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https://github.com/Anuken/Mindustry.git
synced 2026-09-22 13:01:12 +03:00
Animated surface setting cleanup
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@@ -1378,7 +1378,7 @@ public class Fx{
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forceShrink = new Effect(20, e -> {
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color(e.color, e.fout());
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if(renderer.animateShields){
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if(renderer.animateSurfaces){
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Fill.poly(e.x, e.y, 6, e.rotation * e.fout());
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}else{
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stroke(1.5f);
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@@ -38,7 +38,7 @@ public class Renderer implements ApplicationListener{
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public @Nullable Bloom bloom;
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public @Nullable FrameBuffer backgroundBuffer;
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public FrameBuffer effectBuffer = new FrameBuffer();
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public boolean animateShields, animateWater, drawWeather = true, drawStatus, enableEffects, drawDisplays = true, drawLight = true, pixelate = false, showPings = true, showOtherBuildPlans = true;
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public boolean animateSurfaces, drawWeather = true, drawStatus, enableEffects, drawDisplays = true, drawLight = true, pixelate = false, showPings = true, showOtherBuildPlans = true;
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public float weatherAlpha;
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/** minZoom = zooming out, maxZoom = zooming in, used by cutscenes */
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public float minZoom = 1.5f, maxZoom = 6f;
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@@ -164,8 +164,7 @@ public class Renderer implements ApplicationListener{
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unitLaserOpacity = settings.getInt("unitlaseropacity") / 100f;
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laserOpacity = settings.getInt("lasersopacity") / 100f;
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bridgeOpacity = settings.getInt("bridgeopacity") / 100f;
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animateWater = settings.getBool("animatedwater"); //TODO: rename to animatedSurfaces or something
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animateShields = animateWater; //vestigial: TODO, remove
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animateSurfaces = settings.getBool("animatedwater");
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drawStatus = settings.getBool("blockstatus");
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enableEffects = settings.getBool("effects");
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drawDisplays = !settings.getBool("hidedisplays");
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@@ -313,7 +312,7 @@ public class Renderer implements ApplicationListener{
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graphics.clear(clearColor);
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Draw.reset();
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if(animateWater || animateShields){
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if(animateSurfaces || animateSurfaces){
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effectBuffer.resize(graphics.getWidth(), graphics.getHeight());
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}
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@@ -399,7 +398,7 @@ public class Renderer implements ApplicationListener{
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Draw.draw(Layer.plans, overlays::drawBottom);
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if(animateShields && Shaders.shield != null){
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if(animateSurfaces && Shaders.shield != null){
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//TODO would be nice if there were a way to detect if any shields or build beams actually *exist* before beginning/ending buffers, otherwise you're just blitting and swapping shaders for nothing
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Draw.drawRange(Layer.shields, 1f, () -> effectBuffer.begin(Color.clear), () -> {
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effectBuffer.end();
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@@ -91,8 +91,8 @@ public class EditorRenderer implements Disposable{
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//don't process terrain updates every frame (helps with lag on low end devices)
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boolean doUpdate = Core.graphics.getFrameId() % 2 == 0;
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boolean prev = renderer.animateWater;
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renderer.animateWater = false;
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boolean prev = renderer.animateSurfaces;
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renderer.animateSurfaces = false;
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Tmp.m4.set(Draw.trans());
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Draw.trans().idt();
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@@ -128,7 +128,7 @@ public class EditorRenderer implements Disposable{
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if(editor.showTerrain){
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renderer.blocks.floor.drawLayer(CacheLayer.walls, doUpdate);
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}
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renderer.animateWater = prev;
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renderer.animateSurfaces = prev;
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if(chunks == null) return;
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@@ -132,7 +132,7 @@ public class ForceFieldAbility extends Ability{
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if(unit.shield > 0){
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Draw.color(unit.type.shieldColor(unit), Color.white, Mathf.clamp(alpha));
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if(Vars.renderer.animateShields){
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if(Vars.renderer.animateSurfaces){
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Draw.z(Layer.shields + 0.001f * alpha);
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Fill.poly(unit.x, unit.y, sides, realRad, rotation);
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}else{
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@@ -220,7 +220,7 @@ public class ShieldArcAbility extends Ability{
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Draw.color(color == null ? unit.type.shieldColor(unit) : color, Color.white, Mathf.clamp(alpha));
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var pos = paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit);
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if(!Vars.renderer.animateShields){
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if(!Vars.renderer.animateSurfaces){
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Draw.alpha(0.4f);
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}
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@@ -95,7 +95,7 @@ public class CacheLayer{
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@Override
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public void begin(){
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if(!renderer.animateWater) return;
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if(!renderer.animateSurfaces) return;
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renderer.effectBuffer.begin(Color.clear);
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renderer.blocks.floor.beginDraw();
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@@ -103,7 +103,7 @@ public class CacheLayer{
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@Override
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public void end(){
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if(!renderer.animateWater) return;
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if(!renderer.animateSurfaces) return;
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renderer.effectBuffer.end();
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renderer.effectBuffer.blit(shader);
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@@ -144,7 +144,7 @@ public class Drawf{
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x2 = close.x, y2 = close.y,
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x3 = vecs[1].x, y3 = vecs[1].y;
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if(renderer.animateShields){
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if(renderer.animateSurfaces){
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if(close != vecs[0] && close != vecs[1]){
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Fill.tri(x, y, x1, y1, x2, y2);
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Fill.tri(x, y, x3, y3, x2, y2);
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@@ -130,7 +130,7 @@ public class BaseShield extends Block{
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Draw.color(shieldColor == null ? team.color : shieldColor, Color.white, Mathf.clamp(hit));
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if(renderer.animateShields){
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if(renderer.animateSurfaces){
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Fill.poly(x, y, sides, radius);
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}else{
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Lines.stroke(1.5f);
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@@ -312,7 +312,7 @@ public class ForceProjector extends Block{
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if(radius > 0.001f){
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Draw.color(team.color, Color.white, Mathf.clamp(hit));
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if(renderer.animateShields){
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if(renderer.animateSurfaces){
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Draw.z(Layer.shields + 0.001f * hit);
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Fill.poly(x, y, sides, radius, shieldRotation);
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}else{
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@@ -54,7 +54,7 @@ public class ShieldWall extends Wall{
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Draw.color(team.color, Color.white, Mathf.clamp(hit));
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if(renderer.animateShields){
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if(renderer.animateSurfaces){
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Fill.square(x, y, radius);
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}else{
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Lines.stroke(1.5f);
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