Real-time lighting + solar system rendering
This commit is contained in:
@@ -47,6 +47,7 @@ public class Shaders{
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public static class PlanetShader extends LoadShader{
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public Vec3 lightDir = new Vec3(1, 1, 1).nor();
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public Color ambientColor = Color.white.cpy();
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public PlanetShader(){
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super("planet", "planet");
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@@ -55,6 +56,7 @@ public class Shaders{
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@Override
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public void apply(){
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setUniformf("u_lightdir", lightDir);
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setUniformf("u_ambientColor", ambientColor.r, ambientColor.g, ambientColor.b);
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}
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}
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@@ -62,11 +64,8 @@ public class Shaders{
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public int octaves = 5;
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public float falloff = 0.5f, scale = 1f, power = 1.3f, magnitude = 0.6f, speed = 99999999999f, spread = 1.3f, seed = Mathf.random(9999f);
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public Color[] colors;
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public float[] colorValues;
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public Vec3 center = new Vec3();
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public SunShader(){
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super("sun", "sun");
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}
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@@ -81,22 +80,10 @@ public class Shaders{
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setUniformf("u_time", Time.globalTime() / speed);
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setUniformf("u_seed", seed);
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setUniformf("u_spread", spread);
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setUniformf("u_center", center);
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setUniformi("u_colornum", colors.length);
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setUniformi("u_colornum", colorValues.length / 4);
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setUniform4fv("u_colors[0]", colorValues, 0, colorValues.length);
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}
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public void updateColors(){
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colorValues = new float[colors.length*4];
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for(int i = 0; i < colors.length; i ++){
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colorValues[i*4] = colors[i].r;
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colorValues[i*4 + 1] = colors[i].g;
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colorValues[i*4 + 2] = colors[i].b;
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colorValues[i*4 + 3] = colors[i].a;
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}
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}
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}
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public static class PlanetGridShader extends LoadShader{
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@@ -1,61 +0,0 @@
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package mindustry.graphics.g3d;
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import arc.graphics.*;
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import arc.graphics.VertexAttributes.*;
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import arc.graphics.gl.*;
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import arc.math.geom.*;
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import arc.util.*;
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import mindustry.graphics.*;
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public class GenericMesh{
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protected final float[] floats = new float[3 + 3 + 1];
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protected final int primitiveType;
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protected final Mesh mesh;
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public GenericMesh(int vertices, int primitiveType){
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this.primitiveType = primitiveType;
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mesh = new Mesh(true, vertices, 0,
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new VertexAttribute(Usage.position, 3, Shader.positionAttribute),
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new VertexAttribute(Usage.normal, 3, Shader.normalAttribute),
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new VertexAttribute(Usage.colorPacked, 4, Shader.colorAttribute)
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);
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mesh.getVerticesBuffer().limit(mesh.getMaxVertices());
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mesh.getVerticesBuffer().position(0);
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}
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public void render(Mat3D mat){
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render(mat, Shaders.planet);
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}
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public void render(Mat3D mat, Shader shader){
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shader.begin();
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shader.setUniformMatrix4("u_projModelView", mat.val);
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shader.apply();
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mesh.render(shader, primitiveType);
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shader.end();
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}
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protected Vec3 normal(Vec3 v1, Vec3 v2, Vec3 v3){
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return Tmp.v32.set(v2).sub(v1).crs(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z).nor();
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}
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protected void verts(Vec3 a, Vec3 b, Vec3 c, Vec3 normal, Color color){
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vert(a, normal, color);
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vert(b, normal, color);
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vert(c, normal, color);
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}
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protected void vert(Vec3 a, Vec3 normal, Color color){
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floats[0] = a.x;
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floats[1] = a.y;
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floats[2] = a.z;
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floats[3] = normal.x;
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floats[4] = normal.y;
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floats[5] = normal.z;
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floats[6] = color.toFloatBits();
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mesh.getVerticesBuffer().put(floats);
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}
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}
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18
core/src/mindustry/graphics/g3d/HexMesh.java
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18
