preparing structure for an animated background

This commit is contained in:
Harrison Deng 2017-09-04 00:01:09 -05:00
parent fd66c4703a
commit 9da00fac4a
2 changed files with 159 additions and 133 deletions

View File

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

View File

@ -3,11 +3,6 @@ package zero1hd.rhythmbullet.stages;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Preferences;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.FrameBuffer;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.utils.viewport.FitViewport;
@ -35,15 +30,6 @@ public class GamePlayArea extends Stage {
public ScoreManager score = new ScoreManager();
private ShaderProgram gaussianBlurShader;
private ShaderProgram brightFilterShader;
private ShaderProgram combineShader;
private FrameBuffer lightFilterBuffer;
private FrameBuffer normalBuffer;
private FrameBuffer hBlur, vBlur;
private TextureRegion fboRegion;
private int fboSize;
public GamePlayArea(AssetManager assetManager, Preferences prefs) {
super(new FitViewport(RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT));
Gdx.app.debug("Game Area", "new area created");
@ -65,120 +51,9 @@ public class GamePlayArea extends Stage {
return audioMap;
}
/**
* needs to be called right after set as screen (should be called in show method).
* This is due to the saving preference being done once the screen is hidden.
* @param prefs
*/
public void loadShaders(Preferences prefs) {
if (prefs.getBoolean("glow shader")) {
Gdx.app.debug("Shader", "using glow shader");
brightFilterShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/bright_filter.fsh"));
if (!brightFilterShader.isCompiled()) {
System.err.println(brightFilterShader.getLog());
System.exit(0);
}
if (brightFilterShader.getLog().length() != 0) {
System.out.println(brightFilterShader.getLog());
}
gaussianBlurShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/gaussian_blur.fsh"));
if (!gaussianBlurShader.isCompiled()) {
System.err.println(gaussianBlurShader.getLog());
System.exit(0);
}
if (gaussianBlurShader.getLog().length() != 0) {
System.out.println(gaussianBlurShader.getLog());
}
combineShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/combine.fsh"));
if (!combineShader.isCompiled()) {
System.err.println(combineShader.getLog());
System.exit(0);
}
if (combineShader.getLog().length() != 0) {
System.out.println(combineShader.getLog());
}
if (Gdx.graphics.getWidth() < 1024) {
fboSize = 2048;
} else if (Gdx.graphics.getWidth() < 2048) {
fboSize = 4096;
} else {
fboSize = 4096;
}
lightFilterBuffer = new FrameBuffer(Format.RGBA8888, fboSize/4, fboSize/4, false);
normalBuffer = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
hBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
vBlur = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false);
fboRegion = new TextureRegion();
combineShader.begin();
combineShader.setUniformi("u_texture1", 1);
combineShader.end();
vBlur.getColorBufferTexture().bind(1);
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
}
ShaderProgram.pedantic = false;
}
@Override
public void draw() {
if (gaussianBlurShader != null) {
//Begin drawing a normal version of screen
normalBuffer.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
super.draw();
collisionDetector.renderParticles(getBatch(), Gdx.graphics.getDeltaTime(), true);
normalBuffer.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//END
//Begin light filtering
lightFilterBuffer.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
getBatch().setShader(brightFilterShader);
getBatch().begin(); //BATCH STARTS HERE
getRoot().draw(getBatch(), 1f);
getBatch().flush();
lightFilterBuffer.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//Horizontal gaussian blur
hBlur.begin();
fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture());
getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformf("horizontal", 1);
getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
getBatch().flush();
hBlur.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//Vertical gaussian blur
vBlur.begin();
fboRegion.setTexture(hBlur.getColorBufferTexture());
getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformf("horizontal", 0);
getBatch().draw(fboRegion, 0f, 0f, RhythmBullet.GAME_AREA_WIDTH, RhythmBullet.GAME_AREA_HEIGHT);
getBatch().flush();
vBlur.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight());
//Draw everything to screen
getBatch().setShader(combineShader);
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
@ -264,10 +139,10 @@ public class GamePlayArea extends Stage {
@Override
public void dispose() {
if (gaussianBlurShader != null) {
normalBuffer.dispose();
gaussianBlurShader.dispose();
}
super.dispose();
}
public CollisionDetector getCollisionDetector() {
return collisionDetector;
}
}