,0.9190f,0.9195f,0.9201f,0.9207f,0.9213f,0.9219f,0.9225f,0.9230f,
0.9236f,0.9242f,0.9247f,0.9253f,0.9258f,0.9264f,0.9269f,0.9274f,0.9280f,0.9285f,0.9290f,0.9296f,0.9301f,0.9306f,0.9311f,0.9316f,
0.9321f,0.9326f,0.9331f,0.9336f,0.9341f,0.9346f,0.9351f,0.9355f,0.9360f,0.9365f,0.9370f,0.9374f,0.9379f,0.9383f,0.9388f,0.9393f,
0.9397f,0.9402f,0.9406f,0.9410f,0.9415f,0.9419f,0.9423f,0.9428f,0.9432f,0.9436f,0.9440f,0.9445f,0.9449f,0.9453f,0.9457f,0.9461f,
0.9465f,0.9469f,0.9473f,0.9477f,0.9481f,0.9485f,0.9489f,0.9493f,0.9497f,0.9501f,0.9504f,0.9508f,0.9512f,0.9516f,0.9519f,0.9523f,
0.9527f,0.9530f,0.9534f,0.9537f,0.9541f,0.9545f,0.9548f,0.9552f,0.9555f,0.9559f,0.9562f,0.9565f,0.9569f,0.9572f,0.9576f,0.9579f,
0.9582f,0.9586f,0.9589f,0.9592f,0.9595f,0.9599f,0.9602f,0.9605f,0.9608f,0.9611f,0.9614f,0.9617f,0.9621f,0.9624f,0.9627f,0.9630f,
0.9633f,0.9636f,0.9639f,0.9642f,0.9645f,0.9648f,0.9650f,0.9653f,0.9656f,0.9659f,0.9662f,0.9665f,0.9668f,0.9670f,0.9673f,0.9676f,
0.9679f,0.9681f,0.9684f,0.9687f,0.9690f,0.9692f,0.9695f,0.9697f,0.9700f,0.9703f,0.9705f,0.9708f,0.9711f,0.9713f,0.9716f,0.9718f,
0.9721f,0.9723f,0.9726f,0.9728f,0.9731f,0.9733f,0.9735f,0.9738f,0.9740f,0.9743f,0.9745f,0.9747f,0.9750f,0.9752f,0.9754f,0.9757f,
0.9759f,0.9761f,0.9764f,0.9766f,0.9768f,0.9770f,0.9773f,0.9775f,0.9777f,0.9779f,0.9781f,0.9784f,0.9786f,0.9788f,0.9790f,0.9792f,
0.9794f,0.9796f,0.9799f,0.9801f,0.9803f,0.9805f,0.9807f,0.9809f,0.9811f,0.9813f,0.9815f,0.9817f,0.9819f,0.9821f,0.9823f,0.9825f,
0.9827f,0.9829f,0.9831f,0.9832f,0.9834f,0.9836f,0.9838f,0.9840f,0.9842f,0.9844f,0.9846f,0.9847f,0.9849f,0.9851f,0.9853f,0.9855f,
0.9856f,0.9858f,0.9860f,0.9862f,0.9864f,0.9865f,0.9867f,0.9869f,0.9870f,0.9872f,0.9874f,0.9876f,0.9877f,0.9879f,0.9881f,0.9882f,
0.9884f,0.9886f,0.9887f,0.9889f,0.9890f,0.9892f,0.9894f,0.9895f,0.9897f,0.9898f,0.9900f,0.9901f,0.9903f,0.9905f,0.9906f,0.9908f,
0.9909f,0.9911f,0.9912f,0.9914f,0.9915f,0.9917f,0.9918f,0.9920f,0.9921f,0.9922f,0.9924f,0.9925f,0.9927f,0.9928f,0.9930f,0.9931f,
0.9932f,0.9934f,0.9935f,0.9937f,0.9938f,0.9939f,0.9941f,0.9942f,0.9943f,0.9945f,0.9946f,0.9947f,0.9949f,0.9950f,0.9951f,0.9953f,
0.9954f,0.9955f,0.9957f,0.9958f,0.9959f,0.9960f,0.9962f,0.9963f,0.9964f,0.9965f,0.9967f,0.9968f,0.9969f,0.9970f,0.9971f,0.9973f,
0.9974f,0.9975f,0.9976f,0.9977f,0.9978f,0.9980f,0.9981f,0.9982f,0.9983f,0.9984f,0.9985f,0.9987f,0.9988f,0.9989f,0.9990f,0.9991f,
0.9992f,0.9993f,0.9994f,0.9995f,0.9996f,0.9997f,0.9999f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,
1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f,1.0000f // isn't it beautiful?
)
/** To eliminated visible edge on the gradient when 255/1023 is exceeded */
internal fun Color.normaliseToHDR() = Color(
hdr(this.r.coerceIn(0f,1f)),
hdr(this.g.coerceIn(0f,1f)),
hdr(this.b.coerceIn(0f,1f)),
hdr(this.a.coerceIn(0f,1f))
)
private fun Color.nonZero() = this.r + this.g + this.b + this.a > epsilon
val histogram: Histogram
get() {
val reds = IntArray(MUL) // reds[intensity] ← counts
val greens = IntArray(MUL) // do.
val blues = IntArray(MUL) // do.
val uvs = IntArray(MUL)
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 {
//val colour = lightmap[y][x]
val colour = lightmap[y * LIGHTMAP_WIDTH + x]
reds[minOf(CHANNEL_MAX, colour.r.times(MUL).floorInt())] += 1
greens[minOf(CHANNEL_MAX, colour.g.times(MUL).floorInt())] += 1
blues[minOf(CHANNEL_MAX, colour.b.times(MUL).floorInt())] += 1
uvs[minOf(CHANNEL_MAX, colour.a.times(MUL).floorInt())] += 1
}
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 CHANNEL_MAX 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..CHANNEL_MAX) {
if (reds[i] > 0 || greens[i] > 0 || blues[i] > 0)
return i
}
return CHANNEL_MAX
}
val range: Int = CHANNEL_MAX
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 Color.toRGBA() = (255 * r).toInt() shl 24 or ((255 * g).toInt() shl 16) or ((255 * b).toInt() shl 8) or (255 * a).toInt()