mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
1009 lines
45 KiB
Kotlin
1009 lines
45 KiB
Kotlin
package net.torvald.terrarum.worlddrawer
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import com.badlogic.gdx.Gdx
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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.glutils.FrameBuffer
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.jme3.math.FastMath
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import net.torvald.terrarum.*
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.blockproperties.Fluid
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import net.torvald.terrarum.concurrent.ParallelUtils.sliceEvenly
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import net.torvald.terrarum.gameactors.ActorWBMovable
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import net.torvald.terrarum.gameactors.Luminous
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import net.torvald.terrarum.gameworld.BlockAddress
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarum.realestate.LandUtil
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/**
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* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
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*
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* Created by minjaesong on 2016-01-25.
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*/
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//typealias RGB10 = Int
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// NOTE: no Float16 on this thing: 67 kB of memory footage is totally acceptable
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/** This object should not be called by yourself; must be only being used and manipulated by your
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* own ingame renderer
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*/
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object LightmapRenderer {
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private var world: GameWorld = GameWorld.makeNullWorld()
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private lateinit var lightCalcShader: ShaderProgram
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private val SHADER_LIGHTING = AppLoader.getConfigBoolean("gpulightcalc")
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/** do not call this yourself! Let your game renderer handle this! */
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fun setWorld(world: GameWorld) {
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try {
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if (this.world != world) {
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printdbg(this, "World change detected -- old world: ${this.world.hashCode()}, new world: ${world.hashCode()}")
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/*for (y in 0 until LIGHTMAP_HEIGHT) {
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for (x in 0 until LIGHTMAP_WIDTH) {
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lightmap[y][x] = colourNull
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}
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}*/
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for (i in 0 until lightmap.size) {
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lightmap[i] = 0f
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}
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makeUpdateTaskList()
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}
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}
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catch (e: UninitializedPropertyAccessException) {
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// new init, do nothing
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}
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finally {
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this.world = world
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}
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}
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// TODO if (VBO works on BlocksDrawer) THEN overscan of 256, utilise same technique in here
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val overscan_open: Int = 32
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val overscan_opaque: Int = 8
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// TODO resize(int, int) -aware
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val LIGHTMAP_WIDTH = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(Terrarum.WIDTH)
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.div(FeaturesDrawer.TILE_SIZE).ceil() + overscan_open * 2 + 3
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val LIGHTMAP_HEIGHT = (Terrarum.ingame?.ZOOM_MINIMUM ?: 1f).inv().times(Terrarum.HEIGHT)
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.div(FeaturesDrawer.TILE_SIZE).ceil() + overscan_open * 2 + 3
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/**
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* Float value, 1.0 for 1023
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*/
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// it utilises alpha channel to determine brightness of "glow" sprites (so that alpha channel works like UV light)
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//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.
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private val lightmap: FloatArray = FloatArray(LIGHTMAP_WIDTH * LIGHTMAP_HEIGHT * 4) { 0f } // Can't use framebuffer/pixmap -- this is a fvec4 array, whereas they are ivec4.
