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https://github.com/Anuken/Mindustry.git
synced 2025-01-10 07:07:03 +07:00
Added planet atmosphere shader
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parent
65bf97bc03
commit
f22e1bdeb3
120
core/assets/shaders/atmosphere.frag
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120
core/assets/shaders/atmosphere.frag
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@ -0,0 +1,120 @@
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const float PI = 3.14159265359;
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const float MAX = 10000.0;
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const float PEAK = 0.1;
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const float FLARE = 0.0025;
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const float INTENSITY = 14.3;
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const float G_M = -0.85;
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const float INNER_RADIUS = 1.02;
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const float OUTER_RADIUS = 1.3;
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const int numOutScatter = 10;
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const float fNumOutScatter = 10.0;
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const int numInScatter = 10;
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const float fNumInScatter = 10.0;
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varying vec4 v_position;
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varying mat4 v_model;
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uniform vec3 u_color;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform vec3 u_campos;
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uniform vec3 u_rcampos;
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uniform mat4 u_invproj;
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uniform vec3 u_light;
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vec2 rayIntersection(vec3 p, vec3 dir, float radius) {
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float b = dot(p, dir);
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float c = dot(p, p) - radius * radius;
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float d = b * b - c;
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if (d < 0.0) {
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return vec2(MAX, -MAX);
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}
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d = sqrt(d);
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float near = -b - d;
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float far = -b + d;
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return vec2(near, far);
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}
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float miePhase(float g, float c, float cc) {
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float gg = g * g;
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float a = (1.0 - gg) * (1.0 + cc);
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float b = 1.0 + gg - 2.0 * g * c;
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b *= sqrt(b);
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b *= 2.0 + gg;
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return 1.5 * a / b;
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}
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float rayleighPhase(float cc) {
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return 0.75 * (1.0 + cc);
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}
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float density(vec3 p) {
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return exp(-(length(p) - INNER_RADIUS) * (4.0 / (OUTER_RADIUS - INNER_RADIUS)));
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}
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float optic(vec3 p, vec3 q) {
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vec3 step = (q - p) / fNumOutScatter;
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vec3 v = p + step * 0.5;
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float sum = 0.0;
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for (int i = 0; i < numOutScatter; i++) {
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sum += density(v);
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v += step;
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}
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sum *= length(step)*(1.0 / (OUTER_RADIUS - INNER_RADIUS));
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return sum;
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}
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vec3 inScatter(vec3 o, vec3 dir, vec2 e, vec3 l) {
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float len = (e.y - e.x) / fNumInScatter;
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vec3 step = dir * len;
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vec3 p = o + dir * e.x;
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vec3 v = p + dir * (len * 0.5);
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vec3 sum = vec3(0.0);
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for(int i = 0; i < numInScatter; i++){
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vec2 f = rayIntersection(v, l, OUTER_RADIUS);
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vec3 u = v + l * f.y;
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float n = (optic(p, v) + optic(v, u))*(PI * 4.0);
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sum += density(v) * exp(-n * (PEAK * u_color + FLARE));
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v += step;
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}
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sum *= len * (1.0 / (OUTER_RADIUS - INNER_RADIUS));
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float c = dot(dir, -l);
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float cc = c * c;
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return sum * (PEAK * u_color * rayleighPhase(cc) + FLARE * miePhase(G_M, c, cc)) * INTENSITY;
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}
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vec3 rayDirection(){
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vec4 ray = v_model*v_position - vec4(u_campos, 1.0);
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return normalize(vec3(ray));
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}
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void main(){
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vec3 dir = rayDirection();
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vec3 eye = u_rcampos;
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vec3 l = u_light;
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vec2 e = rayIntersection(eye, dir, OUTER_RADIUS);
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if (e.x > e.y){
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec2 f = rayIntersection(eye, dir, INNER_RADIUS);
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e.y = min(e.y, f.x);
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vec3 result = inScatter(eye, dir, e, l);
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gl_FragColor = vec4(result, 1.0);
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}
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13
core/assets/shaders/atmosphere.vert
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13
core/assets/shaders/atmosphere.vert
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@ -0,0 +1,13 @@
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attribute vec4 a_position;
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varying vec4 v_position;
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varying mat4 v_model;
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uniform mat4 u_model;
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uniform mat4 u_projection;
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void main(){
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v_position = a_position;
