Transition to Framebuffer#blit
This commit is contained in:
@@ -238,11 +238,7 @@ public class Renderer implements ApplicationListener{
|
||||
Draw.drawRange(Layer.shields, 1f, () -> effectBuffer.begin(Color.clear), () -> {
|
||||
effectBuffer.end();
|
||||
|
||||
Draw.shader(Shaders.shield);
|
||||
Draw.color(Pal.accent);
|
||||
Draw.rect(effectBuffer);
|
||||
Draw.color();
|
||||
Draw.shader();
|
||||
effectBuffer.blit(Shaders.shield);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -79,9 +79,7 @@ public enum CacheLayer{
|
||||
renderer.blocks.floor.endc();
|
||||
renderer.effectBuffer.end();
|
||||
|
||||
Draw.shader(shader);
|
||||
Draw.rect(renderer.effectBuffer);
|
||||
Draw.shader();
|
||||
renderer.effectBuffer.blit(shader);
|
||||
|
||||
renderer.blocks.floor.beginc();
|
||||
}
|
||||
|
||||
@@ -195,9 +195,7 @@ public class LightRenderer{
|
||||
|
||||
Draw.color();
|
||||
Shaders.light.ambient.set(state.rules.ambientLight);
|
||||
Draw.shader(Shaders.light);
|
||||
Draw.rect(buffer);
|
||||
Draw.shader();
|
||||
buffer.blit(Shaders.light);
|
||||
|
||||
lights.clear();
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ import static mindustry.Vars.renderer;
|
||||
|
||||
public class Shaders{
|
||||
public static BlockBuild blockbuild;
|
||||
public static @Nullable Shield shield;
|
||||
public static @Nullable ShieldShader shield;
|
||||
public static UnitBuild build;
|
||||
public static FogShader fog;
|
||||
public static LightShader light;
|
||||
@@ -30,7 +30,7 @@ public class Shaders{
|
||||
public static void init(){
|
||||
blockbuild = new BlockBuild();
|
||||
try{
|
||||
shield = new Shield();
|
||||
shield = new ShieldShader();
|
||||
}catch(Throwable t){
|
||||
//don't load shield shader
|
||||
shield = null;
|
||||
@@ -119,7 +119,7 @@ public class Shaders{
|
||||
public Color ambient = new Color(0.01f, 0.01f, 0.04f, 0.99f);
|
||||
|
||||
public LightShader(){
|
||||
super("light", "default");
|
||||
super("light", "screenspace");
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -175,16 +175,18 @@ public class Shaders{
|
||||
}
|
||||
}
|
||||
|
||||
public static class Shield extends LoadShader{
|
||||
public static class ShieldShader extends LoadShader{
|
||||
public Color color = Pal.accent.cpy();
|
||||
|
||||
public Shield(){
|
||||
super("shield", "default");
|
||||
public ShieldShader(){
|
||||
super("shield", "screenspace");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void apply(){
|
||||
setUniformf("u_dp", Scl.scl(1f));
|
||||
setUniformf("u_time", Time.time() / Scl.scl(1f));
|
||||
setUniformf("u_shieldcolor", color);
|
||||
setUniformf("u_offset",
|
||||
Core.camera.position.x - Core.camera.width / 2,
|
||||
Core.camera.position.y - Core.camera.height / 2);
|
||||
@@ -196,7 +198,7 @@ public class Shaders{
|
||||
public static class SurfaceShader extends LoadShader{
|
||||
|
||||
public SurfaceShader(String frag){
|
||||
super(frag, "default");
|
||||
super(frag, "screenspace");
|
||||
|
||||
Core.assets.load("sprites/noise.png", Texture.class).loaded = t -> {
|
||||
((Texture)t).setFilter(TextureFilter.Linear);
|
||||
|
||||
Reference in New Issue
Block a user