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private val lanternMap = HashMap<BlockAddress, Color>((Terrarum.ingame?.ACTORCONTAINER_INITIAL_SIZE ?: 2) * 4)
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private lateinit var texturedLightMap: FrameBuffer
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private lateinit var texturedLightMapOutput: Pixmap
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private lateinit var texturedLightSources: Texture
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private lateinit var texturedShadeSources: Texture
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private lateinit var texturedLightSourcePixmap: Pixmap // used to turn tiles into texture
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private lateinit var texturedShadeSourcePixmap: Pixmap // used to turn tiles into texture
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private lateinit var texturedLightQuad: Mesh
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private lateinit var texturedLightCamera: OrthographicCamera
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private lateinit var texturedLightBatch: SpriteBatch
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private const val LIGHTMAP_UNIT = 0
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private const val SHADEMAP_UNIT = 1
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init {
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printdbg(this, "Overscan open: $overscan_open; opaque: $overscan_opaque")
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if (SHADER_LIGHTING) {
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lightCalcShader = AppLoader.loadShader("assets/4096.vert", "assets/raytracelight.frag")
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texturedLightMap = FrameBuffer(Pixmap.Format.RGBA8888, LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, false)
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//texturedLightMap = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
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//texturedLightMap.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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texturedLightMapOutput = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
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texturedLightSources = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
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texturedLightSources.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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texturedShadeSources = Texture(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
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texturedShadeSources.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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texturedLightSourcePixmap = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
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texturedLightSourcePixmap.blending = Pixmap.Blending.None
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texturedShadeSourcePixmap = Pixmap(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT, Pixmap.Format.RGBA8888)
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texturedShadeSourcePixmap.blending = Pixmap.Blending.None
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texturedLightQuad = Mesh(
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true, 4, 6,
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VertexAttribute.Position(),
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VertexAttribute.ColorUnpacked(),
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VertexAttribute.TexCoords(0)
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)
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texturedLightQuad.setVertices(floatArrayOf( // y-flipped quads!
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0f, 0f, 0f, 1f, 1f, 1f, 1f, 0f, 0f,
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LIGHTMAP_WIDTH.toFloat(), 0f, 0f, 1f, 1f, 1f, 1f, 1f, 0f,
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LIGHTMAP_WIDTH.toFloat(), LIGHTMAP_HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 1f, 1f,
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0f, LIGHTMAP_HEIGHT.toFloat(), 0f, 1f, 1f, 1f, 1f, 0f, 1f))
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texturedLightQuad.setIndices(shortArrayOf(0, 1, 2, 2, 3, 0))
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texturedLightCamera = OrthographicCamera(LIGHTMAP_WIDTH.toFloat(), LIGHTMAP_HEIGHT.toFloat())
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texturedLightCamera.setToOrtho(true)
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texturedLightCamera.update()
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texturedLightBatch = SpriteBatch(8, lightCalcShader)
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}
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}
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private val AIR = Block.AIR
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private const val TILE_SIZE = FeaturesDrawer.TILE_SIZE
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val DRAW_TILE_SIZE: Float = FeaturesDrawer.TILE_SIZE / IngameRenderer.lightmapDownsample
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// color model related constants
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const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB
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const val CHANNEL_MAX_DECIMAL = 1f
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const val MUL_2 = MUL * MUL
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const val CHANNEL_MAX = MUL - 1
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const val CHANNEL_MAX_FLOAT = CHANNEL_MAX.toFloat()
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const val COLOUR_RANGE_SIZE = MUL * MUL_2
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const val MUL_FLOAT = MUL / 256f
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const val DIV_FLOAT = 256f / MUL
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internal var for_x_start = 0
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internal var for_y_start = 0
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internal var for_x_end = 0
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internal var for_y_end = 0
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internal var for_x = 0
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internal var for_y = 0
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//inline fun getLightRawPos(x: Int, y: Int) = lightmap[y][x]
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/**
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* Conventional level (multiplied by four)
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*
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* @param x world tile coord
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* @param y world tile coord
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*/
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internal fun getLight(x: Int, y: Int): Color? {
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val col = getLightInternal(x, y)
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if (col == null) {
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return null
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}
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else {
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return Color(col.r * MUL_FLOAT, col.g * MUL_FLOAT, col.b * MUL_FLOAT, col.a * MUL_FLOAT)
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}
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}
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/**
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* Internal level (0..1)
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*
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* @param x world tile coord
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* @param y world tile coord
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*/
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// TODO in regard of "colour math against integers", return Int?
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private fun getLightInternal(x: Int, y: Int): Color? {
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if (y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT &&
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x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH) {
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val ypos = y - for_y_start + overscan_open
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val xpos = x - for_x_start + overscan_open
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//return lightmap[ypos][xpos]
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return Color(
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lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos)],
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lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 1],
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lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 2],
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lightmap[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 3]
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)
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}
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return null
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}
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/**
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* Converts world coord (x,y) into the lightmap index, and stores the input colour into the given list
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* with given applyFun applied.
