Shield shader simplification

This commit is contained in:
Anuken
2018-11-08 23:50:03 -05:00
parent e9783ecccc
commit 4f96744ff2
3 changed files with 11 additions and 25 deletions

View File

@@ -248,11 +248,12 @@ public class Renderer extends RendererModule{
overlays.drawBottom();
drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
Shaders.shield.color.set(Palette.accent);
Graphics.beginShaders(Shaders.shield);
EntityDraw.draw(shieldGroup);
EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
Draw.color(Palette.accent);
Graphics.endShaders();
Draw.color();
overlays.drawTop();

View File

@@ -3,7 +3,6 @@ package io.anuke.mindustry.graphics;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.utils.FloatArray;
import io.anuke.ucore.core.Core;
import io.anuke.ucore.core.Timers;
import io.anuke.ucore.graphics.Draw;
@@ -168,9 +167,7 @@ public class Shaders{
}
public static class Shield extends Shader{
public static final int MAX_HITS = 3 * 64;
public Color color = new Color();
public FloatArray hits = new FloatArray();
//public Color color = new Color();
public Shield(){
super("shield", "default");
@@ -179,12 +176,9 @@ public class Shaders{
@Override
public void apply(){
float scaling = Core.cameraScale / 4f / Core.camera.zoom;
if(hits.size > 0){
shader.setUniform3fv("u_hits[0]", hits.items, 0, Math.min(hits.size, MAX_HITS));
shader.setUniformi("u_hitamount", Math.min(hits.size, MAX_HITS) / 3);
}
shader.setUniformf("u_dp", Unit.dp.scl(1f));
shader.setUniformf("u_color", color);
//shader.setUniformf("u_color", color);
shader.setUniformf("u_time", Timers.time() / Unit.dp.scl(1f));
shader.setUniformf("u_scaling", scaling);
shader.setUniformf("u_offset",