Change how the game renders the world backdrops
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@ -60,12 +60,17 @@ void TitleScreen::render() {
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float pixelRatio = m_guiContext->interfaceScale();
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Vec2F screenSize = Vec2F(m_guiContext->windowSize());
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auto skyRenderData = m_skyBackdrop->renderData();
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m_environmentPainter->renderStars(pixelRatio, screenSize, skyRenderData);
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m_environmentPainter->renderDebrisFields(pixelRatio, screenSize, skyRenderData);
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m_environmentPainter->renderBackOrbiters(pixelRatio, screenSize, skyRenderData);
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m_environmentPainter->renderPlanetHorizon(pixelRatio, screenSize, skyRenderData);
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m_environmentPainter->renderFrontOrbiters(pixelRatio, screenSize, skyRenderData);
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float pixelRatioBasis = screenSize[1] / 1080.0f;
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float starAndDebrisRatio = lerp(0.0625f, pixelRatioBasis * 2.0f, pixelRatio);
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float orbiterAndPlanetRatio = lerp(0.125f, pixelRatioBasis * 3.0f, pixelRatio);
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m_environmentPainter->renderStars(starAndDebrisRatio, screenSize, skyRenderData);
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m_environmentPainter->renderDebrisFields(starAndDebrisRatio, screenSize, skyRenderData);
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m_environmentPainter->renderBackOrbiters(orbiterAndPlanetRatio, screenSize, skyRenderData);
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m_environmentPainter->renderPlanetHorizon(orbiterAndPlanetRatio, screenSize, skyRenderData);
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m_environmentPainter->renderSky(screenSize, skyRenderData);
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m_environmentPainter->renderFrontOrbiters(orbiterAndPlanetRatio, screenSize, skyRenderData);
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m_renderer->flush();
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@ -14,7 +14,7 @@ float const EnvironmentPainter::SunFadeRate = 0.07f;
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float const EnvironmentPainter::MaxFade = 0.3f;
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float const EnvironmentPainter::RayPerlinFrequency = 0.005f; // Arbitrary, part of using the Perlin as a PRNG
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float const EnvironmentPainter::RayPerlinAmplitude = 2;
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int const EnvironmentPainter::RayCount = 60;
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int const EnvironmentPainter::RayCount = 60;
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float const EnvironmentPainter::RayMinWidth = 0.8f; // % of its sector
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float const EnvironmentPainter::RayWidthVariance = 5.0265f; // % of its sector
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float const EnvironmentPainter::RayAngleVariance = 6.2832f; // Radians
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@ -125,7 +125,7 @@ void EnvironmentPainter::renderDebrisFields(float pixelRatio, Vec2F const& scree
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biggest = biggest.piecewiseMax(texture->size());
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}
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float screenBuffer = ceil((float)biggest.max() * (float)Constants::sqrt2) * 2.0f;
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float screenBuffer = ceil((float)biggest.max() * (float)Constants::sqrt2);
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PolyF field = PolyF(RectF::withSize(viewMin + velocityOffset, viewSize).padded(screenBuffer));
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Vec2F debrisAngularVelocityRange = jsonToVec2F(debrisField.query("angularVelocityRange"));
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@ -400,7 +400,20 @@ void EnvironmentPainter::drawRay(float pixelRatio,
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void EnvironmentPainter::drawOrbiter(float pixelRatio, Vec2F const& screenSize, SkyRenderData const& sky, SkyOrbiter const& orbiter) {
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float alpha = 1.0f;
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Vec2F position = orbiter.position * pixelRatio;
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Vec2F position;
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// The way Starbound positions these is weird.
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// It's a random point on a 400 by 400 area from the bottom left of the screen.
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// That origin point is then multiplied by the zoom level.
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// This does not intuitively scale with higher-resolution monitors, so lets fix that.
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if (orbiter.type == SkyOrbiterType::Moon) {
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const Vec2F correctionOrigin = { 320, 180 };
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// correctionOrigin is 1920x1080 / default zoom level / 2, the most likely dev setup at the time.
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Vec2F offset = orbiter.position - correctionOrigin;
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position = (screenSize / 2) + offset * pixelRatio;
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}
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else
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position = orbiter.position * pixelRatio;
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if (orbiter.type == SkyOrbiterType::Sun) {
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alpha = sky.dayLevel;
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@ -57,12 +57,17 @@ void WorldPainter::render(WorldRenderData& renderData, function<void()> lightWai
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// Stars, Debris Fields, Sky, and Orbiters
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m_environmentPainter->renderStars(m_camera.pixelRatio(), Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderDebrisFields(m_camera.pixelRatio(), Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderBackOrbiters(m_camera.pixelRatio(), Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderPlanetHorizon(m_camera.pixelRatio(), Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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// Use a fixed pixel ratio for certain things.
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float pixelRatioBasis = m_camera.screenSize()[1] / 1080.0f;
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float starAndDebrisRatio = lerp(0.0625f, pixelRatioBasis * 2.0f, m_camera.pixelRatio());
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float orbiterAndPlanetRatio = lerp(0.125f, pixelRatioBasis * 3.0f, m_camera.pixelRatio());
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m_environmentPainter->renderStars(starAndDebrisRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderDebrisFields(starAndDebrisRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderBackOrbiters(orbiterAndPlanetRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderPlanetHorizon(orbiterAndPlanetRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderSky(Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderFrontOrbiters(m_camera.pixelRatio(), Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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m_environmentPainter->renderFrontOrbiters(orbiterAndPlanetRatio, Vec2F(m_camera.screenSize()), renderData.skyRenderData);
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if (lightWaiter) {
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int64_t start = Time::monotonicMilliseconds();
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