preparing structure for an animated background
This commit is contained in:
parent
fd66c4703a
commit
9da00fac4a
@ -5,6 +5,10 @@ import com.badlogic.gdx.InputMultiplexer;
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import com.badlogic.gdx.Screen;
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import com.badlogic.gdx.Screen;
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import com.badlogic.gdx.ScreenAdapter;
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import com.badlogic.gdx.ScreenAdapter;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.Pixmap.Format;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.graphics.glutils.FrameBuffer;
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import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
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import com.badlogic.gdx.scenes.scene2d.ui.ImageButton;
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import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
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import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
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@ -25,6 +29,15 @@ public class GameScreen extends ScreenAdapter {
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private CoreMusicInfo music;
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private CoreMusicInfo music;
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private ShaderProgram gaussianBlurShader;
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private ShaderProgram brightFilterShader;
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private ShaderProgram combineShader;
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private FrameBuffer lightFilterBuffer;
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private FrameBuffer normalBuffer;
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private FrameBuffer hBlur, vBlur;
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private TextureRegion fboRegion;
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private int fboSize;
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/**
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/**
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* The game screen where the game play area, and hud are placed.
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* The game screen where the game play area, and hud are placed.
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* @param core The game context object
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* @param core The game context object
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@ -62,10 +75,72 @@ public class GameScreen extends ScreenAdapter {
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@Override
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@Override
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public void show() {
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public void show() {
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Gdx.input.setInputProcessor(inputs);
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Gdx.input.setInputProcessor(inputs);
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gameArea.loadShaders(core.getPrefs());
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loadShaders();
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super.show();
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super.show();
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}
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}
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/**
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* needs to be called right after set as screen (should be called in show method).
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* This is due to the saving preference being done once the screen is hidden.
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* @param prefs
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*/
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public void loadShaders() {
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if (core.getPrefs().getBoolean("glow shader")) {
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Gdx.app.debug("Shader", "using glow shader");
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brightFilterShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/bright_filter.fsh"));
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if (!brightFilterShader.isCompiled()) {
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System.err.println(brightFilterShader.getLog());
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System.exit(0);
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}
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if (brightFilterShader.getLog().length() != 0) {
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System.out.println(brightFilterShader.getLog());
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}
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gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
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if (!gaussianBlurShader.isCompiled()) {
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System.err.println(gaussianBlurShader.getLog());
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System.exit(0);
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}
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if (gaussianBlurShader.getLog().length() != 0) {
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System.out.println(gaussianBlurShader.getLog());
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}
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combineShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/combine.fsh"));
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if (!combineShader.isCompiled()) {
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System.err.println(combineShader.getLog());
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System.exit(0);
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}
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if (combineShader.getLog().length() != 0) {
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System.out.println(combineShader.getLog());
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}
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if (Gdx.graphics.getWidth() < 1024) {
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fboSize = 2048;
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} else if (Gdx.graphics.getWidth() < 2048) {
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fboSize = 4096;
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} else {
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fboSize = 4096;
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}
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lightFilterBuffer = new FrameBuffer(Format.RGBA8888, fboSize/4, fboSize/4, false);
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normalBuffer = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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hBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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vBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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fboRegion = new TextureRegion();
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combineShader.begin();
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combineShader.setUniformi("u_texture1", 1);
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combineShader.end();
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vBlur.getColorBufferTexture().bind(1);
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
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}
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ShaderProgram.pedantic = false;
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}
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@Override
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@Override
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public void render(float delta) {
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public void render(float delta) {
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Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
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Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
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@ -80,7 +155,71 @@ public class GameScreen extends ScreenAdapter {
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}
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}
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gameArea.getViewport().apply();
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gameArea.getViewport().apply();
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if (gaussianBlurShader != null) {
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//Begin drawing a normal version of screen
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normalBuffer.begin();
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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gameArea.draw();
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gameArea.draw();
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gameArea.getCollisionDetector().renderParticles(gameArea.getBatch(), Gdx.graphics.getDeltaTime(), true);
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normalBuffer.end(
