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mirror of https://github.com/Anuken/Mindustry.git synced 2024-09-20 12:58:38 +03:00

Better sun

This commit is contained in:
Anuken 2020-05-10 19:17:08 -04:00
parent 686c451ea6
commit a344c1a5d0
9 changed files with 59 additions and 187 deletions

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@ -1,16 +0,0 @@
#ifdef GL_ES
precision mediump float;
precision lowp int;
#endif
#define step 0.5
const int MAX_COLORS = 10;
varying float v_height;
uniform sampler2D u_colors;
void main(){
gl_FragColor = texture2D(u_colors, vec2(v_height, 0.0));
}

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@ -1,92 +0,0 @@
#ifdef GL_ES
precision mediump float;
precision lowp int;
#endif
attribute vec4 a_position;
attribute vec3 a_normal;
uniform mat4 u_proj;
uniform mat4 u_trans;
uniform float u_time;
uniform int u_octaves;
uniform float u_falloff;
uniform float u_scale;
uniform float u_power;
uniform float u_spread;
uniform float u_magnitude;
uniform float u_seed;
varying float v_height;
float rand(vec2 co){
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
vec4 permute(vec4 x){ return mod(((x*34.0)+1.0)*x, 289.0); }
float permute(float x){ return floor(mod(((x*34.0)+1.0)*x, 289.0)); }
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
float taylorInvSqrt(float r){ return 1.79284291400159 - 0.85373472095314 * r; }
vec4 grad4(float j, vec4 ip){
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p, s;
p.xyz = floor(fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
float snoise(vec4 v){
const vec2 C = vec2(0.138196601125010504, 0.309016994374947451);
vec4 i = floor(v + dot(v, C.yyyy));
vec4 x0 = v - i + dot(i, C.xxxx);
vec4 i0;
vec3 isX = step(x0.yzw, x0.xxx);
vec3 isYZ = step(x0.zww, x0.yyz);
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
vec4 i3 = clamp(i0, 0.0, 1.0);
vec4 i2 = clamp(i0-1.0, 0.0, 1.0);
vec4 i1 = clamp(i0-2.0, 0.0, 1.0);
vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
i = mod(i, 289.0);
float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute(permute(permute(permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0));
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0);
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4, p4));
vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * (dot(m0*m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))+ dot(m1*m1, vec2(dot(p3, x3), dot(p4, x4))));
}
void main(){
v_height = clamp((snoise(vec4(a_position.xyz, u_time + u_seed*2.0) / u_scale) + 0.7) / 2.0, 0.0, 1.0);
gl_Position = u_proj * u_trans * a_position;
}

13
core/assets/shaders/unlit.vert Executable file
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@ -0,0 +1,13 @@
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
uniform mat4 u_proj;
uniform mat4 u_trans;
varying vec4 v_col;
void main(){
v_col = a_color;
gl_Position = u_proj * u_trans * a_position;
}

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@ -15,25 +15,20 @@ public class Planets implements ContentList{
public void load(){
sun = new Planet("sun", null, 0, 2){{
bloom = true;
//lightColor = Color.valueOf("f4ee8e");
meshLoader = () -> new SunMesh(this, 3){{
setColors(
1.1f,
Color.valueOf("ff7a38"),
Color.valueOf("ff9638"),
Color.valueOf("ffc64c"),
Color.valueOf("ffc64c"),
Color.valueOf("ffe371"),
Color.valueOf("f4ee8e")
);
scale = 1f;
speed = 1000f;
falloff = 0.3f;
octaves = 4;
spread = 1.2f;
magnitude = 0f;
}};
//lightColor = Color.valueOf("f4ee8e");
meshLoader = () -> new SunMesh(
this, 4,
5, 0.3, 1.7, 1.2, 1,
1.1f,
Color.valueOf("ff7a38"),
Color.valueOf("ff9638"),
Color.valueOf("ffc64c"),
Color.valueOf("ffc64c"),
Color.valueOf("ffe371"),
Color.valueOf("f4ee8e")
);
}};
starter = new Planet("TODO", sun, 3, 1){{

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@ -6,7 +6,6 @@ import arc.graphics.Texture.*;
import arc.graphics.g2d.*;
import arc.graphics.g3d.*;
import arc.graphics.gl.*;
import arc.math.*;
import arc.math.geom.*;
import arc.scene.ui.layout.*;
import arc.util.ArcAnnotate.*;
@ -26,9 +25,9 @@ public class Shaders{
public static SurfaceShader water, tar, slag;
public static PlanetShader planet;
public static PlanetGridShader planetGrid;
public static SunShader sun;
public static AtmosphereShader atmosphere;
public static MeshShader mesh = new MeshShader();
public static Shader unlit;
public static void init(){
shadow = new Shadow();
@ -49,8 +48,8 @@ public class Shaders{
slag = new SurfaceShader("slag");
planet = new PlanetShader();
planetGrid = new PlanetGridShader();
sun = new SunShader();
atmosphere = new AtmosphereShader();
unlit = new LoadShader("planet", "unlit");
}
public static class AtmosphereShader extends LoadShader{
@ -105,32 +104,6 @@ public class Shaders{
}
}
public static class SunShader extends LoadShader{
public int octaves = 5;
public float falloff = 0.5f, scale = 1f, power = 1.3f, magnitude = 0.6f, speed = 99999999999f, spread = 1.3f, seed = Mathf.random(9999f);
public Texture colors;
public SunShader(){
super("sun", "sun");
}
@Override
public void apply(){
colors.bind(1);
Gl.activeTexture(Gl.texture0);
setUniformi("u_colors", 1);
setUniformi("u_octaves", octaves);
setUniformf("u_falloff", falloff);
setUniformf("u_scale", scale);
setUniformf("u_power", power);
setUniformf("u_magnitude", magnitude);
setUniformf("u_time", Time.globalTime() / speed);
setUniformf("u_seed", seed);
setUniformf("u_spread", spread);
}
}
public static class PlanetGridShader extends LoadShader{
public Vec3 mouse = new Vec3();