core/src/mindustry/graphics/g3d/HexMesh.java
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@@ -0,0 +1,18 @@
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package mindustry.graphics.g3d;
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import arc.math.geom.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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public class HexMesh extends PlanetMesh{
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public HexMesh(Planet planet, int divisions){
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super(planet, MeshBuilder.buildHex(planet.generator, divisions, false, planet.radius, 0.2f), Shaders.planet);
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}
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@Override
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public void preRender(){
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Shaders.planet.lightDir.set(planet.solarSystem.position).sub(planet.position).rotate(Vec3.Y, planet.getRotation()).nor();
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Shaders.planet.ambientColor.set(planet.solarSystem.lightColor);
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}
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}
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@@ -4,7 +4,7 @@ import arc.graphics.*;
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import arc.math.geom.*;
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/** Defines color and height for a planet mesh. */
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public interface PlanetMesher{
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public interface HexMesher{
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float getHeight(Vec3 position);
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Color getColor(Vec3 position);
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}
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131
core/src/mindustry/graphics/g3d/MeshBuilder.java
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131
core/src/mindustry/graphics/g3d/MeshBuilder.java
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@@ -0,0 +1,131 @@
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package mindustry.graphics.g3d;
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import arc.graphics.*;
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import arc.graphics.VertexAttributes.*;
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import arc.graphics.gl.*;
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import arc.math.geom.*;
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import arc.util.*;
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import mindustry.graphics.g3d.PlanetGrid.*;
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public class MeshBuilder{
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private static final Vec3 v1 = new Vec3(), v2 = new Vec3(), v3 = new Vec3();
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private static final float[] floats = new float[3 + 3 + 1];
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private static Mesh mesh;
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public static Mesh buildIcosphere(int divisions, float radius){
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begin(20 * (2 << (2 * divisions - 1)) * 7 * 3);
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MeshResult result = Icosphere.create(divisions);
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for(int i = 0; i < result.indices.size; i+= 3){
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v1.set(result.vertices.items, result.indices.items[i] * 3).setLength(radius);
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v2.set(result.vertices.items, result.indices.items[i + 1] * 3).setLength(radius);
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v3.set(result.vertices.items, result.indices.items[i + 2] * 3).setLength(radius);
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verts(v1, v3, v2, normal(v1, v2, v3).scl(-1f), Color.white);
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}
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return end();
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}
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public static Mesh buildHex(HexMesher mesher, int divisions, boolean lines, float radius, float intensity){
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PlanetGrid grid = PlanetGrid.create(divisions);
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begin(grid.tiles.length * 12 * (3 + 3 + 1));
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for(Ptile tile : grid.tiles){
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Vec3 nor = v1.setZero();
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Corner[] c = tile.corners;
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for(Corner corner : c){
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corner.bv.set(corner.v).setLength(radius);
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}
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for(Corner corner : c){
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corner.v.setLength(radius + hexElevation(corner.bv, mesher, radius)*intensity);
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}
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for(Corner corner : c){
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nor.add(corner.v);
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}
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nor.nor();
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Vec3 realNormal = normal(c[0].v, c[2].v, c[4].v);
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nor.set(realNormal);
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Color color = hexColor(tile.v, mesher, radius);
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if(lines){
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nor.set(1f, 1f, 1f);
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for(int i = 0; i < c.length; i++){
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Vec3 v1 = c[i].v;
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Vec3 v2 = c[(i + 1) % c.length].v;
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vert(v1, nor, color);
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vert(v2, nor, color);
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}
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}else{
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verts(c[0].v, c[1].v, c[2].v, nor, color);
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verts(c[0].v, c[2].v, c[3].v, nor, color);
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verts(c[0].v, c[3].v, c[4].v, nor, color);
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if(c.length > 5){
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verts(c[0].v, c[4].v, c[5].v, nor, color);
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}else{
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verts(c[0].v, c[3].v, c[4].v, nor, color);
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}
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}
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}
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return end();
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}
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private static float hexElevation(Vec3 v, HexMesher mesher, float radius){
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return mesher.getHeight(v2.set(v).scl(1f / radius));
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}
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private static Color hexColor(Vec3 v, HexMesher mesher, float radius){
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return mesher.getColor(v2.set(v).scl(1f / radius));
