diff --git a/android/assets/shaders/bg.vsh b/android/assets/shaders/basic.vsh similarity index 100% rename from android/assets/shaders/bg.vsh rename to android/assets/shaders/basic.vsh diff --git a/android/assets/shaders/bg.fsh b/android/assets/shaders/bg.fsh deleted file mode 100755 index cc042a0..0000000 --- a/android/assets/shaders/bg.fsh +++ /dev/null @@ -1,174 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform float time; -uniform vec2 mouse; -uniform vec2 resolution; - - -#define iterations 14 -#define formuparam2 0.79 - -#define volsteps 5 -#define stepsize 0.290 - -#define zoom 0.900 -#define tile 0.850 -#define speed2 0.10 - -#define brightness 0.003 -#define darkmatter 0.400 -#define distfading 0.560 -#define saturation 0.800 - - -#define transverseSpeed zoom*2.0 -#define cloud 0.11 - - -float triangle(float x, float a) { - float output2 = 2.0*abs( 2.0* ( (x/a) - floor( (x/a) + 0.5) ) ) - 1.0; - return output2; -} - -float field(in vec3 p) { - float strength = 7. + .03 * log(1.e-6 + fract(sin(time) * 4373.11)); - float accum = 0.; - float prev = 0.; - float tw = 0.; - - for (int i = 0; i < 6; ++i) { - float mag = dot(p, p); - p = abs(p) / mag + vec3(-.5, -.8 + 0.1*sin(time*0.7 + 2.0), -1.1+0.3*cos(time*0.3)); - float w = exp(-float(i) / 7.); - accum += w * exp(-strength * pow(abs(mag - prev), 2.3)); - tw += w; - prev = mag; - } - return max(0., 5. * accum / tw - .7); -} - - - -void main() { - vec2 uv2 = 2. * gl_FragCoord.xy / vec2(512) - 1.; - vec2 uvs = uv2 * vec2(512) / 512.; - - float time2 = time; - float speed = speed2; - speed = .01 * cos(time2*0.002 + 3.1415926/4.0); - //speed = 0.0; - float formuparam = formuparam2; - - //get coords and direction - vec2 uv = uvs; - //mouse rotation - float a_xz = 0.9; - float a_yz = -.6; - float a_xy = 0.9 + time*0.08; - - mat2 rot_xz = mat2(cos(a_xz),sin(a_xz),-sin(a_xz),cos(a_xz)); - mat2 rot_yz = mat2(cos(a_yz),sin(a_yz),-sin(a_yz),cos(a_yz)); - mat2 rot_xy = mat2(cos(a_xy),sin(a_xy),-sin(a_xy),cos(a_xy)); - - - float v2 =1.0; - vec3 dir=vec3(uv*zoom,1.); - vec3 from=vec3(0.0, 0.0,0.0); - from.x -= 1.; - from.y -= 1.; - - - vec3 forward = vec3(0.,0.,1.); - from.x += transverseSpeed*(1.0)*cos(0.001*time); - from.y += transverseSpeed*(1.0)*sin(0.001*time); - from.z += 0.003*time; - - dir.xy*=rot_xy; - forward.xy *= rot_xy; - dir.xz*=rot_xz; - forward.xz *= rot_xz; - dir.yz*= rot_yz; - forward.yz *= rot_yz; - - from.xy*=-rot_xy; - from.xz*=rot_xz; - from.yz*= rot_yz; - - - //zoom - float zooom = (time2-3311.)*speed; - from += forward* zooom; - float sampleShift = mod( zooom, stepsize ); - - float zoffset = -sampleShift; - sampleShift /= stepsize; // make from 0 to 1 - - //volumetric rendering - float s=0.24; - float s3 = s + stepsize/2.0; - vec3 v=vec3(0.); - float t3 = 0.0; - - vec3 backCol2 = vec3(0.); - for (int r=0; r 7 ? min( 12., D) : D; - pa=length(p2); - } - - - //float dm=max(0.,darkmatter-a*a*.001); //dark matter - a*=a*a; // add contrast - //if (r>3) fade*=1.