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@ -1,5 +1,6 @@
package mindustry.graphics.g3d;
import arc.graphics.gl.*;
import arc.math.geom.*;
import mindustry.graphics.*;
import mindustry.type.*;
@ -10,6 +11,10 @@ public class HexMesh extends PlanetMesh{
super(planet, MeshBuilder.buildHex(planet.generator, divisions, false, planet.radius, 0.2f), Shaders.planet);
}
public HexMesh(Planet planet, HexMesher mesher, int divisions, Shader shader){
super(planet, MeshBuilder.buildHex(mesher, divisions, false, planet.radius, 0.2f), shader);
}
@Override
public void preRender(){
Shaders.planet.lightDir.set(planet.solarSystem.position).sub(planet.position).rotate(Vec3.Y, planet.getRotation()).nor();

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@ -3,9 +3,14 @@ package mindustry.graphics.g3d;
import arc.graphics.gl.*;
import mindustry.type.*;
public abstract class ShaderSphereMesh extends PlanetMesh{
public class ShaderSphereMesh extends PlanetMesh{
public ShaderSphereMesh(Planet planet, Shader shader, int divisions){
super(planet, MeshBuilder.buildIcosphere(divisions, planet.radius), shader);
}
@Override
public void preRender(){
}
}

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@ -2,45 +2,33 @@ package mindustry.graphics.g3d;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import arc.util.*;
import arc.util.noise.*;
import mindustry.graphics.*;
import mindustry.graphics.Shaders.*;
import mindustry.type.*;
public class SunMesh extends ShaderSphereMesh{
public int octaves = 5;
public float falloff = 0.5f, scale = 1f, power = 1.3f, magnitude = 0.6f, speed = 99999999999f, spread = 1.3f, seed = Mathf.random(9999f);
public Texture colors;
public class SunMesh extends HexMesh{
public SunMesh(Planet planet, int divisions){
super(planet, Shaders.sun, divisions);
}
public SunMesh(Planet planet, int divisions, double octaves, double persistence, double scl, double pow, double mag, float colorScale, Color... colors){
super(planet, new HexMesher(){
Simplex sim = new Simplex();
public void setColors(float scl, Color... colors){
Pixmap pix = new Pixmap(colors.length, 1);
for(int i = 0; i < colors.length; i++){
pix.draw(i, 0, Tmp.c1.set(colors[i]).mul(scl));
}
this.colors = new Texture(pix);
pix.dispose();
@Override
public float getHeight(Vec3 position){
return 0;
}
@Override
public Color getColor(Vec3 position){
double height = Math.pow(sim.octaveNoise3D(octaves, persistence, scl, position.x, position.y, position.z), pow) * mag;
return Tmp.c1.set(colors[Mathf.clamp((int)(height * colors.length), 0, colors.length - 1)]).mul(colorScale);
}
}, divisions, Shaders.unlit);
}
@Override
public void preRender(){
SunShader s = (SunShader)shader;
s.octaves = octaves;
s.falloff = falloff;
s.scale = scale;
s.power = power;
s.magnitude = magnitude;
s.speed = speed;
s.seed = seed;
s.colors = colors;
}
@Override
public void dispose(){
super.dispose();
colors.dispose();
//do absolutely nothing
}
}

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@ -12,6 +12,7 @@ import arc.util.*;
import arc.util.io.*;
import mindustry.*;
import mindustry.ctype.*;
import mindustry.graphics.*;
import mindustry.graphics.g3d.*;
import mindustry.graphics.g3d.PlanetGrid.*;
import mindustry.maps.generators.*;
@ -63,7 +64,7 @@ public class Planet extends UnlockableContent{
/** Sattelites orbiting this planet. */
public Array<Satellite> satellites = new Array<>();
/** Loads the mesh. Clientside only. Defaults to a boring sphere mesh. */
protected Prov<PlanetMesh> meshLoader = () -> new SunMesh(this, 2);
protected Prov<PlanetMesh> meshLoader = () -> new ShaderSphereMesh(this, Shaders.unlit, 2);
public Planet(String name, Planet parent, int sectorSize, float radius){
super(name);