Files
Terrarum/src/net/torvald/terrarum/blockproperties/BlockPropUtil.kt
2023-07-10 20:44:35 +09:00

147 lines
5.0 KiB
Kotlin

package net.torvald.terrarum.blockproperties
import com.badlogic.gdx.Gdx
import com.jme3.math.FastMath
import net.torvald.gdx.graphics.Cvec
import net.torvald.random.HQRNG
import net.torvald.terrarum.*
import net.torvald.terrarum.gameworld.WorldTime
import net.torvald.terrarum.weather.WeatherMixer
/**
* Created by minjaesong on 2016-06-16.
*/
object BlockPropUtil {
//var flickerFuncX: Second = 0f // saves current status (time) of func
val flickerFuncDomain: Second = 0.06f // time between two noise sample
val flickerFuncRange = 0.036f // intensity [0, 1]
//var breathFuncX = 0f
val breathRange = 0.02f
val breathCycleDuration: Second = 2f
//var pulsateFuncX = 0f
val pulsateRange = 0.034f
val pulsateCycleDuration: Second = 0.5f
val random = HQRNG()
//var flickerP0 = getNewRandom()
//var flickerP1 = getNewRandom()
init {
}
private fun getTorchFlicker(prop: BlockProp): Cvec {
val funcY = FastMath.interpolateLinear(prop.rngBase0 / flickerFuncDomain, prop.rngBase1, prop.rngBase2)
return alterBrightnessUniform(prop.baseLumCol, funcY)
}
private fun getSlowBreath(prop: BlockProp): Cvec {
val funcY = FastMath.sin(FastMath.PI * prop.rngBase0 / breathCycleDuration) * breathRange
return alterBrightnessUniform(prop.baseLumCol, funcY)
}
private fun getPulsate(prop: BlockProp): Cvec {
val funcY = FastMath.sin(FastMath.PI * prop.rngBase0 / pulsateCycleDuration) * pulsateRange
return alterBrightnessUniform(prop.baseLumCol, funcY)
}
/**
* Using our own timer so that they flickers for same duration regardless of game's FPS
*/
internal fun dynamicLumFuncTickClock() {
// update the memoised values in props
/*for (key in BlockCodex.dynamicLights) {
try {
val prop = BlockCodex[key]
if (prop.dynamicLuminosityFunction != 0) {
prop.lumCol.set(getDynamicLumFunc(prop.baseLumCol, prop.dynamicLuminosityFunction))
prop.lumColR = prop.lumCol.r
prop.lumColG = prop.lumCol.g
prop.lumColB = prop.lumCol.b
prop.lumColA = prop.lumCol.a
}
}
catch (skip: NullPointerException) {}
}*/
// update randomised virtual props instead
for (key in BlockCodex.tileToVirtual.values.flatten()) {
val prop = BlockCodex[key]
val domain = when (prop.dynamicLuminosityFunction) {
1 -> flickerFuncDomain
4 -> breathCycleDuration
5 -> pulsateCycleDuration
else -> 0f
}
// FPS-time compensation
if (Gdx.graphics.framesPerSecond > 0) {
prop.rngBase0 += Gdx.graphics.deltaTime
}
// reset timer
if (prop.rngBase0 > domain) {
prop.rngBase0 -= domain
// flicker related
prop.rngBase1 = prop.rngBase2
prop.rngBase2 = getNewRandom()
}
prop._lumCol.set(getDynamicLumFunc(prop))
//prop.lumColR = prop.lumCol.r
//prop.lumColG = prop.lumCol.g
//prop.lumColB = prop.lumCol.b
//prop.lumColA = prop.lumCol.a
}
}
private fun getNewRandom() = random.nextFloat().times(2).minus(1f) * flickerFuncRange
private fun linearInterpolation1D(a: Float, b: Float, x: Float) = a * (1 - x) + b * x
private fun getDynamicLumFunc(prop: BlockProp): Cvec {
return when (prop.dynamicLuminosityFunction) {
1 -> getTorchFlicker(prop)
2 -> (INGAME.world).globalLight.cpy() // current global light
3 -> WeatherMixer.getGlobalLightOfTimeOfNoon().cpy() // daylight at noon
4 -> getSlowBreath(prop)
5 -> getPulsate(prop)
else -> prop.baseLumCol
}
}
/**
* @param chan 0 for R, 1 for G, 2 for B, 3 for A
*/
/*private fun getDynamicLumFuncByChan(baseLum: Float, type: Int, chan: Int): Float {
return when (type) {
1 -> getTorchFlicker(baseLum)
2 -> (INGAME.world).globalLight.cpy().mul(LightmapRenderer.DIV_FLOAT).getElem(chan) // current global light
3 -> WeatherMixer.getGlobalLightOfTime(INGAME.world, WorldTime.DAY_LENGTH / 2).cpy().mul(LightmapRenderer.DIV_FLOAT).getElem(chan) // daylight at noon
4 -> getSlowBreath(baseLum)
5 -> getPulsate(baseLum)
else -> baseLum
}
}*/
/**
* 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
*/
private fun alterBrightnessUniform(data: Cvec, brighten: Float): Cvec {
return Cvec(
data.r + brighten,
data.g + brighten,
data.b + brighten,
data.a + brighten
)
}
}