Animated oil blocks as well
This commit is contained in:
88
core/assets/shaders/lava.fragment
Normal file
88
core/assets/shaders/lava.fragment
Normal file
@@ -0,0 +1,88 @@
|
|||||||
|
#ifdef GL_ES
|
||||||
|
precision mediump float;
|
||||||
|
precision mediump int;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define s2 vec4(255.0, 165.0, 0.0, 255.0) / 255.0
|
||||||
|
#define s1 vec4(255.0, 121.0, 62.0, 255.0) / 255.0
|
||||||
|
|
||||||
|
uniform sampler2D u_texture;
|
||||||
|
|
||||||
|
uniform vec2 camerapos;
|
||||||
|
uniform vec2 screensize;
|
||||||
|
uniform float time;
|
||||||
|
|
||||||
|
varying vec4 v_color;
|
||||||
|
varying vec2 v_texCoord;
|
||||||
|
|
||||||
|
float round(float num, float f){
|
||||||
|
return float(int(num / f)) * f;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
|
||||||
|
|
||||||
|
float snoise(vec2 v){
|
||||||
|
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
|
||||||
|
-0.577350269189626, 0.024390243902439);
|
||||||
|
vec2 i = floor(v + dot(v, C.yy) );
|
||||||
|
vec2 x0 = v - i + dot(i, C.xx);
|
||||||
|
vec2 i1;
|
||||||
|
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||||
|
vec4 x12 = x0.xyxy + C.xxzz;
|
||||||
|
x12.xy -= i1;
|
||||||
|
i = mod(i, 289.0);
|
||||||
|
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||||||
|
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||||||
|
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
|
||||||
|
dot(x12.zw,x12.zw)), 0.0);
|
||||||
|
m = m*m ;
|
||||||
|
m = m*m ;
|
||||||
|
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||||
|
vec3 h = abs(x) - 0.5;
|
||||||
|
vec3 ox = floor(x + 0.5);
|
||||||
|
vec3 a0 = x - ox;
|
||||||
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||||
|
vec3 g;
|
||||||
|
g.x = a0.x * x0.x + h.x * x0.y;
|
||||||
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||||
|
return 130.0 * dot(m, g);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vec2 c = v_texCoord.xy;
|
||||||
|
vec4 color = texture2D(u_texture, c);
|
||||||
|
|
||||||
|
vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
|
||||||
|
ivec2 icoords = ivec2(int(c.x / v.x + camerapos.x), int(c.y / v.y + camerapos.y));
|
||||||
|
vec2 coords = vec2(float(icoords.x), float(icoords.y));
|
||||||
|
|
||||||
|
float stime = time / 5.0;
|
||||||
|
|
||||||
|
float mscl = 30.0;
|
||||||
|
float mth = 5.0;
|
||||||
|
|
||||||
|
//if there's something actually there
|
||||||
|
if(color.r > 0.01){
|
||||||
|
vec4 old = color;
|
||||||
|
color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0);
|
||||||
|
color.a = 1.0;
|
||||||
|
|
||||||
|
if(color.r < 0.01){
|
||||||
|
color = old;
|
||||||
|
}
|
||||||
|
|
||||||
|
float n1 = snoise(coords / 20.0 + vec2(time) / 250.0);
|
||||||
|
float n2 = snoise((coords + vec2(632.0)) / 9.0 + vec2(0.0, -time) / 220.0);
|
||||||
|
|
||||||
|
float r = (n1 + n2) / 2.0;
|
||||||
|
|
||||||
|
if(r < -0.6){
|
||||||
|
color = s2;
|
||||||
|
}else if(r < -0.2 && r > -0.6){
|
||||||
|
color = s1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
gl_FragColor = color;
|
||||||