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gameArea.getViewport().getScreenX(),
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gameArea.getViewport().getScreenY(),
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gameArea.getViewport().getScreenWidth(),
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gameArea.getViewport().getScreenHeight());
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//END
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//Begin light filtering
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lightFilterBuffer.begin();
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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gameArea.getBatch().setShader(brightFilterShader);
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gameArea.getBatch().begin(); //BATCH STARTS HERE
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gameArea.getRoot().draw(gameArea.getBatch(), 1f);
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gameArea.getBatch().flush();
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lightFilterBuffer.end(
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gameArea.getViewport().getScreenX(),
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gameArea.getViewport().getScreenY(),
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gameArea.getViewport().getScreenWidth(),
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gameArea.getViewport().getScreenHeight());
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//Horizontal gaussian blur
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hBlur.begin();
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fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
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gameArea.getBatch().setShader(gaussianBlurShader);
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gaussianBlurShader.setUniformf("horizontal", 1);
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gameArea.getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
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gameArea.getBatch().flush();
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hBlur.end(
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gameArea.getViewport().getScreenX(),
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gameArea.getViewport().getScreenY(),
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gameArea.getViewport().getScreenWidth(),
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gameArea.getViewport().getScreenHeight());
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//Vertical gaussian blur
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vBlur.begin();
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fboRegion.setTexture(hBlur.getColorBufferTexture());
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gameArea.getBatch().setShader(gaussianBlurShader);
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gaussianBlurShader.setUniformf("horizontal", 0);
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gameArea.getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
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gameArea.getBatch().flush();
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vBlur.end(
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gameArea.getViewport().getScreenX(),
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gameArea.getViewport().getScreenY(),
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gameArea.getViewport().getScreenWidth(),
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gameArea.getViewport().getScreenHeight());
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//Draw everything to screen
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gameArea.getBatch().setShader(combineShader);
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fboRegion.setRegion(normalBuffer.getColorBufferTexture());
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fboRegion.flip(false, true);
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gameArea.getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
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gameArea.getBatch().setShader(null);
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gameArea.getBatch().end(); //BATCH ENDS HERE
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} else {
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gameArea.draw();
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}
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gameHUD.getViewport().apply();
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gameHUD.getViewport().apply();
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gameHUD.draw();
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gameHUD.draw();
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if (music != null && !music.getPlaybackMusic().isPlaying()) {
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if (music != null && !music.getPlaybackMusic().isPlaying()) {
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@ -102,6 +241,18 @@ public class GameScreen extends ScreenAdapter {
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public void dispose() {
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public void dispose() {
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gameHUD.dispose();
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gameHUD.dispose();
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gameArea.dispose();
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gameArea.dispose();
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if (gaussianBlurShader != null) {
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normalBuffer.dispose();
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lightFilterBuffer.dispose();
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hBlur.dispose();
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vBlur.dispose();
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brightFilterShader.dispose();
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gaussianBlurShader.dispose();
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combineShader.dispose();
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gaussianBlurShader.dispose();
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}
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super.dispose();
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super.dispose();
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}
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}
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@ -3,11 +3,6 @@ package zero1hd.rhythmbullet.stages;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Preferences;
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import com.badlogic.gdx.Preferences;
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import com.badlogic.gdx.assets.AssetManager;
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import com.badlogic.gdx.assets.AssetManager;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.Pixmap.Format;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.graphics.glutils.FrameBuffer;
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import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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@ -35,15 +30,6 @@ public class GamePlayArea extends Stage {
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public ScoreManager score = new ScoreManager();
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public ScoreManager score = new ScoreManager();
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private ShaderProgram gaussianBlurShader;
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private ShaderProgram brightFilterShader;
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private ShaderProgram combineShader;
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private FrameBuffer lightFilterBuffer;
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private FrameBuffer normalBuffer;
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private FrameBuffer hBlur, vBlur;
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private TextureRegion fboRegion;
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private int fboSize;
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public GamePlayArea(AssetManager assetManager, Preferences prefs) {
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public GamePlayArea(AssetManager assetManager, Preferences prefs) {
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super(new FitViewport(RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT));
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super(new FitViewport(RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT));
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Gdx.app.debug("Game Area", "new area created");
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Gdx.app.debug("Game Area", "new area created");
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@ -65,120 +51,9 @@ public class GamePlayArea extends Stage {
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return audioMap;
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return audioMap;
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}
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}
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/**
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* needs to be called right after set as screen (should be called in show method).