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*
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* Default 'applyFun' is simply storing given colour into the array.
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*
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* @param list The lightmap
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* @param x World X coordinate
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* @param y World Y coordinate
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* @param colour Color to write
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* @param applyFun A function ```foo(old_colour, given_colour)```
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*/
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private fun setLightOf(list: FloatArray, x: Int, y: Int, colour: Color) {
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if (y - for_y_start + overscan_open in 0 until LIGHTMAP_HEIGHT &&
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x - for_x_start + overscan_open in 0 until LIGHTMAP_WIDTH) {
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val ypos = y - for_y_start + overscan_open
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val xpos = x - for_x_start + overscan_open
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//lightmap[ypos][xpos] = applyFun.invoke(list[ypos][xpos], colour)
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//list[ypos * LIGHTMAP_WIDTH + xpos] = applyFun.invoke(list[ypos * LIGHTMAP_WIDTH + xpos], colour)
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list[4 * (ypos * LIGHTMAP_WIDTH + xpos)] = colour.r
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list[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 1] = colour.g
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list[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 2] = colour.b
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list[4 * (ypos * LIGHTMAP_WIDTH + xpos) + 3] = colour.a
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}
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}
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internal fun fireRecalculateEvent() {
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try {
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world.getTileFromTerrain(0, 0) // test inquiry
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}
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catch (e: UninitializedPropertyAccessException) {
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return // quit prematurely
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}
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for_x_start = WorldCamera.x / TILE_SIZE // fix for premature lightmap rendering
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for_y_start = WorldCamera.y / TILE_SIZE // on topmost/leftmost side
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if (for_x_start < 0) for_x_start -= 1 // to fix that the light shifts 1 tile to the left when WorldCamera < 0
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//if (for_y_start < 0) for_y_start -= 1 // not needed when we only wrap at x axis
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if (WorldCamera.x in -(TILE_SIZE - 1)..-1) for_x_start -= 1 // another edge-case fix
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for_x_end = for_x_start + WorldCamera.width / TILE_SIZE + 3
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for_y_end = for_y_start + WorldCamera.height / TILE_SIZE + 3 // same fix as above
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for_x = for_x_start + (for_x_end - for_x_start) / 2
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for_y = for_y_start + (for_y_end - for_y_start) / 2
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//println("$for_x_start..$for_x_end, $for_x\t$for_y_start..$for_y_end, $for_y")
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AppLoader.measureDebugTime("Renderer.Lanterns") {
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buildLanternmap()
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} // usually takes 3000 ns
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fireRecalculateEventJava()
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}
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private fun fireRecalculateEventJava() {
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/**
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* Updating order:
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* ,--------. ,--+-----. ,-----+--. ,--------. -
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* |↘ | | | 3| |3 | | | ↙| ↕︎ overscan_open / overscan_opaque
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* | ,-----+ | | 2 | | 2 | | +-----. | - depending on the noop_mask
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* | |1 | | |1 | | 1| | | 1| |
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* | | 2 | | `-----+ +-----' | | 2 | |
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* | | 3| |↗ | | ↖| |3 | |
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* `--+-----' `--------' `--------' `-----+--'
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* round: 1 2 3 4
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* Run in this order: 0-2-3-4-1
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* zero means we wipe out lightmap.
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* But why start from 2? No special reason.
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*/
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// wipe out lightmap
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AppLoader.measureDebugTime("Renderer.Light0") {
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//for (ky in 0 until lightmap.size) for (kx in 0 until lightmap[0].size) lightmap[ky][kx] = colourNull
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for (k in 0 until lightmap.size) lightmap[k] = 0f
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// when disabled, light will "decay out" instead of "instantly out", which can have a cool effect
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// but the performance boost is measly 0.1 ms on 6700K
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}
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// O((5*9)n) == O(n) where n is a size of the map.
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// Because of inevitable overlaps on the area, it only works with MAX blend
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// each usually takes 8 000 000..12 000 000 miliseconds total when not threaded
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//val workMap = Array(lightmap.size) { colourNull }
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// The skipping is dependent on how you get ambient light,
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// in this case we have 'spillage' due to the fact calculate() samples 3x3 area.
