Serpulo clouds, now with 2 layers

This commit is contained in:
Anuken
2021-09-05 01:18:50 -04:00
parent ed86f50a2f
commit 9feedabf07
3 changed files with 28 additions and 5 deletions

View File

@@ -2,14 +2,18 @@ package mindustry.graphics.g3d;
import arc.graphics.*;
import arc.math.geom.*;
import arc.util.*;
import arc.util.noise.*;
import mindustry.*;
import mindustry.graphics.*;
import mindustry.type.*;
public class HexSkyMesh extends PlanetMesh{
static Mat3D mat = new Mat3D();
public HexSkyMesh(Planet planet, float radius, int divisions, Color color, int octaves, float persistence, float scl, float thresh){
public float speed = 0f;
public HexSkyMesh(Planet planet, int seed, float speed, float radius, int divisions, Color color, int octaves, float persistence, float scl, float thresh){
super(planet, MeshBuilder.buildHex(new HexMesher(){
@Override
public float getHeight(Vec3 position){
@@ -23,17 +27,33 @@ public class HexSkyMesh extends PlanetMesh{
@Override
public boolean skip(Vec3 position){
return Simplex.noise3d(planet.id, octaves, persistence, scl, position.x, position.y * 3f, position.z) >= thresh;
return Simplex.noise3d(planet.id + seed, octaves, persistence, scl, position.x, position.y * 3f, position.z) >= thresh;
}
}, divisions, false, planet.radius, radius), Shaders.clouds);
this.speed = speed;
}
public HexSkyMesh(){
}
public float relRot(){
return Time.globalTime * speed / 34f;
}
@Override
public void render(Mat3D projection, Mat3D transform){
preRender();
shader.bind();
shader.setUniformMatrix4("u_proj", projection.val);
shader.setUniformMatrix4("u_trans", mat.setToTranslation(planet.position).rotate(Vec3.Y, planet.getRotation() + relRot()).val);
shader.apply();
mesh.render(shader, Gl.triangles);
}
@Override
public void preRender(){
Shaders.clouds.lightDir.set(planet.solarSystem.position).sub(planet.position).rotate(Vec3.Y, planet.getRotation()).nor();
Shaders.clouds.lightDir.set(planet.solarSystem.position).sub(planet.position).rotate(Vec3.Y, planet.getRotation() + relRot()).nor();
Shaders.clouds.ambientColor.set(planet.solarSystem.lightColor);
Shaders.clouds.alpha = 1f - Vars.ui.planet.planets.orbitAlpha;
}