working world-glow blend

This commit is contained in:
minjaesong
2017-07-11 13:34:14 +09:00
parent 3ffdd7233f
commit 1e9c04d7c0
25 changed files with 391 additions and 234 deletions

View File

@@ -91,6 +91,7 @@ object BlockCodex {
prop.shadeColR = floatVal(record, "shdr") / LightmapRenderer.MUL_FLOAT
prop.shadeColG = floatVal(record, "shdg") / LightmapRenderer.MUL_FLOAT
prop.shadeColB = floatVal(record, "shdb") / LightmapRenderer.MUL_FLOAT
prop.shadeColA = floatVal(record, "shduv") / LightmapRenderer.MUL_FLOAT
prop.strength = intVal(record, "strength")
prop.density = intVal(record, "dsty")
@@ -98,6 +99,7 @@ object BlockCodex {
prop.lumColR = floatVal(record, "lumr") / LightmapRenderer.MUL_FLOAT
prop.lumColG = floatVal(record, "lumg") / LightmapRenderer.MUL_FLOAT
prop.lumColB = floatVal(record, "lumb") / LightmapRenderer.MUL_FLOAT
prop.lumColA = floatVal(record, "lumuv") / LightmapRenderer.MUL_FLOAT
prop.friction = intVal(record, "friction")
prop.viscosity = intVal(record, "vscs")

View File

@@ -15,12 +15,13 @@ class BlockProp {
var shadeColR = 0f
var shadeColG = 0f
var shadeColB = 0f
var shadeColA = 0f
/**
* @param opacity Raw RGB value, without alpha
*/
inline val opacity: Color
get() = Color(shadeColR, shadeColG, shadeColB, 1f)
get() = Color(shadeColR, shadeColG, shadeColB, shadeColA)
var strength: Int = 0
var density: Int = 0
@@ -35,12 +36,13 @@ class BlockProp {
var lumColR = 0f
var lumColG = 0f
var lumColB = 0f
var lumColA = 0f
/**
* @param luminosity Raw RGB value, without alpha
*/
inline val luminosity: Color
get() = BlockPropUtil.getDynamicLumFunc(Color(lumColR, lumColG, lumColB, 1f), dynamicLuminosityFunction)
get() = BlockPropUtil.getDynamicLumFunc(Color(lumColR, lumColG, lumColB, lumColA), dynamicLuminosityFunction)
var drop: Int = 0

View File

@@ -63,9 +63,9 @@ object BlockPropUtil {
internal fun dynamicLumFuncTickClock() {
// FPS-time compensation
if (Gdx.graphics.framesPerSecond > 0) {
flickerFuncX += Gdx.graphics.framesPerSecond
breathFuncX += Gdx.graphics.framesPerSecond
pulsateFuncX += Gdx.graphics.framesPerSecond
flickerFuncX += Gdx.graphics.deltaTime * 1000f
breathFuncX += Gdx.graphics.deltaTime * 1000f
pulsateFuncX += Gdx.graphics.deltaTime * 1000f
}
// flicker-related vars