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* This is due to the saving preference being done once the screen is hidden.
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* @param prefs
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*/
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public void loadShaders(Preferences prefs) {
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if (prefs.getBoolean("glow shader")) {
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Gdx.app.debug("Shader", "using glow shader");
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brightFilterShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/bright_filter.fsh"));
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if (!brightFilterShader.isCompiled()) {
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System.err.println(brightFilterShader.getLog());
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System.exit(0);
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}
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if (brightFilterShader.getLog().length() != 0) {
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System.out.println(brightFilterShader.getLog());
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}
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gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
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if (!gaussianBlurShader.isCompiled()) {
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System.err.println(gaussianBlurShader.getLog());
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System.exit(0);
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}
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if (gaussianBlurShader.getLog().length() != 0) {
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System.out.println(gaussianBlurShader.getLog());
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}
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combineShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/combine.fsh"));
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if (!combineShader.isCompiled()) {
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System.err.println(combineShader.getLog());
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System.exit(0);
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}
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if (combineShader.getLog().length() != 0) {
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System.out.println(combineShader.getLog());
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}
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if (Gdx.graphics.getWidth() < 1024) {
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fboSize = 2048;
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} else if (Gdx.graphics.getWidth() < 2048) {
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fboSize = 4096;
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} else {
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fboSize = 4096;
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}
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lightFilterBuffer = new FrameBuffer(Format.RGBA8888, fboSize/4, fboSize/4, false);
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normalBuffer = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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hBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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vBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
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fboRegion = new TextureRegion();
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combineShader.begin();
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combineShader.setUniformi("u_texture1", 1);
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combineShader.end();
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vBlur.getColorBufferTexture().bind(1);
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
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}
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ShaderProgram.pedantic = false;
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}
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@Override
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@Override
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public void draw() {
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public void draw() {
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if (gaussianBlurShader != null) {
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//Begin drawing a normal version of screen
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normalBuffer.begin();
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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super.draw();
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super.draw();
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collisionDetector.renderParticles(getBatch(), Gdx.graphics.getDeltaTime(), true);
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normalBuffer.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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//END
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//Begin light filtering
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lightFilterBuffer.begin();
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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getBatch().setShader(brightFilterShader);
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getBatch().begin(); //BATCH STARTS HERE
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getRoot().draw(getBatch(), 1f);
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getBatch().flush();
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lightFilterBuffer.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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//Horizontal gaussian blur
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hBlur.begin();
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fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
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getBatch().setShader(gaussianBlurShader);
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gaussianBlurShader.setUniformf("horizontal", 1);
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getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
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getBatch().flush();
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hBlur.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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//Vertical gaussian blur
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vBlur.begin();
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fboRegion.setTexture(hBlur.getColorBufferTexture());
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getBatch().setShader(gaussianBlurShader);
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gaussianBlurShader.setUniformf("horizontal", 0);
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getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
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getBatch().flush();
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vBlur.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
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//Draw everything to screen
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getBatch().setShader(combineShader);
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fboRegion.setRegion(normalBuffer.getColorBufferTexture());
|
|
||||||
fboRegion.flip(false, true);
|
|
||||||
getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
|
|
||||||
getBatch().setShader(null);
|
|
||||||
getBatch().end(); //BATCH ENDS HERE
|
|
||||||
|
|
||||||
} else {
|
|
||||||
super.draw();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@ -264,10 +139,10 @@ public class GamePlayArea extends Stage {
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void dispose() {
|
public void dispose() {
|
||||||
if (gaussianBlurShader != null) {
|
|
||||||
normalBuffer.dispose();
|
|
||||||
gaussianBlurShader.dispose();
|
|
||||||
}
|
|
||||||
super.dispose();
|
super.dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public CollisionDetector getCollisionDetector() {
|
||||||
|
return collisionDetector;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user