Files
Terrarum/src/net/torvald/terrarum/modulebasegame/IngameRenderer.kt
2023-08-25 09:11:56 +09:00

914 lines
34 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.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.Disposable
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_SIZEF
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameparticles.ParticleBase
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.ui.Toolkit
import net.torvald.terrarum.weather.WeatherMixer
import net.torvald.terrarum.weather.WeatherMixer.render
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 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_lightMixed: Float16FrameBuffer
private lateinit var fboA: Float16FrameBuffer
private lateinit var fboA_lightMixed: Float16FrameBuffer
private lateinit var fboMixedOut: Float16FrameBuffer
private lateinit var rgbTex: TextureRegion
private lateinit var aTex: TextureRegion
private lateinit var mixedOutTex: TextureRegion
private lateinit var lightTex: TextureRegion
private lateinit var blurTex: TextureRegion
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 shaderForActors: ShaderProgram
val shaderDemultiply: 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
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 = App.loadShaderFromClasspath("shaders/blur.vert", "shaders/blur.frag")
shaderRGBOnly = App.loadShaderFromClasspath("shaders/default.vert", "shaders/rgbonly.frag")
shaderAtoGrey = App.loadShaderFromClasspath("shaders/default.vert", "shaders/aonly.frag")
shaderForActors = App.loadShaderFromClasspath("shaders/default.vert", "shaders/actors.frag")
shaderBlendGlow = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlow.frag")
shaderDemultiply = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/demultiply.frag")
shaderKawaseDown = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawasedown.frag")
shaderKawaseUp = App.loadShaderFromClasspath("shaders/default.vert", "shaders/kawaseup.frag")
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) {
try {
if (this.world != world) {
// printdbg(this, "World change detected -- " +
// "old world: ${this.world.hashCode()}, " +
// "new world: ${world.hashCode()}")
// change worlds from internal methods
this.world = world
LightmapRenderer.internalSetWorld(world)
BlocksDrawer.world = world
FeaturesDrawer.world = world
newWorldLoadedLatch = true
}
}
catch (e: UninitializedPropertyAccessException) {
// new init, do nothing
this.world = world
}
}
private var oldCamX = 0
operator fun invoke(
gamePaused: Boolean,
zoom: Float = 1f,
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 = (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 even frames, or if the sign of the cam-x changed
if (App.GLOBAL_RENDER_TIMER % 3 == 0 || Math.abs(WorldCamera.x - oldCamX) >= world.width * 0.85f * TILE_SIZEF || newWorldLoadedLatch) {
LightmapRenderer.recalculate(actorsRenderBehind + actorsRenderFront + actorsRenderMidTop + actorsRenderMiddle + actorsRenderOverlay)
}
oldCamX = WorldCamera.x
}
prepLightmapRGBA()
BlocksDrawer.renderData()
drawToRGB(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
drawToA(actorsRenderBehind, actorsRenderMiddle, actorsRenderMidTop, actorsRenderFront, actorsRenderOverlay, particlesContainer)
drawOverlayActors(actorsRenderOverlay)
}
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(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.draw(rgbTex,
-0.5f * rgbTex.regionWidth * zoom + 0.5f * rgbTex.regionWidth,
-0.5f * rgbTex.regionHeight * zoom + 0.5f * rgbTex.regionHeight,
rgbTex.regionWidth * zoom,
rgbTex.regionHeight * 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.draw(rgbTex,
-0.5f * rgbTex.regionWidth * zoom + 0.5f * rgbTex.regionWidth,
-0.5f * rgbTex.regionHeight * zoom + 0.5f * rgbTex.regionHeight,
rgbTex.regionWidth * zoom,
rgbTex.regionHeight * 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.draw(aTex,
-0.5f * aTex.regionWidth * zoom + 0.5f * aTex.regionWidth,
-0.5f * aTex.regionHeight * zoom + 0.5f * aTex.regionHeight,
aTex.regionWidth * zoom,
aTex.regionHeight * 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)
batch.inUse {
// it's no use applying dithering here: colours are no longer "floats" once they're written to the FBO
// proof: disable dithering on skybox and enable dither here -- banding is still visible
// it would work if GDX supported HDR, or GL_RGBA32F as a texture format, but alas.
// but mixedOutTex is still needed for the screen capturing
//batch.shader = if (App.getConfigBoolean("fx_dither")) IngameRenderer.shaderBayer else null
batch.shader = null
batch.drawFlipped(mixedOutTex, 0f, 0f)
}
///////////////////////////////////////////////////////////////////////
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
}
///////////////////////////////////////////////////////////////////////
// draw UI
setCameraPosition(0f, 0f)
batch.inUse {
batch.shader = null
batch.color = Color.WHITE
if (!KeyToggler.isOn(Input.Keys.F4)) {
uiContainer?.forEach {
it?.render(batch, camera)
}
}
}
// 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
}
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)
}
/**
* 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(
actorsRenderBehind: List<ActorWithBody>?,
actorsRenderMiddle: List<ActorWithBody>?,
actorsRenderMidTop: List<ActorWithBody>?,
actorsRenderFront : List<ActorWithBody>?,
actorsOverlay : List<ActorWithBody>?,
particlesContainer: CircularArray<ParticleBase>?