|
}
|
||||||
86
core/assets/shaders/oil.fragment
Normal file
86
core/assets/shaders/oil.fragment
Normal file
@@ -0,0 +1,86 @@
|
|||||||
|
#ifdef GL_ES
|
||||||
|
precision mediump float;
|
||||||
|
precision mediump int;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#define s1 vec4(63.0, 63.0, 63.0, 255.0) / 255.0
|
||||||
|
|
||||||
|
uniform sampler2D u_texture;
|
||||||
|
|
||||||
|
uniform vec2 camerapos;
|
||||||
|
uniform vec2 screensize;
|
||||||
|
uniform float time;
|
||||||
|
|
||||||
|
varying vec4 v_color;
|
||||||
|
varying vec2 v_texCoord;
|
||||||
|
|
||||||
|
float round(float num, float f){
|
||||||
|
return float(int(num / f)) * f;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
|
||||||
|
|
||||||
|
float snoise(vec2 v){
|
||||||
|
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
|
||||||
|
-0.577350269189626, 0.024390243902439);
|
||||||
|
vec2 i = floor(v + dot(v, C.yy) );
|
||||||
|
vec2 x0 = v - i + dot(i, C.xx);
|
||||||
|
vec2 i1;
|
||||||
|
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||||
|
vec4 x12 = x0.xyxy + C.xxzz;
|
||||||
|
x12.xy -= i1;
|
||||||
|
i = mod(i, 289.0);
|
||||||
|
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||||||
|
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||||||
|
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
|
||||||
|
dot(x12.zw,x12.zw)), 0.0);
|
||||||
|
m = m*m ;
|
||||||
|
m = m*m ;
|
||||||
|
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||||
|
vec3 h = abs(x) - 0.5;
|
||||||
|
vec3 ox = floor(x + 0.5);
|
||||||
|
vec3 a0 = x - ox;
|
||||||
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||||
|
vec3 g;
|
||||||
|
g.x = a0.x * x0.x + h.x * x0.y;
|
||||||
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||||
|
return 130.0 * dot(m, g);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
|
||||||
|
vec2 c = v_texCoord.xy;
|
||||||
|
vec4 color = texture2D(u_texture, c);
|
||||||
|
|
||||||
|
vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
|
||||||
|
ivec2 icoords = ivec2(int(c.x / v.x + camerapos.x), int(c.y / v.y + camerapos.y));
|
||||||
|
vec2 coords = vec2(float(icoords.x), float(icoords.y));
|
||||||
|
|
||||||
|
float stime = time / 5.0;
|
||||||
|
|
||||||
|
float mscl = 30.0;
|
||||||
|
float mth = 5.0;
|
||||||
|
|
||||||
|
//if there's something actually there
|
||||||
|
if(color.r > 0.01){
|
||||||
|
vec4 old = color;
|
||||||
|
color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0);
|
||||||
|
color.a = 1.0;
|
||||||
|
|
||||||
|
if(color.r < 0.01){
|
||||||
|
color = old;
|
||||||
|
}
|
||||||
|
|
||||||
|
float n1 = snoise(coords / 20.0 + vec2(-time) / 340.0);
|
||||||
|
float n2 = snoise((coords + vec2(632.0)) / 7.0 + vec2(0.0, time) / 310.0);
|
||||||
|
|
||||||
|
float r = (n1 + n2) / 2.0;
|
||||||
|
|
||||||
|
if(r < -0.3 && r > -0.6){
|
||||||
|
color *= 1.3;
|
||||||
|
color.a = 1.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
gl_FragColor = color;
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
#Autogenerated file. Do not modify.
|
#Autogenerated file. Do not modify.
