Support for team-only lighting
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@@ -27,11 +27,12 @@ public class BlockRenderer implements Disposable{
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public final FloorRenderer floor = new FloorRenderer();
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private Seq<Tile> tileview = new Seq<>(false, initialRequests, Tile.class);
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private Seq<Tile> lightview = new Seq<>(false, initialRequests, Tile.class);
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private int lastCamX, lastCamY, lastRangeX, lastRangeY;
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private float brokenFade = 0f;
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private FrameBuffer shadows = new FrameBuffer();
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private FrameBuffer fog = new FrameBuffer();
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private FrameBuffer dark = new FrameBuffer();
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private Seq<Tilec> outArray2 = new Seq<>();
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private Seq<Tile> shadowEvents = new Seq<>();
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private IntSet processedEntities = new IntSet();
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@@ -61,11 +62,11 @@ public class BlockRenderer implements Disposable{
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Draw.color();
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shadows.end();
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fog.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
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fog.resize(world.width(), world.height());
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fog.begin();
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dark.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
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dark.resize(world.width(), world.height());
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dark.begin();
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Core.graphics.clear(Color.white);
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Draw.proj().setOrtho(0, 0, fog.getWidth(), fog.getHeight());
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Draw.proj().setOrtho(0, 0, dark.getWidth(), dark.getHeight());
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for(Tile tile : world.tiles){
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float darkness = world.getDarkness(tile.x, tile.y);
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@@ -78,7 +79,7 @@ public class BlockRenderer implements Disposable{
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Draw.flush();
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Draw.color();
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fog.end();
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dark.end();
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});
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Events.on(TileChangeEvent.class, event -> {
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@@ -96,18 +97,8 @@ public class BlockRenderer implements Disposable{
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}
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public void drawDarkness(){
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float ww = world.width() * tilesize, wh = world.height() * tilesize;
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float x = camera.position.x + tilesize / 2f, y = camera.position.y + tilesize / 2f;
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float u = (x - camera.width / 2f) / ww,
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v = (y - camera.height / 2f) / wh,
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u2 = (x + camera.width / 2f) / ww,
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v2 = (y + camera.height / 2f) / wh;
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Tmp.tr1.set(fog.getTexture());
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Tmp.tr1.set(u, v2, u2, v);
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Draw.shader(Shaders.fog);
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Draw.rect(Tmp.tr1, camera.position.x, camera.position.y, camera.width, camera.height);
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Draw.shader(Shaders.darkness);
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Draw.fbo(dark, world.width(), world.height(), tilesize);
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Draw.shader();
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}
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@@ -167,7 +158,7 @@ public class BlockRenderer implements Disposable{
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Tmp.tr1.set(shadows.getTexture());
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Tmp.tr1.set(u, v2, u2, v);
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Draw.shader(Shaders.fog);
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Draw.shader(Shaders.darkness);
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Draw.rect(Tmp.tr1, camera.position.x, camera.position.y, camera.width, camera.height);
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Draw.shader();
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}
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@@ -187,6 +178,7 @@ public class BlockRenderer implements Disposable{
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}
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tileview.clear();
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lightview.clear();
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processedEntities.clear();
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int minx = Math.max(avgx - rangex - expandr, 0);
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@@ -208,6 +200,11 @@ public class BlockRenderer implements Disposable{
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if(tile.entity != null) processedEntities.add(tile.entity.id());
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}
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//lights are drawn even in the expanded range
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if(tile.entity != null){
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lightview.add(tile);
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}
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if(tile.entity != null && tile.entity.power() != null && tile.entity.power().links.size > 0){
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for(Tilec other : tile.entity.getPowerConnections(outArray2)){
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if(other.block() instanceof PowerNode){ //TODO need a generic way to render connections!
