Planet lighting parameters

This commit is contained in:
Anuken 2021-06-12 11:07:40 -04:00
parent 93651939f2
commit ecbf0dcf31
3 changed files with 6 additions and 1 deletions

View file

@ -52,6 +52,8 @@ public class Planets implements ContentList{
tidalLock = true;
orbitSpacing = 0.45f;
totalRadius += 2.6f;
lightSrcTo = 0.5f;
lightDstFrom = 0.2f;
}};
float[] offsets = {40, 0, 0, 20};

View file

@ -83,9 +83,10 @@ public class Universe{
}
if(state.hasSector() && state.getSector().planet.updateLighting){
var planet = state.getSector().planet;
//update sector light
float light = state.getSector().getLight();
float alpha = Mathf.clamp(Mathf.map(light, 0f, 0.8f, 0.3f, 1f));
float alpha = Mathf.clamp(Mathf.map(light, planet.lightSrcFrom, planet.lightSrcTo, planet.lightDstFrom, planet.lightDstTo));
//assign and map so darkness is not 100% dark
state.rules.ambientLight.a = 1f - alpha;

View file

@ -59,6 +59,8 @@ public class Planet extends UnlockableContent{
public boolean accessible = true;
/** If true, a day/night cycle is simulated. */
public boolean updateLighting = true;
/** Day/night cycle parameters. */
public float lightSrcFrom = 0f, lightSrcTo = 0.8f, lightDstFrom = 0.3f, lightDstTo = 1f;
/** The default starting sector displayed to the map dialog. */
public int startSector = 0;
/** Whether the bloom render effect is enabled. */