|
||||||
#Tue Mar 13 22:34:33 EDT 2018
|
#Wed Mar 14 12:49:40 EDT 2018
|
||||||
version=release
|
version=release
|
||||||
androidBuildCode=491
|
androidBuildCode=491
|
||||||
name=Mindustry
|
name=Mindustry
|
||||||
|
|||||||
@@ -1,9 +1,11 @@
|
|||||||
package io.anuke.mindustry.graphics;
|
package io.anuke.mindustry.graphics;
|
||||||
|
|
||||||
|
import com.badlogic.gdx.graphics.Color;
|
||||||
import io.anuke.ucore.core.Core;
|
import io.anuke.ucore.core.Core;
|
||||||
import io.anuke.ucore.core.Graphics;
|
import io.anuke.ucore.core.Graphics;
|
||||||
import io.anuke.ucore.graphics.CacheBatch;
|
import io.anuke.ucore.graphics.CacheBatch;
|
||||||
import io.anuke.ucore.graphics.Draw;
|
import io.anuke.ucore.graphics.Draw;
|
||||||
|
import io.anuke.ucore.graphics.Shader;
|
||||||
|
|
||||||
import static io.anuke.mindustry.Vars.renderer;
|
import static io.anuke.mindustry.Vars.renderer;
|
||||||
|
|
||||||
@@ -11,26 +13,34 @@ public enum DrawLayer {
|
|||||||
water{
|
water{
|
||||||
@Override
|
@Override
|
||||||
public void begin(CacheBatch batch){
|
public void begin(CacheBatch batch){
|
||||||
batch.setProjectionMatrix(Core.camera.combined);
|
beginShader(batch);
|
||||||
Graphics.useBatch(batch.drawBatch());
|
|
||||||
|
|
||||||
Graphics.begin();
|
|
||||||
Graphics.surface(renderer.waterSurface);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void end(CacheBatch batch){
|
public void end(CacheBatch batch){
|
||||||
Graphics.surface();
|
endShader(batch, Shaders.water);
|
||||||
Graphics.end();
|
}
|
||||||
|
},
|
||||||
|
lava{
|
||||||
|
@Override
|
||||||
|
public void begin(CacheBatch batch){
|
||||||
|
beginShader(batch);
|
||||||
|
}
|
||||||
|
|
||||||
Graphics.popBatch();
|
@Override
|
||||||
|
public void end(CacheBatch batch){
|
||||||
|
endShader(batch, Shaders.lava);
|
||||||
|
}
|
||||||
|
},
|
||||||
|
oil{
|
||||||
|
@Override
|
||||||
|
public void begin(CacheBatch batch){
|
||||||
|
beginShader(batch);
|
||||||
|
}
|
||||||
|
|
||||||
Graphics.shader(Shaders.water);
|
@Override
|
||||||
Graphics.begin();
|
public void end(CacheBatch batch){
|
||||||
Draw.rect(renderer.waterSurface.texture(), Core.camera.position.x, Core.camera.position.y,
|
endShader(batch, Shaders.oil);
|
||||||
Core.camera.viewportWidth * Core.camera.zoom, -Core.camera.viewportHeight * Core.camera.zoom);
|
|
||||||
Graphics.end();
|
|
||||||
Graphics.shader();
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
normal,
|
normal,
|
||||||
@@ -48,4 +58,27 @@ public enum DrawLayer {
|
|||||||
|
|
||||||
Graphics.popBatch();
|
Graphics.popBatch();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected void beginShader(CacheBatch batch){
|
||||||
|
batch.setProjectionMatrix(Core.camera.combined);
|
||||||
|
Graphics.useBatch(batch.drawBatch());
|
||||||
|
|
||||||
|
Graphics.begin();
|
||||||
|
Graphics.surface(renderer.waterSurface);
|
||||||
|
Graphics.clear(Color.CLEAR);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void endShader(CacheBatch batch, Shader shader){
|
||||||
|
Graphics.surface();
|
||||||
|
Graphics.end();
|
||||||
|
|
||||||
|
Graphics.popBatch();
|
||||||
|
|
||||||
|
Graphics.shader(shader);
|
||||||
|
Graphics.begin();
|
||||||
|
Draw.rect(renderer.waterSurface.texture(), Core.camera.position.x, Core.camera.position.y,
|
||||||
|
Core.camera.viewportWidth * Core.camera.zoom, -Core.camera.viewportHeight * Core.camera.zoom);
|
||||||
|
Graphics.end();
|
||||||
|
Graphics.shader();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -13,25 +13,12 @@ import io.anuke.ucore.scene.ui.layout.Unit;
|
|||||||
public class Shaders{
|
public class Shaders{
|
||||||
public static final Outline outline = new Outline();
|
public static final Outline outline = new Outline();
|
||||||
