fp: Tone down scanline effect
This commit is contained in:
parent
85603bda2a
commit
bfe2fef528
@ -2117,10 +2117,6 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
|
|||||||
FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
|
FP_EntityRenderData club_terry_render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
|
||||||
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
|
Dqn_Rect dest_rect = FP_Game_GetBuildingPlacementRectForEntity(game, placeable_building, entity->handle);
|
||||||
|
|
||||||
Dqn_V4 colour = game->build_mode_can_place_building ?
|
|
||||||
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
|
|
||||||
TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f);
|
|
||||||
|
|
||||||
Dqn_V4 colour = game->build_mode_can_place_building ?
|
Dqn_V4 colour = game->build_mode_can_place_building ?
|
||||||
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
|
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f) :
|
||||||
TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f);
|
TELY_Colour_V4Alpha(TELY_COLOUR_RED_V4, 0.5f);
|
||||||
|
@ -778,22 +778,24 @@ static void FP_GameRenderScanlines(TELY_Renderer *renderer, Dqn_f32 scanline_gap
|
|||||||
{
|
{
|
||||||
Dqn_V2 start = Dqn_V2_InitNx2(0, y);
|
Dqn_V2 start = Dqn_V2_InitNx2(0, y);
|
||||||
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w, y);
|
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w, y);
|
||||||
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.5f), scanline_thickness);
|
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.1f), scanline_thickness);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer, Dqn_V2 screen_size, Dqn_V2 camera_offset, Dqn_f32 scanline_gap, Dqn_f32 scanline_thickness)
|
static void FP_GameRenderCameraFollowScanlines(TELY_Renderer *renderer,
|
||||||
|
Dqn_V2 screen_size,
|
||||||
|
Dqn_V2 camera_offset,
|
||||||
|
Dqn_f32 scanline_gap,
|
||||||
|
Dqn_f32 scanline_thickness)
|
||||||
{
|
{
|
||||||
Dqn_f32 y_offset = camera_offset.y;
|
Dqn_f32 y_offset = camera_offset.y;
|
||||||
|
|
||||||
// Adjust starting y to be more negative
|
// Adjust starting y to be more negative
|
||||||
Dqn_f32 starting_y = -screen_size.h - 150 - y_offset;
|
Dqn_f32 starting_y = -screen_size.h - 150 - y_offset;
|
||||||
|
|
||||||
for (Dqn_f32 y = starting_y; y < screen_size.h; y += scanline_gap + scanline_thickness)
|
for (Dqn_f32 y = starting_y; y < screen_size.h; y += scanline_gap + scanline_thickness) {
|
||||||
{
|
Dqn_V2 start = Dqn_V2_InitNx2(camera_offset.x, y + camera_offset.y);
|
||||||
Dqn_V2 start = Dqn_V2_InitNx2(camera_offset.x, y + camera_offset.y);
|
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w + camera_offset.x, y + camera_offset.y);
|
||||||
Dqn_V2 end = Dqn_V2_InitNx2(screen_size.w + camera_offset.x, y + camera_offset.y);
|
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.1f), scanline_thickness);
|
||||||
|
|
||||||
TELY_Render_LineColourV4(renderer, start, end, TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.5f), scanline_thickness);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user