-dm; // dark matter, don't render near - // brightens stuff up a bit - float s1 = s+zoffset; - // need closed form expression for this, now that we shift samples - float fade = pow(distfading,max(0.,float(r)-sampleShift)); - //t3 += fade; - v+=fade; - //backCol2 -= fade; - - // fade out samples as they approach the camera - if( r == 0 ) - fade *= (1. - (sampleShift)); - // fade in samples as they approach from the distance - if( r == volsteps-1 ) - fade *= sampleShift; - v+=vec3(s1,s1*s1,s1*s1*s1*s1)*a*brightness*fade; // coloring based on distance - - backCol2 += mix(.4, 1., v2) * vec3(1.8 * t3 * t3 * t3, 1.4 * t3 * t3, t3) * fade; - - - s+=stepsize; - s3 += stepsize; - } - - v=mix(vec3(length(v)),v,saturation); //color adjust - - vec4 forCol2 = vec4(v*.01,1.); - #ifdef cloud - backCol2 *= cloud; - #endif - backCol2.b *= 1.8; - backCol2.r *= 0.05; - - backCol2.b = 0.5*mix(backCol2.g, backCol2.b, 0.8); - backCol2.g = 0.0; - backCol2.bg = mix(backCol2.gb, backCol2.bg, 0.5*(cos(time*0.01) + 1.0)); - gl_FragColor = forCol2 + vec4(backCol2, 1.0); -} diff --git a/android/assets/shaders/bright_filter.fsh b/android/assets/shaders/bright_filter.fsh new file mode 100755 index 0000000..3921e9f --- /dev/null +++ b/android/assets/shaders/bright_filter.fsh @@ -0,0 +1,22 @@ +#ifdef GL_ES +#define LOWP lowp +precision mediump float; +#else +#define LOWP +#endif + +varying LOWP vec4 vColor; +varying vec2 vTexCoord; + +uniform sampler2D u_texture; + +void main() { + vec4 color = texture(u_texture, vTexCoord)*vColor; + float brightness = (color.r*0.2126) + (color.g*0.7152) + (color.b * 0.0722); + + if (brightness > 0.7) { + gl_FragColor = color; + } else { + gl_FragColor = vec4(0.0); + } +} diff --git a/android/assets/shaders/combine.fsh b/android/assets/shaders/combine.fsh new file mode 100755 index 0000000..a07f084 --- /dev/null +++ b/android/assets/shaders/combine.fsh @@ -0,0 +1,18 @@ +#ifdef GL_ES +#define LOWP lowp +precision mediump float; +#else +#define LOWP +#endif + +varying LOWP vec4 vColor; +varying vec2 vTexCoord; + + +uniform sampler2D u_texture; +uniform sampler2D u_texture1; +void main() { + vec4 origColor = texture(u_texture, vTexCoord); + vec4 blurredColor = texture(u_texture1, vTexCoord); + gl_FragColor = origColor + blurredColor; +} diff --git a/android/assets/shaders/gaussian_blur.fsh b/android/assets/shaders/gaussian_blur.fsh new file mode 100755 index 0000000..88548a8 --- /dev/null +++ b/android/assets/shaders/gaussian_blur.fsh @@ -0,0 +1,33 @@ +#version 330 core +#ifdef GL_ES +#define LOWP lowp +precision mediump float; +#else +#define LOWP +#endif + +varying LOWP vec4 vColor; +varying vec2 vTexCoord; + +uniform int horizontal; +uniform sampler2D u_texture; +uniform float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216); + +void main() { + vec2 tex_offset = 1.0 /textureSize(u_texture, 0); + vec3 result = texture(u_texture, vTexCoord).rgb * weight[0]; + + if (horizontal == 1) { + for (int i = 1; i < 5; ++i) { + result += texture(u_texture, vTexCoord + vec2(tex_offset.x *i, 0.0)).rgb * weight[i]; + result += texture(u_texture, vTexCoord - vec2(tex_offset.x *i, 0.0)).rgb * weight[i]; + } + } else { + for (int i = 1; i < 5; ++i) { + result += texture(u_texture, vTexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i]; + result += texture(u_texture, vTexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i]; + } + } + + gl_FragColor = vec4(result, 1.0); +} diff --git a/android/assets/shaders/glow.fsh b/android/assets/shaders/glow.fsh deleted file mode 100755 index c68efd7..0000000 --- a/android/assets/shaders/glow.fsh +++ /dev/null @@ -1,38 +0,0 @@ -#ifdef GL_ES -#define LOWP lowp -precision mediump float; -#else -#define LOWP -#endif - -varying LOWP vec4 vColor; -varying vec2 vTexCoord; - -uniform sampler2D u_texture; - -void main() { - vec4 sum = vec4(0); - vec2 texcoord = vTexCoord; - int j; - int i; - - for (i = -4; i < 4; i++) { - for (j = -3; j < 3; j++) { - sum += texture2D(u_texture, texcoord + vec2(j, i)*0.004) * 0.25; - } - } - if (texture2D(u_texture, texcoord).r * vColor.r < 0.3) { - gl_FragColor = vec4(sum * sum * 0.012 + texture2D(u_texture, texcoord)) - * vColor; - } else { - if (texture2D(u_texture, texcoord).r * vColor.r < 0.5) { - gl_FragColor = vec4( - sum * sum * 0.009 + texture2D(u_texture, texcoord)) - * vColor; - } else { - gl_FragColor = vec4( - sum * sum * 0.0075 + texture2D(u_texture, texcoord)) - * vColor; - } - } -} diff --git a/android/assets/shaders/glow.vsh b/android/assets/shaders/glow.vsh deleted file mode 100755 index f0b6c23..0000000 --- a/android/assets/shaders/glow.vsh +++ /dev/null @@ -1,14 +0,0 @@ -attribute vec4 a_position; -attribute vec4 a_color; -attribute vec2 a_texCoord0; - -uniform mat4 u_projTrans; - -varying vec4 vColor; -varying vec2 vTexCoord; - -void main() { - vColor = a_color; - vTexCoord = a_texCoord0; - gl_Position = u_projTrans * a_position; -} diff --git a/core/src/zero1hd/rhythmbullet/screens/CreativeScreen.java b/core/src/zero1hd/rhythmbullet/screens/CreativeScreen.java index b69bc58..f99ec07 100755 --- a/core/src/zero1hd/rhythmbullet/screens/CreativeScreen.java +++ b/core/src/zero1hd/rhythmbullet/screens/CreativeScreen.java @@ -9,9 +9,9 @@ import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import zero1hd.rhythmbullet.RhythmBullet; +import zero1hd.rhythmbullet.stages.CreativeHUD; +import zero1hd.rhythmbullet.stages.GameHUD; import zero1hd.rhythmbullet.stages.GamePlayArea; -import zero1hd.rhythmbullet.stages.ui.CreativeHUD; -import zero1hd.rhythmbullet.stages.ui.GameHUD; public class CreativeScreen extends ScreenAdapter { CreativeHUD chud; @@ -19,9 +19,6 @@ public class CreativeScreen extends ScreenAdapter { GamePlayArea gamePlayArea; InputMultiplexer inputs; - SpriteBatch bgBatch; - private Texture background; - Preferences prefs; public CreativeScreen(RhythmBullet core, MainMenu mainMenu) { @@ -31,10 +28,6 @@ public class CreativeScreen extends ScreenAdapter { inputs = new InputMultiplexer(chud, ghud, gamePlayArea); this.prefs = core.getPrefs(); - - background = core.getAssetManager().get("star_bg.png"); - bgBatch = new SpriteBatch(1); - } @Override @@ -49,10 +42,6 @@ public class CreativeScreen extends ScreenAdapter { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); - bgBatch.begin(); - bgBatch.draw(background, 0f, 0f); - bgBatch.end(); - gamePlayArea.getViewport().apply(); gamePlayArea.act(); gamePlayArea.draw(); diff --git a/core/src/zero1hd/rhythmbullet/screens/GameScreen.java b/core/src/zero1hd/rhythmbullet/screens/GameScreen.java index 0d60902..871d3ed 100755 --- a/core/src/zero1hd/rhythmbullet/screens/GameScreen.java +++ b/core/src/zero1hd/rhythmbullet/screens/GameScreen.java @@ -5,9 +5,6 @@ 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.Texture; -import com.badlogic.gdx.graphics.g2d.SpriteBatch; -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; @@ -15,8 +12,8 @@ import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener; import