public static final Shield shield = new Shield();
|
public static final Shield shield = new Shield();
|
||||||
public static final Water water = new Water();
|
public static final SurfaceShader water = new SurfaceShader("water");
|
||||||
|
public static final SurfaceShader lava = new SurfaceShader("lava");
|
||||||
|
public static final SurfaceShader oil = new SurfaceShader("oil");
|
||||||
|
|
||||||
private static final Vector2 vec = new Vector2();
|
private static final Vector2 vec = new Vector2();
|
||||||
|
|
||||||
public static class Water extends Shader{
|
|
||||||
|
|
||||||
public Water(){
|
|
||||||
super("water", "default");
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
|
||||||
public void apply(){
|
|
||||||
shader.setUniformf("camerapos", Core.camera.position.x + Core.camera.zoom, Core.camera.position.y);
|
|
||||||
shader.setUniformf("screensize", Gdx.graphics.getWidth() / Core.cameraScale * Core.camera.zoom,
|
|
||||||
Gdx.graphics.getHeight() / Core.cameraScale * Core.camera.zoom);
|
|
||||||
shader.setUniformf("time", Timers.time());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public static class Outline extends Shader{
|
public static class Outline extends Shader{
|
||||||
public Color color = new Color();
|
public Color color = new Color();
|
||||||
public float lighten = 0f;
|
public float lighten = 0f;
|
||||||
@@ -46,7 +33,6 @@ public class Shaders{
|
|||||||
shader.setUniformf("u_lighten", lighten);
|
shader.setUniformf("u_lighten", lighten);
|
||||||
shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth(), region.getTexture().getHeight()));
|
shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth(), region.getTexture().getHeight()));
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static class Shield extends Shader{
|
public static class Shield extends Shader{
|
||||||
@@ -74,6 +60,20 @@ public class Shaders{
|
|||||||
shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth() / scale,
|
shader.setUniformf("u_texsize", vec.set(region.getTexture().getWidth() / scale,
|
||||||
region.getTexture().getHeight() / scale));
|
region.getTexture().getHeight() / scale));
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class SurfaceShader extends Shader{
|
||||||
|
|
||||||
|
public SurfaceShader(String frag){
|
||||||
|
super(frag, "default");
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void apply(){
|
||||||
|
shader.setUniformf("camerapos", Core.camera.position.x + Core.camera.zoom, Core.camera.position.y);
|
||||||
|
shader.setUniformf("screensize", Gdx.graphics.getWidth() / Core.cameraScale * Core.camera.zoom,
|
||||||
|
Gdx.graphics.getHeight() / Core.cameraScale * Core.camera.zoom);
|
||||||
|
shader.setUniformf("time", Timers.time());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -23,7 +23,7 @@ public class Liquid {
|
|||||||
heatCapacity = 0.2f;
|
heatCapacity = 0.2f;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
lava = new Liquid("lava", Color.valueOf("ed5334")){
|
lava = new Liquid("lava", Color.valueOf("e37341")){
|
||||||
{
|
{
|
||||||
temperature = 0.7f;
|
temperature = 0.7f;
|
||||||
viscosity = 0.8f;
|
viscosity = 0.8f;
|
||||||
|
|||||||
@@ -49,6 +49,7 @@ public class Blocks{
|
|||||||
solid = true;
|
solid = true;
|
||||||
liquidDrop = Liquid.lava;
|
liquidDrop = Liquid.lava;
|
||||||
liquid = true;
|
liquid = true;
|
||||||
|
drawLayer = DrawLayer.lava;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -69,6 +70,7 @@ public class Blocks{
|
|||||||
solid = true;
|
solid = true;
|
||||||
liquidDrop = Liquid.oil;
|
liquidDrop = Liquid.oil;
|
||||||
liquid = true;
|
liquid = true;
|
||||||
|
drawLayer = DrawLayer.oil;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
|||||||
Reference in New Issue
Block a user