mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-13 03:54:06 +09:00
working world-glow blend
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@@ -91,6 +91,7 @@ object BlockCodex {
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prop.shadeColR = floatVal(record, "shdr") / LightmapRenderer.MUL_FLOAT
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prop.shadeColG = floatVal(record, "shdg") / LightmapRenderer.MUL_FLOAT
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prop.shadeColB = floatVal(record, "shdb") / LightmapRenderer.MUL_FLOAT
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prop.shadeColA = floatVal(record, "shduv") / LightmapRenderer.MUL_FLOAT
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prop.strength = intVal(record, "strength")
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prop.density = intVal(record, "dsty")
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@@ -98,6 +99,7 @@ object BlockCodex {
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prop.lumColR = floatVal(record, "lumr") / LightmapRenderer.MUL_FLOAT
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prop.lumColG = floatVal(record, "lumg") / LightmapRenderer.MUL_FLOAT
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prop.lumColB = floatVal(record, "lumb") / LightmapRenderer.MUL_FLOAT
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prop.lumColA = floatVal(record, "lumuv") / LightmapRenderer.MUL_FLOAT
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prop.friction = intVal(record, "friction")
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prop.viscosity = intVal(record, "vscs")
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@@ -15,12 +15,13 @@ class BlockProp {
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var shadeColR = 0f
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var shadeColG = 0f
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var shadeColB = 0f
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var shadeColA = 0f
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/**
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* @param opacity Raw RGB value, without alpha
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*/
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inline val opacity: Color
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get() = Color(shadeColR, shadeColG, shadeColB, 1f)
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get() = Color(shadeColR, shadeColG, shadeColB, shadeColA)
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var strength: Int = 0
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var density: Int = 0
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@@ -35,12 +36,13 @@ class BlockProp {
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var lumColR = 0f
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var lumColG = 0f
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var lumColB = 0f
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var lumColA = 0f
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/**
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* @param luminosity Raw RGB value, without alpha
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*/
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inline val luminosity: Color
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get() = BlockPropUtil.getDynamicLumFunc(Color(lumColR, lumColG, lumColB, 1f), dynamicLuminosityFunction)
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get() = BlockPropUtil.getDynamicLumFunc(Color(lumColR, lumColG, lumColB, lumColA), dynamicLuminosityFunction)
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var drop: Int = 0
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@@ -63,9 +63,9 @@ object BlockPropUtil {
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internal fun dynamicLumFuncTickClock() {
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// FPS-time compensation
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if (Gdx.graphics.framesPerSecond > 0) {
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flickerFuncX += Gdx.graphics.framesPerSecond
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breathFuncX += Gdx.graphics.framesPerSecond
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pulsateFuncX += Gdx.graphics.framesPerSecond
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flickerFuncX += Gdx.graphics.deltaTime * 1000f
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breathFuncX += Gdx.graphics.deltaTime * 1000f
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pulsateFuncX += Gdx.graphics.deltaTime * 1000f
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}
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// flicker-related vars
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