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v_model = u_model;
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gl_Position = u_projection*u_model*a_position;
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}
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@ -9,7 +9,7 @@ uniform vec3 u_ambientColor;
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varying vec4 v_col;
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const vec3 diffuse = vec3(0.2);
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const vec3 diffuse = vec3(0);
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void main(){
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vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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@ -38,6 +38,7 @@ public class Planets implements ContentList{
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starter = new Planet("TODO", sun, 3, 1){{
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generator = new TODOPlanetGenerator();
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meshLoader = () -> new HexMesh(this, 6);
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atmosphereColor = Color.valueOf("3c1b8f");
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}};
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}
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}
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@ -3,12 +3,14 @@ package mindustry.graphics;
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import arc.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.graphics.g3d.*;
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import arc.graphics.gl.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.scene.ui.layout.*;
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import arc.util.ArcAnnotate.*;
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import arc.util.*;
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import mindustry.type.*;
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public class Shaders{
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public static Shadow shadow;
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@ -22,6 +24,7 @@ public class Shaders{
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public static PlanetShader planet;
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public static PlanetGridShader planetGrid;
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public static SunShader sun;
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public static AtmosphereShader atmosphere;
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public static void init(){
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shadow = new Shadow();
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@ -43,6 +46,33 @@ public class Shaders{
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planet = new PlanetShader();
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planetGrid = new PlanetGridShader();
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sun = new SunShader();
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atmosphere = new AtmosphereShader();
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}
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public static class AtmosphereShader extends LoadShader{
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public Camera3D camera;
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public Planet planet;
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Mat3D mat = new Mat3D();
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public AtmosphereShader(){
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super("atmosphere", "atmosphere");
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}
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@Override
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public void apply(){
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setUniformf("u_resolution", Core.graphics.getWidth(), Core.graphics.getHeight());
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setUniformf("u_time", Time.globalTime() / 10f);
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setUniformf("u_campos", camera.position);
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setUniformf("u_rcampos", Tmp.v31.set(camera.position).sub(planet.position));
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setUniformf("u_light", planet.getLightNormal());
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setUniformf("u_color", planet.atmosphereColor.r, planet.atmosphereColor.g, planet.atmosphereColor.b);
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setUniformMatrix4("u_model", planet.getTransform(mat).val);
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setUniformMatrix4("u_projection", camera.combined.val);
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setUniformMatrix4("u_invproj", camera.invProjectionView.val);
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}
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}
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public static class PlanetShader extends LoadShader{
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@ -8,6 +8,7 @@ import arc.math.geom.*;
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import arc.scene.ui.layout.*;
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import arc.struct.*;
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import arc.util.ArcAnnotate.*;
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import arc.util.*;
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import arc.util.io.*;
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import mindustry.*;
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import mindustry.ctype.*;
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@ -49,6 +50,8 @@ public class Planet extends UnlockableContent{
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public boolean bloom = false;
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/** For suns, this is the color that shines on other planets. Does nothing for children. */
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public Color lightColor = Color.white.cpy();
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/** Atmosphere tint for landable planets. */
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public Color atmosphereColor = new Color(0.3f, 0.7f, 1.0f);
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/** Parent body that this planet orbits around. If null, this planet is considered to be in the middle of the solar system.*/
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public @Nullable Planet parent;
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/** The root parent of the whole solar system this planet is in. */
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@ -128,6 +131,10 @@ public class Planet extends UnlockableContent{
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}
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}
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public Vec3 getLightNormal(){
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return Tmp.v31.set(solarSystem.position).sub(position).nor();
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}
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/** Calculates orbital rotation based on universe time.*/
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public float getOrbitAngle(){
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//applies random offset to prevent planets from starting out in a line
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@ -1,6 +1,7 @@
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package mindustry.ui.dialogs;
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import arc.*;
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import arc.fx.util.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.graphics.g3d.*;
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@ -51,7 +52,19 @@ public class PlanetDialog extends FloatingDialog{
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private Planet planet = Planets.starter;
