Files
Mindustry/core/src/mindustry/graphics/EnvRenderers.java
2025-08-19 15:17:06 -04:00

110 lines
3.8 KiB
Java

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