110 lines
3.8 KiB
Java
110 lines
3.8 KiB
Java
package mindustry.graphics;
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import arc.*;
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import arc.assets.loaders.TextureLoader.*;
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import arc.graphics.*;
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import arc.graphics.Texture.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.util.*;
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import mindustry.type.*;
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import mindustry.world.meta.*;
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import static mindustry.Vars.*;
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public class EnvRenderers{
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public static void init(){
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Color waterColor = Color.valueOf("353982");
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Rand rand = new Rand();
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Core.assets.load("sprites/rays.png", Texture.class).loaded = t -> {
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t.setFilter(TextureFilter.linear);
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};
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Color particleColor = Color.valueOf("a7c1fa");
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float windSpeed = 0.03f, windAngle = 45f;
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float windx = Mathf.cosDeg(windAngle) * windSpeed, windy = Mathf.sinDeg(windAngle) * windSpeed;
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renderer.addEnvRenderer(Env.underwater, () -> {
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Draw.draw(Layer.light + 1, () -> {
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Draw.color(waterColor, 0.4f);
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Fill.rect(Core.camera.position.x, Core.camera.position.y, Core.camera.width, Core.camera.height);
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Draw.reset();
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Blending.additive.apply();
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Draw.blit(Shaders.caustics);
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Blending.normal.apply();
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});
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Draw.z(Layer.light + 2);
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int rays = 50;
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float timeScale = 2000f;
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rand.setSeed(0);
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Draw.blend(Blending.additive);
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float t = Time.time / timeScale;
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Texture tex = Core.assets.get("sprites/rays.png", Texture.class);
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for(int i = 0; i < rays; i++){
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float offset = rand.random(0f, 1f);
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float time = t + offset;
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int pos = (int)time;
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float life = time % 1f;
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float opacity = rand.random(0.2f, 0.7f) * Mathf.slope(life) * 0.7f;
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float x = (rand.random(0f, world.unitWidth()) + (pos % 100)*753) % world.unitWidth();
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float y = (rand.random(0f, world.unitHeight()) + (pos % 120)*453) % world.unitHeight();
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float rot = rand.range(7f);
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float sizeScale = 1f + rand.range(0.3f);
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float topDst = (Core.camera.position.y + Core.camera.height/2f) - (y + tex.height/2f + tex.height*1.9f*sizeScale/2f);
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float invDst = topDst/1000f;
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opacity = Math.min(opacity, -invDst);
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if(opacity > 0.01){
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Draw.alpha(opacity);
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Draw.rect(Draw.wrap(tex), x, y + tex.height/2f, tex.width*2*sizeScale, tex.height*2*sizeScale, rot);
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Draw.color();
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}
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}
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//suspended particles
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Draw.draw(Layer.weather, () -> {
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Weather.drawParticles(
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Core.atlas.find("particle"), particleColor,
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1.4f, 4f, //minmax size
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10000f, 1f, 1f, //density
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windx, windy, //wind vectors
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0.5f, 1f, //minmax alpha
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30f, 80f, //sinscl
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1f, 7f, //sinmag
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false
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);
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});
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Draw.blend();
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});
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Core.assets.load("sprites/distortAlpha.png", Texture.class, new TextureParameter(){{
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magFilter = TextureFilter.linear;
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minFilter = TextureFilter.mipMapLinearLinear;
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wrapU = wrapV = TextureWrap.repeat;
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genMipMaps = true;
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}});
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renderer.addEnvRenderer(Env.scorching, () -> {
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Texture tex = Core.assets.get("sprites/distortAlpha.png", Texture.class);
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//TODO layer looks better? should not be conditional
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Draw.z(state.rules.fog ? Layer.fogOfWar + 1 : Layer.weather - 1);
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Weather.drawNoiseLayers(tex, Color.scarlet, 1000f, 0.24f, 0.4f, 1f, 1f, 0f, 4, -1.3f, 0.7f, 0.8f, 0.9f);
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Draw.reset();
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});
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}
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}
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