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}
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private static void begin(int count){
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mesh = new Mesh(true, count, 0,
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new VertexAttribute(Usage.position, 3, Shader.positionAttribute),
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new VertexAttribute(Usage.normal, 3, Shader.normalAttribute),
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new VertexAttribute(Usage.colorPacked, 4, Shader.colorAttribute)
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);
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mesh.getVerticesBuffer().limit(mesh.getMaxVertices());
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mesh.getVerticesBuffer().position(0);
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}
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private static Mesh end(){
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Mesh last = mesh;
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mesh = null;
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return last;
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}
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private static Vec3 normal(Vec3 v1, Vec3 v2, Vec3 v3){
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return Tmp.v32.set(v2).sub(v1).crs(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z).nor();
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}
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private static void verts(Vec3 a, Vec3 b, Vec3 c, Vec3 normal, Color color){
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vert(a, normal, color);
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vert(b, normal, color);
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vert(c, normal, color);
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}
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private static void vert(Vec3 a, Vec3 normal, Color color){
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floats[0] = a.x;
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floats[1] = a.y;
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floats[2] = a.z;
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floats[3] = normal.x;
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floats[4] = normal.y;
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floats[5] = normal.z;
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floats[6] = color.toFloatBits();
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mesh.getVerticesBuffer().put(floats);
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}
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}
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@@ -1,102 +1,32 @@
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package mindustry.graphics.g3d;
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import arc.graphics.*;
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import arc.graphics.gl.*;
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import arc.math.geom.*;
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import arc.util.ArcAnnotate.*;
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import arc.util.*;
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import mindustry.graphics.g3d.PlanetGrid.*;
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import mindustry.type.*;
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public class PlanetMesh extends GenericMesh{
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private Vec3 vec = new Vec3();
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private PlanetGrid grid;
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private Vec3 center = new Vec3();
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/** Defines a mesh that is rendered for a planet. Subclasses provide a mesh and a shader. */
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public abstract class PlanetMesh{
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protected final Mesh mesh;
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protected final Planet planet;
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protected final Shader shader;
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private boolean lines;
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private float radius, intensity = 0.2f;
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private final PlanetMesher gen;
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public PlanetMesh(int divisions, PlanetMesher gen){
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this(divisions, gen, 1f, false);
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public PlanetMesh(Planet planet, Mesh mesh, Shader shader){
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this.planet = planet;
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this.mesh = mesh;
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this.shader = shader;
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}
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public PlanetMesh(int divisions, PlanetMesher gen, float radius, boolean lines){
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super(PlanetGrid.create(divisions).tiles.length * 12 * (3 + 3 + 1), lines ? Gl.lines : Gl.triangles);
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/** Should be overridden to set up any shader parameters such as planet position, normals, etc. */
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public abstract void preRender();
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this.gen = gen;
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this.radius = radius;
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this.grid = PlanetGrid.create(divisions);
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this.lines = lines;
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generateMesh();
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}
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public @Nullable Vec3 intersect(Ray ray){
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boolean found = Intersector3D.intersectRaySphere(ray, center, radius, Tmp.v33);
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if(!found) return null;
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return Tmp.v33;
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}
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/** @return the sector that is hit by this ray, or null if nothing intersects it. */
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public @Nullable Ptile getTile(Ray ray){
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boolean found = Intersector3D.intersectRaySphere(ray, center, radius, Tmp.v33);
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if(!found) return null;
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return Structs.findMin(grid.tiles, t -> t.v.dst(Tmp.v33));
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}
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private void generateMesh(){
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for(Ptile tile : grid.tiles){
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Vec3 nor = Tmp.v31.setZero();
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Corner[] c = tile.corners;
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for(Corner corner : c){
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corner.bv.set(corner.v).setLength(radius);
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}
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for(Corner corner : c){
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corner.v.setLength(radius + elevation(corner.bv)*intensity);
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}
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for(Corner corner : c){
