mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-13 03:54:06 +09:00
title screen panner to track the ground better
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@@ -1,7 +1,9 @@
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package net.torvald.terrarum
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import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarum.ui.UICanvas
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/**
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@@ -38,4 +40,54 @@ class UIFakeGradOverlay : UICanvas() {
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override fun endOpening(delta: Float) {}
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override fun endClosing(delta: Float) {}
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override fun dispose() {}
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}
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class UIFakeBlurOverlay : UICanvas() {
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override var width: Int
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get() = App.scr.width
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set(value) {}
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override var height: Int
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get() = App.scr.height
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set(value) {}
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override var openCloseTime: Second = 0f
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private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
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init { }
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private val blurRadius = 32f
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private val darken = Color(0.5f, 0.5f, 0.5f, 1f)
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override fun updateUI(delta: Float) {}
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override fun renderUI(batch: SpriteBatch, camera: Camera) {
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/*for (i in 0 until 5) {
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batch.shader = shaderBlur
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shaderBlur.setUniformMatrix("u_projTrans", camera.combined)
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shaderBlur.setUniformi("u_texture", 0)
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shaderBlur.setUniformf("iResolution", width.toFloat(), height.toFloat())
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IngameRenderer.shaderBlur.setUniformf("flip", 1f)
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if (i % 2 == 0)
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IngameRenderer.shaderBlur.setUniformf("direction", blurRadius, 0f)
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else
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IngameRenderer.shaderBlur.setUniformf("direction", 0f, blurRadius)
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batch.fillRect(0f, 0f, width.toFloat(), height.toFloat())
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}*/
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blendMul(batch)
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batch.color = darken
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batch.fillRect(0f, 0f, width.toFloat(), height.toFloat())
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blendNormal(batch)
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}
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override fun doOpening(delta: Float) {}
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override fun doClosing(delta: Float) {}
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override fun endOpening(delta: Float) {}
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override fun endClosing(delta: Float) {}
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override fun dispose() {
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shaderBlur.dispose()
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}
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}
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