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// FIXME theoretically skipping shouldn't work (light can be anywhere on the screen, not just centre
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// but how does it actually work ?!?!?!!?!?!?!?
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// because things are filled in subsequent frames ?
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// because of not wiping out prev map ! (if pass=1 also calculates ambience, was disabled to not have to wipe out)
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// Round 2
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AppLoader.measureDebugTime("Renderer.Light1") {
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for (y in for_y_end + overscan_open downTo for_y_start) {
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for (x in for_x_start - overscan_open..for_x_end) {
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setLightOf(lightmap, x, y, calculate(x, y))
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}
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}
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}
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// Round 3
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AppLoader.measureDebugTime("Renderer.Light2") {
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for (y in for_y_end + overscan_open downTo for_y_start) {
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for (x in for_x_end + overscan_open downTo for_x_start) {
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setLightOf(lightmap, x, y, calculate(x, y))
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}
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}
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}
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// Round 4
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AppLoader.measureDebugTime("Renderer.Light3") {
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for (y in for_y_start - overscan_open..for_y_end) {
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for (x in for_x_end + overscan_open downTo for_x_start) {
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setLightOf(lightmap, x, y, calculate(x, y))
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}
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}
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}
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// Round 1
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AppLoader.measureDebugTime("Renderer.Light4") {
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for (y in for_y_start - overscan_open..for_y_end) {
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for (x in for_x_start - overscan_open..for_x_end) {
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setLightOf(lightmap, x, y, calculate(x, y))
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}
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}
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}
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AppLoader.addDebugTime("Renderer.LightTotal",
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"Renderer.Light1",
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"Renderer.Light2",
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"Renderer.Light3",
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"Renderer.Light4",
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"Renderer.Light0"
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)
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}
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private external fun fireRecalculateEventJNI(
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for_x_start: Int, for_x_end: Int, for_y_start: Int, for_y_end: Int,
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lightmapwidth: Int, lightmapheight: Int, lightmap: FloatArray,
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groundmap: IntArray, // high 16 bits: ground, low 16 bits: terrain
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lummap: FloatArray, // interleaved RGBA
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shademap: FloatArray, // interleaved RGBA
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fluidtypemap: ByteArray, // 127 different fluids
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fluidfillmap: FloatArray,
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sun: FloatArray
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)
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// TODO re-init at every resize
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private lateinit var updateMessages: List<Array<ThreadedLightmapUpdateMessage>>
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private fun makeUpdateTaskList() {
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val lightTaskArr = ArrayList<ThreadedLightmapUpdateMessage>()
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val for_x_start = overscan_open
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val for_y_start = overscan_open
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val for_x_end = for_x_start + WorldCamera.width / TILE_SIZE + 3
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val for_y_end = for_y_start + WorldCamera.height / TILE_SIZE + 3 // same fix as above
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// Round 2
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for (y in for_y_end + overscan_open downTo for_y_start) {
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for (x in for_x_start - overscan_open..for_x_end) {
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lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
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}
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}
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// Round 3
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for (y in for_y_end + overscan_open downTo for_y_start) {
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for (x in for_x_end + overscan_open downTo for_x_start) {
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lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
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}
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}
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// Round 4
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for (y in for_y_start - overscan_open..for_y_end) {
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for (x in for_x_end + overscan_open downTo for_x_start) {
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lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
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}
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}
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// Round 1
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for (y in for_y_start - overscan_open..for_y_end) {
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for (x in for_x_start - overscan_open..for_x_end) {
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lightTaskArr.add(ThreadedLightmapUpdateMessage(x, y))
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}
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}
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updateMessages = lightTaskArr.toTypedArray().sliceEvenly(Terrarum.THREADS)
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}
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internal data class ThreadedLightmapUpdateMessage(val x: Int, val y: Int)
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private fun buildLanternmap() {
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lanternMap.clear()
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Terrarum.ingame?.let {
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it.actorContainer.forEach { it ->
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if (it is Luminous && it is ActorWBMovable) {
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// put lanterns to the area the luminantBox is occupying
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for (lightBox in it.lightBoxList) {
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val lightBoxX = it.hitbox.startX + lightBox.startX
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val lightBoxY = it.hitbox.startY + lightBox.startY
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val lightBoxW = lightBox.width
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val lightBoxH = lightBox.height
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for (y in lightBoxY.div(TILE_SIZE).floorInt()
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..lightBoxY.plus(lightBoxH).div(TILE_SIZE).floorInt()) {
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for (x in lightBoxX.div(TILE_SIZE).floorInt()
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..lightBoxX.plus(lightBoxW).div(TILE_SIZE).floorInt()) {
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val normalisedColor = it.color.cpy().mul(DIV_FLOAT)
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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 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)
|
|
|
|
|
|
// 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)
|
|
|
|
}
|
|
|
|
/**
|
|
* Calculates the light simulation, using main lightmap as one of the input.