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nor.add(corner.v);
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}
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nor.nor();
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Vec3 realNormal = normal(c[0].v, c[2].v, c[4].v);
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nor.set(realNormal);
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Color color = color(tile.v);
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if(lines){
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nor.set(1f, 1f, 1f);
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for(int i = 0; i < c.length; i++){
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Vec3 v1 = c[i].v;
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Vec3 v2 = c[(i + 1) % c.length].v;
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vert(v1, nor, color);
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vert(v2, nor, color);
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}
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}else{
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verts(c[0].v, c[1].v, c[2].v, nor, color);
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verts(c[0].v, c[2].v, c[3].v, nor, color);
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verts(c[0].v, c[3].v, c[4].v, nor, color);
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if(c.length > 5){
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verts(c[0].v, c[4].v, c[5].v, nor, color);
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}else{
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verts(c[0].v, c[3].v, c[4].v, nor, color);
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}
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}
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}
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}
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private float elevation(Vec3 v){
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return gen.getHeight(vec.set(v).scl(1f / radius));
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}
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private Color color(Vec3 v){
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return gen.getColor(vec.set(v).scl(1f / radius));
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public void render(Mat3D projection, Mat3D transform){
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preRender();
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shader.begin();
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shader.setUniformMatrix4("u_proj", projection.val);
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shader.setUniformMatrix4("u_trans", transform.val);
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shader.apply();
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mesh.render(shader, Gl.triangles);
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shader.end();
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}
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}
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11
core/src/mindustry/graphics/g3d/ShaderSphereMesh.java
Normal file
11
core/src/mindustry/graphics/g3d/ShaderSphereMesh.java
Normal file
@@ -0,0 +1,11 @@
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package mindustry.graphics.g3d;
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import arc.graphics.gl.*;
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import mindustry.type.*;
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public abstract class ShaderSphereMesh extends PlanetMesh{
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public ShaderSphereMesh(Planet planet, Shader shader, int divisions){
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super(planet, MeshBuilder.buildIcosphere(divisions, planet.radius), shader);
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}
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}
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@@ -1,24 +0,0 @@
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package mindustry.graphics.g3d;
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import arc.graphics.*;
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import arc.math.geom.*;
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public class SphereMesh extends GenericMesh{
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private static final Vec3 v1 = new Vec3(), v2 = new Vec3(), v3 = new Vec3(), v4 = new Vec3();
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protected final float radius;
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public SphereMesh(int divisions, float radius){
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super(20 * (2 << (2 * divisions - 1)) * 7 * 3, Gl.triangles);
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this.radius = radius;
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MeshResult result = Icosphere.create(divisions);
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for(int i = 0; i < result.indices.size; i+= 3){
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v1.set(result.vertices.items, result.indices.items[i] * 3).setLength(radius);
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v2.set(result.vertices.items, result.indices.items[i + 1] * 3).setLength(radius);
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v3.set(result.vertices.items, result.indices.items[i + 2] * 3).setLength(radius);
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verts(v1, v3, v2, normal(v1, v2, v3).scl(-1f), Color.white);
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}
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}
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}
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41
core/src/mindustry/graphics/g3d/SunMesh.java
Normal file
41
core/src/mindustry/graphics/g3d/SunMesh.java
Normal file
@@ -0,0 +1,41 @@
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package mindustry.graphics.g3d;
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import arc.graphics.*;
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import arc.math.*;
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import mindustry.graphics.*;
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import mindustry.graphics.Shaders.*;
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import mindustry.type.*;
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public class SunMesh extends ShaderSphereMesh{
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public int octaves = 5;
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public float falloff = 0.5f, scale = 1f, power = 1.3f, magnitude = 0.6f, speed = 99999999999f, spread = 1.3f, seed = Mathf.random(9999f);
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public float[] colorValues;
|
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public SunMesh(Planet planet, int divisions){
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super(planet, Shaders.sun, divisions);
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}
|
||||
|
||||
public void setColors(Color... colors){
|
||||
colorValues = new float[colors.length*4];
|
||||
|
||||
for(int i = 0; i < colors.length; i ++){
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colorValues[i*4] = colors[i].r;
|
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colorValues[i*4 + 1] = colors[i].g;
|
||||
colorValues[i*4 + 2] = colors[i].b;
|
||||
colorValues[i*4 + 3] = colors[i].a;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void preRender(){
|
||||
SunShader s = (SunShader)shader;
|
||||
s.octaves = octaves;
|
||||
s.falloff = falloff;
|
||||
s.scale = scale;
|
||||
s.power = power;
|
||||
s.magnitude = magnitude;
|
||||
s.speed = speed;
|
||||
s.seed = seed;
|
||||
s.colorValues = colorValues;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user