) {
fboRGB.inAction(null, null) { clearBuffer() }
fboRGB_lightMixed.inAction(null, null) { clearBuffer() }
fboRGB.inAction(camera, batch) {
setCameraPosition(0f, 0f)
BlocksDrawer.drawWall(batch.projectionMatrix, false)
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
moveCameraToWorldCoord()
actorsRenderBehind?.forEach { it.drawBody(batch) }
particlesContainer?.forEach { it.drawBody(batch) }
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrain(batch.projectionMatrix, false)
batch.shader = shaderForActors
batch.inUse {
batch.shader = shaderForActors
batch.color = Color.WHITE
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle?.forEach { it.drawBody(batch) }
actorsRenderMidTop?.forEach { it.drawBody(batch) }
player?.drawBody(batch)
actorsRenderFront?.forEach { it.drawBody(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)
}
}
fboRGB_lightMixed.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 {
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)
batch.shader = shaderRGBOnly
batch.shader.setUniformi("rnd", rng.nextInt(8192), rng.nextInt(8192))
batch.shader.setUniformi("u_pattern", 1)
batch.draw(lightTex,
xrem, yrem,
lightTex.regionWidth * lightmapDownsample,
lightTex.regionHeight * lightmapDownsample
)
// if right texture coord for lightTex and fboRGB are obtainable, you can try this:
/*
vec4 skyboxColour = ...
gl_FragCoord = alphablend skyboxColour with (fboRGB * lightTex)
*/
}
// NOTE TO SELF: thㄴis works.
}
blendNormalStraightAlpha(batch)
}
private fun drawToA(
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()
actorsRenderBehind?.forEach { it.drawGlow(batch) }
particlesContainer?.forEach { it.drawGlow(batch) }
}
setCameraPosition(0f, 0f)
BlocksDrawer.drawTerrain(batch.projectionMatrix, true)
batch.inUse {
/////////////////
// draw actors //
/////////////////
moveCameraToWorldCoord()
actorsRenderMiddle?.forEach { it.drawGlow(batch) }
actorsRenderMidTop?.forEach { it.drawGlow(batch) }
player?.drawGlow(batch)
actorsRenderFront?.forEach { it.drawGlow(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,
lightTex.regionWidth * lightmapDownsample,
lightTex.regionHeight * lightmapDownsample
)
}
// NOTE TO SELF: this works.
}
blendNormalStraightAlpha(batch)
}
private fun drawOverlayActors(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.drawBody(batch)
}
}
setCameraPosition(0f, 0f)
// BlocksDrawer.renderWhateverGlow_TERRAIN
}
}
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_TRIANGLES)
}
}
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_TRIANGLES)
}
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_TRIANGLES)
}
/*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_TRIANGLES)
}
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_TRIANGLES)
}*/
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_TRIANGLES)
}
}
private var init = false
fun resize(width: Int, height: Int) {
if (!init) {
blurWriteQuad = Mesh(
true, 4, 6,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
blurWriteQuad2 = Mesh(
true, 4, 6,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)
/*blurWriteQuad4 = Mesh(
true, 4, 6,
VertexAttribute.Position(),
VertexAttribute.ColorUnpacked(),
VertexAttribute.TexCoords(0)
)*/
init = true
}
else {
fboRGB.dispose()
fboRGB_lightMixed.dispose()
fboA.dispose()
fboA_lightMixed.dispose()
lightmapFbo.dispose()
fboBlurHalf.dispose()
//fboBlurQuarter.dispose()
}
fboRGB = Float16FrameBuffer(width, height, false)
fboRGB_lightMixed = Float16FrameBuffer(width, height, false)
fboA = Float16FrameBuffer(width, height, false)
fboA_lightMixed = Float16FrameBuffer(width, height, false)
fboMixedOut = Float16FrameBuffer(width, height, false)
lightmapFbo = Float16FrameBuffer(
LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
LightmapRenderer.lightBuffer.height * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
false
)
rgbTex = TextureRegion(fboRGB_lightMixed.colorBufferTexture)
aTex = TextureRegion(fboA_lightMixed.colorBufferTexture)
lightTex = TextureRegion(lightmapFbo.colorBufferTexture)
blurTex = TextureRegion()
mixedOutTex = TextureRegion(fboMixedOut.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
)*/
BlocksDrawer.resize(width, height)
LightmapRenderer.resize(width, height)
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, 2, 3, 0))
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, 2, 3, 0))
/*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, 2, 3, 0))*/
}
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_lightMixed.isInitialized) fboRGB_lightMixed.tryDispose()
if (::fboA_lightMixed.isInitialized) fboA_lightMixed.tryDispose()
if (::fboMixedOut.isInitialized) fboMixedOut.tryDispose()
if (::lightmapFbo.isInitialized) lightmapFbo.tryDispose()
blurtex0.tryDispose()
if (::fboBlurHalf.isInitialized) fboBlurHalf.tryDispose()
//if (::fboBlurQuarter.isInitialized) fboBlurQuarter.tryDispose()
LightmapRenderer.dispose()
BlocksDrawer.dispose()
WeatherMixer.dispose()
if (::batch.isInitialized) batch.tryDispose()
shaderBlur.dispose()
shaderRGBOnly.dispose()
shaderAtoGrey.dispose()
shaderKawaseDown.dispose()
shaderKawaseUp.dispose()
shaderBlendGlow.dispose()
shaderForActors.dispose()
shaderDemultiply.dispose()
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)
}
}