v0.8.1: refactored fog of war to use LibGDX pixmaps

This commit is contained in:
Evan Debenham
2020-05-15 23:10:47 -04:00
parent 72a97fd83b
commit 4a6b0130c0
4 changed files with 20 additions and 129 deletions

View File

@@ -1,91 +0,0 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.gltextures;
import com.badlogic.gdx.Gdx;
import com.watabou.glwrap.Texture;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
//provides a native intbuffer implementation because pixmap is too slow
//TODO: should evaluate this again, seeing as I've moved to LibGDX
public class BufferTexture extends SmartTexture {
public IntBuffer pixels;
public BufferTexture(int w, int h) {
super();
width = w;
height = h;
pixels = ByteBuffer.
allocateDirect( w * h * 4 ).
order( ByteOrder.nativeOrder() ).
asIntBuffer();
}
@Override
protected void generate() {
id = Gdx.gl.glGenTexture();
}
@Override
public void reload() {
super.reload();
update();
}
public void update(){
bind();
filter( Texture.LINEAR, Texture.LINEAR );
wrap( Texture.CLAMP, Texture.CLAMP);
pixels.position(0);
Gdx.gl.glTexImage2D(
Gdx.gl.GL_TEXTURE_2D,
0,
Gdx.gl.GL_RGBA,
width,
height,
0,
Gdx.gl.GL_RGBA,
Gdx.gl.GL_UNSIGNED_BYTE,
pixels );
}
//allows partially updating the texture
public void update(int top, int bottom){
bind();
filter( Texture.LINEAR, Texture.LINEAR );
wrap( Texture.CLAMP, Texture.CLAMP);
pixels.position(top*width);
Gdx.gl.glTexSubImage2D(Gdx.gl.GL_TEXTURE_2D,
0,
0,
top,
width,
bottom - top,
Gdx.gl.GL_RGBA,
Gdx.gl.GL_UNSIGNED_BYTE,
pixels);
}
}

View File

@@ -40,13 +40,6 @@ public class SmartTexture extends Texture {
public Atlas atlas;
protected SmartTexture( ) {
//useful for subclasses which want to manage their own texture data
// in cases where pixmaps isn't fast enough.
//subclasses which use this MUST also override some mix of reload/generate/bind
}
public SmartTexture( Pixmap bitmap ) {
this( bitmap, NEAREST, CLAMP, false );
}

View File

@@ -140,7 +140,6 @@ public class Game implements ApplicationListener {
draw();
Gdx.gl.glDisable( Gdx.gl.GL_SCISSOR_TEST );
Gdx.gl.glFlush();
step();
}