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2 Commits
e651f12475
...
b960fb689a
| Author | SHA1 | Date | |
|---|---|---|---|
| b960fb689a | |||
| b38937cdea |
@@ -23,6 +23,7 @@ import org.lwjgl.glfw.GLFW;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.system.MemoryStack;
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import com.jme3.system.lwjgl.LwjglWindow;
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import de.blight.game.state.DrownState;
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import de.blight.game.state.HotbarState;
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import de.blight.game.state.HudState;
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import de.blight.game.state.LoadingScreenState;
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@@ -63,6 +64,7 @@ public class BlightGame extends SimpleApplication {
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private long pendingFullscreenFixAt = Long.MAX_VALUE;
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private boolean firstLaunch = true; // false nach dem ersten simpleInitApp()
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private boolean initialFixDone = false; // Initial-Fix bei 0.5s bereits gelaufen
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private boolean pendingMenuRebuild = false; // nur true nach explizitem app.restart()
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private JWindow splashWindow;
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@@ -427,6 +429,12 @@ public class BlightGame extends SimpleApplication {
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pendingFullscreenFixAt = System.currentTimeMillis() + 1000;
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}
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/** Wird von GraphicsScreen vor app.restart() aufgerufen – erlaubt beim nächsten
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* reshape() die Menü-States neu aufzubauen. Darf NICHT beim Startup-Fix feuern. */
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public void scheduleMenuRebuild() {
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pendingMenuRebuild = true;
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}
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// ── Render-Loop ──────────────────────────────────────────────────────────
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@Override
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@@ -479,6 +487,16 @@ public class BlightGame extends SimpleApplication {
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rebuildState(HudState.class);
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rebuildState(HotbarState.class);
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rebuildState(LoadingScreenState.class);
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if (pendingMenuRebuild) {
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pendingMenuRebuild = false;
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rebuildEnabled(mainMenuState);
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rebuildEnabled(pauseMenu);
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rebuildEnabled(configScreen);
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rebuildEnabled(audioScreen);
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rebuildEnabled(graphicsScreen);
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}
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DrownState drown = stateManager.getState(DrownState.class);
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if (drown != null) drown.rebuild();
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JmeConsole console = stateManager.getState(JmeConsole.class);
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if (console != null) console.rebuild();
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}
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@@ -491,6 +509,13 @@ public class BlightGame extends SimpleApplication {
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}
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}
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private void rebuildEnabled(com.jme3.app.state.BaseAppState state) {
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if (state != null && state.isEnabled()) {
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state.setEnabled(false);
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state.setEnabled(true);
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}
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}
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// ── Konsolen-Befehle ─────────────────────────────────────────────────────
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private void registerGameCommands(JmeConsole console) {
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@@ -219,6 +219,7 @@ public class GraphicsScreen extends MenuScreen {
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s.setVSync(live.vsync);
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s.setSamples(live.samples);
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app.setSettings(s);
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((BlightGame) getApplication()).scheduleMenuRebuild();
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if (live.fullscreen) {
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((BlightGame) getApplication()).scheduleFullscreenFix();
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}
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@@ -17,10 +17,10 @@ public class GraphicsSettings {
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* lambda/zExtend/zFade/backface können zur Laufzeit angepasst werden.
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*/
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public enum ShadowQuality {
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// mapSize splits lambda zExtend zFade backface
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LOW ( 1024, 2, 0.70f, 40f, 5f, false),
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MEDIUM ( 2048, 3, 0.75f, 60f, 8f, true ),
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HIGH ( 4096, 4, 0.80f, 80f, 10f, true );
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// mapSize splits lambda zExtend zFade backface ssaoR ssaoI
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LOW ( 1024, 2, 0.70f, 40f, 5f, false, 0f, 0f ),
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MEDIUM ( 2048, 3, 0.75f, 60f, 8f, true, 1.0f, 1.5f),
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HIGH ( 4096, 4, 0.80f, 80f, 10f, true, 1.5f, 2.5f);
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public final int shadowMapSize;
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public final int splits;
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@@ -28,15 +28,20 @@ public class GraphicsSettings {
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public final float zExtend;
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public final float zFade;
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public final boolean backface;
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public final float ssaoRadius;
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public final float ssaoIntensity;
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ShadowQuality(int shadowMapSize, int splits, float lambda,
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float zExtend, float zFade, boolean backface) {
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float zExtend, float zFade, boolean backface,
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float ssaoRadius, float ssaoIntensity) {
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this.shadowMapSize = shadowMapSize;
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this.splits = splits;
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this.lambda = lambda;
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this.zExtend = zExtend;
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this.zFade = zFade;
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this.backface = backface;
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this.ssaoRadius = ssaoRadius;
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this.ssaoIntensity = ssaoIntensity;
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}
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}
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@@ -736,6 +736,16 @@ public class WorldScene extends BaseAppState {
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// Schatten als Filter – vermeidet das Setzen von ShadowMap-Texturen in Scene-Materialien
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fpp.addFilter(shadowFilter);
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// SSAO – Stärke und Radius abhängig von Schattenqualität (LOW = kein SSAO)
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if (graphicsSettings.shadowQuality.ssaoRadius > 0f) {
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com.jme3.post.ssao.SSAOFilter ssao = new com.jme3.post.ssao.SSAOFilter(
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graphicsSettings.shadowQuality.ssaoRadius,
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graphicsSettings.shadowQuality.ssaoIntensity,
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0.2f, 0.05f);
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ssao.setApproximateNormals(true);
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fpp.addFilter(ssao);
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}
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// Globales Wasser bei Y=0 (bedeckt die gesamte Karte unterhalb der Wasserlinie)
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try {
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DynamicWaterFilter waterFilter = new DynamicWaterFilter(rootNode, sunDir);
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@@ -79,13 +79,26 @@ public class DrownState extends BaseAppState {
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@Override
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protected void initialize(Application application) {
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app = (SimpleApplication) application;
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float w = app.getCamera().getWidth();
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float h = app.getCamera().getHeight();
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overlay = new Geometry("drown_overlay", new Quad(w, h));
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app = (SimpleApplication) application;
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overlayMat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
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overlayMat.setColor("Color", new ColorRGBA(0f, 0f, 0f, 0f));
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overlayMat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
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buildOverlay();
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}
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/** Neu aufrufen wenn sich die Auflösung ändert. */
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public void rebuild() {
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if (app == null) return;
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boolean wasAttached = overlay != null && overlay.getParent() != null;
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detachOverlay();
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buildOverlay();
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if (wasAttached) attachOverlay();
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}
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private void buildOverlay() {
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float w = app.getCamera().getWidth();
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float h = app.getCamera().getHeight();
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overlay = new Geometry("drown_overlay", new Quad(w, h));
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overlay.setMaterial(overlayMat);
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overlay.setQueueBucket(RenderQueue.Bucket.Gui);
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overlay.setLocalTranslation(0f, 0f, 50f);
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