|
|
*/
|
|
private fun calculate(x: Int, y: Int): Color {
|
|
|
|
// TODO is JEP 338 released yet?
|
|
|
|
|
|
// TODO if we only use limited set of operations (max, mul, sub) then int-ify should be possible.
|
|
// 0xiiii_ffff, 65536 for 1.0
|
|
// Tested it, no perf gain :(
|
|
|
|
// O(9n) == O(n) where n is a size of the map
|
|
// TODO devise multithreading on this
|
|
|
|
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
|
|
}
|
|
|
|
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
|
|
}
|
|
}
|
|
|
|
const val DRAW_FOR_RGB = 0xFFF0
|
|
const val DRAW_FOR_ALPHA = 0x000F
|
|
|
|
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(batch: SpriteBatch) {
|
|
|
|
// 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)
|
|
}
|
|
}
|
|
|
|
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))
|
|
}
|
|
|
|
private fun scaleSqrt2(data: Color): Color {
|
|
return Color(
|
|
data.r * 1.41421356f,
|
|
data.g * 1.41421356f,
|
|
data.b * 1.41421356f,
|
|
data.a * 1.41421356f)
|
|
}
|
|
|
|
/**
|
|
* Add each channel's RGB value.
|
|
*
|
|
* @param data Raw channel value (0-255) per channel
|
|
* @param brighten (0-255) per channel
|
|
* @return brightened data (0-255) per channel
|
|
*/
|
|
fun brightenColoured(data: Color, brighten: Color): Color {
|
|
return Color(
|
|
data.r * (1f + brighten.r * lightScalingMagic),
|
|
data.g * (1f + brighten.g * lightScalingMagic),
|
|
data.b * (1f + brighten.b * lightScalingMagic),
|
|
data.a * (1f + brighten.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
|
|
)
|
|
}
|
|
|
|
/** Get each channel from two RGB values, return new RGB that has max value of each channel
|
|
* @param rgb
|
|
* @param rgb2
|
|
* @return
|
|
*/
|
|
infix fun Color.maxBlend(other: Color): Color {
|
|
return Color(
|
|
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
|
|
)
|
|
}
|
|
|
|
/** 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
|
|
}
|
|
|
|
|
|
/*inline fun RGB10.rawR() = this.ushr(20) and 1023
|
|
inline fun RGB10.rawG() = this.ushr(10) and 1023
|
|
inline fun RGB10.rawB() = this and 1023
|
|
|
|
/** 0.0 - 1.0 for 0-1023 (0.0 - 0.25 for 0-255) */
|
|
inline fun RGB10.r(): Float = this.rawR() / CHANNEL_MAX_FLOAT
|
|
inline fun RGB10.g(): Float = this.rawG() / CHANNEL_MAX_FLOAT
|
|
inline fun RGB10.b(): Float = this.rawB() / CHANNEL_MAX_FLOAT*/
|
|
|
|
|
|
/*inline fun constructRGBFromInt(r: Int, g: Int, b: Int): RGB10 {
|
|
//if (r !in 0..CHANNEL_MAX) throw IllegalArgumentException("Red: out of range ($r)")
|
|
//if (g !in 0..CHANNEL_MAX) throw IllegalArgumentException("Green: out of range ($g)")
|
|
//if (b !in 0..CHANNEL_MAX) throw IllegalArgumentException("Blue: out of range ($b)")
|
|
|
|
return r.shl(20) or
