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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
splash screen default backdrop is now image; logo customisation via mod
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assets/graphics/logo.png
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assets/graphics/logo.png
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@@ -243,8 +243,7 @@ public class App implements ApplicationListener {
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public static Texture[] ditherPatterns = new Texture[4];
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private static ShaderProgram shaderBayerSkyboxFill; // ONLY to be used by the splash screen
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public static ShaderProgram shaderHicolour;
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// public static ShaderProgram shaderHicolour;
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public static ShaderProgram shaderDebugDiff;
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public static ShaderProgram shaderPassthruRGBA;
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public static ShaderProgram shaderColLUT;
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@@ -495,12 +494,18 @@ public class App implements ApplicationListener {
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if (loadOrder.size() > 0) {
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var modname = loadOrder.get(0).get(0);
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var textureFile = Gdx.files.internal("assets/mods/"+modname+"/splash.png");
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var textureFile = Gdx.files.internal("assets/mods/"+modname+"/splashback.png");
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if (textureFile.exists()) {
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splashBackdrop = new TextureRegion(new Texture(textureFile));
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splashTextCol = new Color(0xeeeeeeff);
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}
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}
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var logoFile = Gdx.files.internal("assets/mods/"+modname+"/splashlogo.png");
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if (logoFile.exists()) {
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splashScreenLogo = new TextureRegion(new Texture(logoFile));
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}
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}
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}
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catch (IOException e) {
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@@ -511,6 +516,13 @@ public class App implements ApplicationListener {
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}
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}
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if (splashBackdrop == null) {
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splashBackdrop = new TextureRegion(new Texture("assets/graphics/background_white.png"));
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}
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if (splashScreenLogo == null) {
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splashScreenLogo = new TextureRegion(new Texture("assets/graphics/logo.png"));
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}
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Gdx.graphics.setContinuousRendering(true);
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GAME_LOCALE = getConfigString("language");
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@@ -538,10 +550,6 @@ public class App implements ApplicationListener {
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initViewPort(scr.getWidth(), scr.getHeight());
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// logo here :p
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splashScreenLogo = new TextureRegion(new Texture(Gdx.files.internal("assets/graphics/logo_placeholder.tga")));
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splashScreenLogo.flip(false, false);
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// set GL graphics constants
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for (int i = 0; i < ditherPatterns.length; i++) {
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Texture t = new Texture(Gdx.files.classpath("shaders/dither_512_"+i+".tga"));
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@@ -550,9 +558,6 @@ public class App implements ApplicationListener {
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ditherPatterns[i] = t;
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}
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shaderBayerSkyboxFill = loadShaderFromClasspath("shaders/default.vert",
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"shaders/float_to_disp_dither_static.frag"
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);
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shaderPassthruRGBA = loadShaderFromClasspath("shaders/gl32spritebatch.vert", "shaders/gl32spritebatch.frag");
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shaderReflect = loadShaderFromClasspath("shaders/default.vert", "shaders/reflect.frag");
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hq2x = new Hq2x(2);
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@@ -728,16 +733,6 @@ public class App implements ApplicationListener {
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}
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private void drawSplash() {
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getCurrentDitherTex().bind(0);
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shaderBayerSkyboxFill.bind();
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shaderBayerSkyboxFill.setUniformMatrix("u_projTrans", camera.combined);
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shaderBayerSkyboxFill.setUniformi("u_texture", 0);
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shaderBayerSkyboxFill.setUniformf("parallax_size", 0f);
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shaderBayerSkyboxFill.setUniformf("topColor", gradWhiteTop.r, gradWhiteTop.g, gradWhiteTop.b, 1f);
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shaderBayerSkyboxFill.setUniformf("bottomColor", gradWhiteBottom.r, gradWhiteBottom.g, gradWhiteBottom.b, 1f);
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fullscreenQuad.render(shaderBayerSkyboxFill, GL20.GL_TRIANGLE_FAN);
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setCameraPosition(0f, 0f);
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logoBatch.setColor(Color.WHITE);
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@@ -754,7 +749,6 @@ public class App implements ApplicationListener {
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if (splashBackdrop != null) {
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logoBatch.setShader(null);
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logoBatch.begin();
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logoBatch.setColor(splashTextCol);
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var size = ((float) Math.max(scr.getWidth(), scr.getHeight()));
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@@ -928,8 +922,7 @@ public class App implements ApplicationListener {
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for (Texture texture : ditherPatterns) {
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texture.dispose();
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}
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shaderBayerSkyboxFill.dispose();
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shaderHicolour.dispose();
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// shaderHicolour.dispose();
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shaderDebugDiff.dispose();
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shaderPassthruRGBA.dispose();
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shaderColLUT.dispose();
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@@ -1047,7 +1040,7 @@ public class App implements ApplicationListener {
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CommonResourcePool.INSTANCE.addToLoadingList("inventory_category", () -> new TextureRegionPack("./assets/graphics/gui/inventory/category.tga", 20, 20, 0, 0, 0, 0, false, false, false));
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CommonResourcePool.INSTANCE.loadAll();
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shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
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// shaderHicolour = loadShaderFromClasspath("shaders/default.vert", "shaders/hicolour.frag");
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shaderDebugDiff = loadShaderFromClasspath("shaders/default.vert", "shaders/diff.frag");
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shaderColLUT = loadShaderFromClasspath("shaders/default.vert", "shaders/rgbonly.frag");
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shaderGhastlyWhite = loadShaderFromClasspath("shaders/default.vert", "shaders/ghastlywhite.frag");
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