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@@ -228,6 +225,7 @@ public class BlockRenderer implements Disposable{
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public void drawBlocks(){
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drawDestroyed();
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//draw most tile stuff
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for(int i = 0; i < tileview.size; i++){
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Tile tile = tileview.items[i];
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Block block = tile.block();
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@@ -250,8 +248,6 @@ public class BlockRenderer implements Disposable{
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Draw.z(Layer.block);
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}
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entity.drawLight();
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if(displayStatus && block.consumes.any()){
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entity.drawStatus();
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}
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@@ -259,13 +255,23 @@ public class BlockRenderer implements Disposable{
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Draw.reset();
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}
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}
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//draw lights
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for(int i = 0; i < lightview.size; i++){
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Tile tile = lightview.items[i];
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Tilec entity = tile.entity;
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if(entity != null){
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entity.drawLight();
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}
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}
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}
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@Override
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public void dispose(){
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shadows.dispose();
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fog.dispose();
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shadows = fog = null;
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dark.dispose();
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shadows = dark = null;
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floor.dispose();
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}
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}
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@@ -8,6 +8,7 @@ import arc.math.geom.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.ctype.*;
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import mindustry.game.*;
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import mindustry.gen.*;
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import mindustry.ui.*;
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import mindustry.world.*;
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@@ -48,24 +49,28 @@ public class Drawf{
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return z;
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}
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public static void light(float x, float y, float radius, Color color, float opacity){
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renderer.lights.add(x, y, radius, color, opacity);
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public static void light(Team team, float x, float y, float radius, Color color, float opacity){
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if(allowLight(team)) renderer.lights.add(x, y, radius, color, opacity);
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}
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public static void light(Position pos, float radius, Color color, float opacity){
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light(pos.getX(), pos.getY(), radius, color, opacity);
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public static void light(Team team, Position pos, float radius, Color color, float opacity){
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light(team, pos.getX(), pos.getY(), radius, color, opacity);
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}
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public static void light(float x, float y, TextureRegion region, Color color, float opacity){
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renderer.lights.add(x, y, region, color, opacity);
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public static void light(Team team, float x, float y, TextureRegion region, Color color, float opacity){
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if(allowLight(team)) renderer.lights.add(x, y, region, color, opacity);
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}
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public static void light(float x, float y, float x2, float y2){
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renderer.lights.line(x, y, x2, y2, 30, Color.orange, 0.3f);
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public static void light(Team team, float x, float y, float x2, float y2){
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if(allowLight(team)) renderer.lights.line(x, y, x2, y2, 30, Color.orange, 0.3f);
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}
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public static void light(float x, float y, float x2, float y2, float stroke, Color tint, float alpha){
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renderer.lights.line(x, y, x2, y2, stroke, tint, alpha);
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public static void light(Team team, float x, float y, float x2, float y2, float stroke, Color tint, float alpha){
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if(allowLight(team)) renderer.lights.line(x, y, x2, y2, stroke, tint, alpha);
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}
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private static boolean allowLight(Team team){
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return team == Team.derelict || team == Vars.player.team() || state.rules.enemyLights;
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}
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public static void selected(Tilec tile, Color color){
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@@ -155,15 +160,15 @@ public class Drawf{
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Draw.color();
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}
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public static void laser(TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2, float scale){
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laser(line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), scale);
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public static void laser(Team team, TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2, float scale){
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laser(team, line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), scale);
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}
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public static void laser(TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2){
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laser(line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), 1f);
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public static void laser(Team team, TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2){
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laser(team, line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), 1f);
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}
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public static void laser(TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2, float rotation, float scale){
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public static void laser(Team team, TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2, float rotation, float scale){
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Tmp.v1.trns(rotation, 8f * scale * Draw.scl);
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Draw.rect(edge, x, y, edge.getWidth() * scale * Draw.scl, edge.getHeight() * scale * Draw.scl, rotation + 180);
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@@ -175,7 +180,7 @@ public class Drawf{
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Lines.precise(false);
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Lines.stroke(1f);
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Drawf.light(x, y, x2, y2);
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light(team, x, y, x2, y2);
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}
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public static void tri(float x, float y, float width, float length, float rotation){
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@@ -18,7 +18,7 @@ public class Shaders{
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public static BlockBuild blockbuild;
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public static @Nullable ShieldShader shield;
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public static UnitBuild build;
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public static FogShader fog;
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public static DarknessShader darkness;
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public static LightShader light;
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public static SurfaceShader water, tar, slag;
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public static PlanetShader planet;
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@@ -38,7 +38,7 @@ public class Shaders{
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t.printStackTrace();
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}
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build = new UnitBuild();
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fog = new FogShader();
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darkness = new DarknessShader();
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light = new LightShader();
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water = new SurfaceShader("water");
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tar = new SurfaceShader("tar");
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@@ -131,9 +131,9 @@ public class Shaders{
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}
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public static class FogShader extends LoadShader{
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public FogShader(){
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super("fog", "default");
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public static class DarknessShader extends LoadShader{
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public DarknessShader(){
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super("darkness", "default");
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}
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}
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