|
|
g.shl(10) or
|
|
b
|
|
}*/
|
|
|
|
/*inline fun constructRGBFromFloat(r: Float, g: Float, b: Float): RGB10 {
|
|
//if (r < 0 || r > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Red: out of range ($r)")
|
|
//if (g < 0 || g > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Green: out of range ($g)")
|
|
//if (b < 0 || b > CHANNEL_MAX_DECIMAL) throw IllegalArgumentException("Blue: out of range ($b)")
|
|
|
|
return (r * CHANNEL_MAX).round().shl(20) or
|
|
(g * CHANNEL_MAX).round().shl(10) or
|
|
(b * CHANNEL_MAX).round()
|
|
}*/
|
|
|
|
fun Int.clampZero() = if (this < 0) 0 else this
|
|
fun Float.clampZero() = if (this < 0) 0f else this
|
|
fun Int.clampChannel() = if (this < 0) 0 else if (this > CHANNEL_MAX) CHANNEL_MAX else this
|
|
fun Float.clampOne() = if (this < 0) 0f else if (this > 1) 1f else this
|
|
fun Float.clampChannel() = if (this > CHANNEL_MAX_DECIMAL) CHANNEL_MAX_DECIMAL else this
|
|
|
|
fun getHighestRGB(x: Int, y: Int): Float? {
|
|
val value = getLightInternal(x, y)
|
|
if (value == null)
|
|
return null
|
|
else
|
|
return FastMath.max(value.r, value.g, value.b)
|
|
}
|
|
|
|
fun getHighestRGBA(x: Int, y: Int): Float? {
|
|
val value = getLightInternal(x, y)
|
|
if (value == null)
|
|
return null
|
|
else
|
|
return FastMath.max(value.r, value.g, value.b, value.a)
|
|
}
|
|
|
|
/*private fun purgeLightmap() {
|
|
for (y in 0..LIGHTMAP_HEIGHT - 1) {
|
|
for (x in 0..LIGHTMAP_WIDTH - 1) {
|
|
lightmap.setcolourNull
|
|
lightmap.fillRectangle(0, 0, lightmap.width, lightmap.height)
|
|
}
|
|
}
|
|
*/
|
|
|
|
infix fun Float.powerOf(f: Float) = FastMath.pow(this, f)
|
|
private fun Float.sqr() = this * this
|
|
private fun Float.sqrt() = FastMath.sqrt(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),
|
|
hdr(this.g),
|
|
hdr(this.b),
|
|
hdr(this.a)
|
|
)
|
|
|
|
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 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 colourR = lightmap[4 * (y * LIGHTMAP_WIDTH + x)]
|
|
val colourG = lightmap[4 * (y * LIGHTMAP_WIDTH + x) + 1]
|
|
val colourB = lightmap[4 * (y * LIGHTMAP_WIDTH + x) + 2]
|
|
reds[minOf(CHANNEL_MAX, colourR.times(MUL).floorInt())] += 1
|
|
greens[minOf(CHANNEL_MAX, colourG.times(MUL).floorInt())] += 1
|
|
blues[minOf(CHANNEL_MAX, colourB.times(MUL).floorInt())] += 1
|
|
}
|
|
catch (e: ArrayIndexOutOfBoundsException) { }
|
|
}
|
|
}
|
|
return Histogram(reds, greens, blues)
|
|
}
|
|
|
|
class Histogram(val reds: IntArray, val greens: IntArray, val blues: IntArray) {
|
|
|
|
val RED = 0
|
|
val GREEN = 1
|
|
val BLUE = 2
|
|
|
|
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
|
|
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()
|
|
|