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private float lastX, lastY;
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private @Nullable Sector selected, hovered;
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private Table stable, infoTable;
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private Table stable;
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private ScreenQuad quad = new ScreenQuad();
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private Mesh atmosphere = MeshBuilder.buildHex(new HexMesher(){
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@Override
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public float getHeight(Vec3 position){
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return 0;
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}
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@Override
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public Color getColor(Vec3 position){
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return Color.white;
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}
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}, 3, false, 1.5f, 0f);
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public PlanetDialog(){
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super("", Styles.fullDialog);
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@ -103,17 +116,8 @@ public class PlanetDialog extends FloatingDialog{
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}
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});
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infoTable = new Table();
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stable = new Table(t -> {
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t.background(Styles.black3);
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t.margin(12f);
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t.add("this is some arbitrary text.");
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});
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stable.act(1f);
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stable.pack();
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stable.setPosition(0, 0, Align.center);
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stable = new Table();
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stable.background(Styles.black3);
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shown(this::setup);
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}
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@ -145,14 +149,11 @@ public class PlanetDialog extends FloatingDialog{
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projector.proj(cam.combined());
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batch.proj(cam.combined());
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bloom.capture();
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//bloom.capture();
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renderPlanet(solarSystem);
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if(planet.isLandable()){
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renderSectors(planet);
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}
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bloom.render();
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//bloom.render();
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Gl.enable(Gl.blend);
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@ -189,10 +190,28 @@ public class PlanetDialog extends FloatingDialog{
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private void renderPlanet(Planet planet){
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//render planet at offsetted position in the world
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planet.mesh.render(cam.combined(), planet.getTransform(mat));
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planet.mesh.render(cam.combined, planet.getTransform(mat));
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renderOrbit(planet);
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if(planet.isLandable() && planet == this.planet){
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renderSectors(planet);
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}
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if(planet.parent != null){
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Gl.blendFunc(Gl.one, Gl.one);
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Gl.enable(Gl.blend);
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Shaders.atmosphere.camera = cam;
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Shaders.atmosphere.planet = planet;
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Shaders.atmosphere.bind();
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Shaders.atmosphere.apply();
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atmosphere.render(Shaders.atmosphere, Gl.triangles);
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Gl.blendFunc(Blending.normal.src, Blending.normal.dst);
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}
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for(Planet child : planet.children){
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renderPlanet(child);
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}
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@ -218,7 +237,7 @@ public class PlanetDialog extends FloatingDialog{
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}
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if(sec.hostility >= 0.02f){
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drawSelection(sec, Color.scarlet, 0.11f * sec.hostility);
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//drawSelection(sec, Color.scarlet, 0.11f * sec.hostility);
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}
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}
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@ -230,6 +249,7 @@ public class PlanetDialog extends FloatingDialog{
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if(selected != null){
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drawSelection(selected);
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drawBorders(selected, borderColor);
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}
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batch.flush(Gl.triangles);
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@ -23,7 +23,6 @@ import mindustry.type.*;
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import java.io.*;
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import java.net.*;
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import java.nio.charset.*;
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import java.util.*;
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import static mindustry.Vars.*;
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@ -31,15 +30,9 @@ import static mindustry.Vars.*;
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public class DesktopLauncher extends ClientLauncher{
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public final static String discordID = "610508934456934412";
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boolean useDiscord = OS.is64Bit, loadError = false;
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boolean useDiscord = OS.is64Bit && !OS.hasProp("nodiscord"), loadError = false;
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Throwable steamError;
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static{
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if(!Charset.forName("US-ASCII").newEncoder().canEncode(System.getProperty("user.name", ""))){
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System.setProperty("com.codedisaster.steamworks.SharedLibraryExtractPath", new File("").getAbsolutePath());
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}
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}
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public static void main(String[] arg){
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try{
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Vars.loadLogger();
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