zero1hd.rhythmbullet.RhythmBullet; import zero1hd.rhythmbullet.audio.CoreMusicInfo; import zero1hd.rhythmbullet.audio.map.GamePlayMap; +import zero1hd.rhythmbullet.stages.GameHUD; import zero1hd.rhythmbullet.stages.GamePlayArea; -import zero1hd.rhythmbullet.stages.ui.GameHUD; public class GameScreen extends ScreenAdapter { private GamePlayArea gameArea; @@ -28,10 +25,6 @@ public class GameScreen extends ScreenAdapter { private CoreMusicInfo music; - SpriteBatch bgBatch; - private ShaderProgram bgShader; - private Texture background; - public GameScreen(RhythmBullet core, Screen screen) { this.core = core; @@ -53,25 +46,6 @@ public class GameScreen extends ScreenAdapter { inputs.addProcessor(gameHUD); inputs.addProcessor(gameArea); - background = core.getAssetManager().get("star_bg.png"); - - if (core.getPrefs().getBoolean("bg shader")) { - Gdx.app.debug("Shader", "using background shader"); - - bgShader = new ShaderProgram(Gdx.files.internal("shaders/bg.vsh"), Gdx.files.internal("shaders/bg.fsh")); - - if (!bgShader.isCompiled()) { - System.err.println(bgShader.getLog()); - System.exit(0); - } - if (bgShader.getLog().length()!=0) { - System.out.println(bgShader.getLog()); - } - - bgBatch = new SpriteBatch(2, bgShader); - } else { - bgBatch = new SpriteBatch(2); - } } public void setGamePlayMap(GamePlayMap gpm) { @@ -97,20 +71,6 @@ public class GameScreen extends ScreenAdapter { public void render(float delta) { Gdx.gl.glClearColor(0f, 0f, 0f, 0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); - //Background stuff should literally span the whole screen so no matrice stuff - bgBatch.begin(); - if (bgShader != null) { - bgBatch.setShader(bgShader); - bgShader.setUniformf("resolution", Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); - - if (music != null) { - bgShader.setUniformf("time", music.getPlaybackMusic().getPosition()); - } - } - bgBatch.draw(background, 0f, 0f); - bgBatch.end(); - - //actual game and hud if (!gameHUD.isPaused()) { gameArea.act(delta); diff --git a/core/src/zero1hd/rhythmbullet/stages/ui/CreativeHUD.java b/core/src/zero1hd/rhythmbullet/stages/CreativeHUD.java similarity index 96% rename from core/src/zero1hd/rhythmbullet/stages/ui/CreativeHUD.java rename to core/src/zero1hd/rhythmbullet/stages/CreativeHUD.java index b9f4ce1..c1d2078 100755 --- a/core/src/zero1hd/rhythmbullet/stages/ui/CreativeHUD.java +++ b/core/src/zero1hd/rhythmbullet/stages/CreativeHUD.java @@ -1,4 +1,4 @@ -package zero1hd.rhythmbullet.stages.ui; +package zero1hd.rhythmbullet.stages; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; @@ -18,7 +18,6 @@ import zero1hd.rhythmbullet.audio.AudioAnalyzer; import zero1hd.rhythmbullet.audio.AudioDataPackage; import zero1hd.rhythmbullet.audio.map.RhythmMapAlgorithm; import zero1hd.rhythmbullet.screens.MainMenu; -import zero1hd.rhythmbullet.stages.GamePlayArea; import zero1hd.rhythmbullet.ui.windows.BassUMGraphWindow; import zero1hd.rhythmbullet.ui.windows.BeatViewer; import zero1hd.rhythmbullet.ui.windows.DifficultyWindow; @@ -249,6 +248,8 @@ public class CreativeHUD extends Stage implements MiniListener { musicPlayBackControls.setAudiofile(null); analyzer = new AudioAnalyzer(musicSelector.getSelectedMusic()); analyzer.sender.addListener(this); + ghud.setMusic(null); + break; case SPECTRAL_FLUX_DONE: analyzer.runThresholdCleaning(); @@ -265,7 +266,6 @@ public class CreativeHUD extends Stage implements MiniListener { musicPlayBackControls.setAudiofile(adp.getMusicInfo()); volumeWindow.setMusic(adp.getMusicInfo()); beatViewer.setMusic(adp.getMusicInfo(), analyzer.getAudioDataPackage()); - ghud.setMusic(null); bassUMgraphWindow.setData(analyzer.getAudioDataPackage().getBassPeaks(), analyzer.getAudioDataPackage().getuMPeaks(), adp.getMusicInfo()); bassUMgraphWindow.getGraph().avgG1 = adp.getBassAvg(); diff --git a/core/src/zero1hd/rhythmbullet/stages/ui/GameHUD.java b/core/src/zero1hd/rhythmbullet/stages/GameHUD.java similarity index 95% rename from core/src/zero1hd/rhythmbullet/stages/ui/GameHUD.java rename to core/src/zero1hd/rhythmbullet/stages/GameHUD.java index 9c1895f..3be8489 100755 --- a/core/src/zero1hd/rhythmbullet/stages/ui/GameHUD.java +++ b/core/src/zero1hd/rhythmbullet/stages/GameHUD.java @@ -1,4 +1,4 @@ -package zero1hd.rhythmbullet.stages.ui; +package zero1hd.rhythmbullet.stages; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; @@ -19,7 +19,6 @@ import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener; import zero1hd.rhythmbullet.RhythmBullet; -import zero1hd.rhythmbullet.stages.GamePlayArea; import zero1hd.rhythmbullet.ui.builders.HealthBar; import zero1hd.rhythmbullet.ui.windows.FPSWindow; import zero1hd.rhythmbullet.ui.windows.PauseMenu; @@ -142,7 +141,6 @@ public class GameHUD extends Stage { } } } - super.act(delta); } diff --git a/core/src/zero1hd/rhythmbullet/stages/GamePlayArea.java b/core/src/zero1hd/rhythmbullet/stages/GamePlayArea.java index e3b8265..0a8994e 100755 --- a/core/src/zero1hd/rhythmbullet/stages/GamePlayArea.java +++ b/core/src/zero1hd/rhythmbullet/stages/GamePlayArea.java @@ -35,9 +35,13 @@ public class GamePlayArea extends Stage { public ScoreManager score = new ScoreManager(); - private ShaderProgram glowShader; - private FrameBuffer blurTarget; - TextureRegion fboRegion; + 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) { @@ -63,32 +67,62 @@ public class GamePlayArea extends Stage { /** * 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"); - glowShader = new ShaderProgram(Gdx.files.internal("shaders/glow.vsh"), Gdx.files.internal("shaders/glow.fsh")); - if (!glowShader.isCompiled()) { - System.err.println(glowShader.getLog()); + 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 (glowShader.getLog().length() != 0) { - System.out.println(glowShader.getLog()); + 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 = 1024; - } else if (Gdx.graphics.getWidth() < 2048) { fboSize = 2048; + } else if (Gdx.graphics.getWidth() < 2048) { + fboSize = 4096; } else { fboSize = 4096; } - blurTarget = new FrameBuffer(Format.RGBA8888, fboSize, fboSize, false); - - fboRegion = new TextureRegion(blurTarget.getColorBufferTexture()); - fboRegion.flip(false, true); + 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; @@ -96,27 +130,52 @@ public class GamePlayArea extends Stage { @Override public void draw() { - //TODO batch draw background - if (glowShader != null) { - blurTarget.begin(); - + 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); - getBatch().setBlendFunction(-1, -1); - Gdx.gl20.glBlendFuncSeparate(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA,GL20.GL_ONE, GL20.GL_DST_ALPHA); super.draw(); collisionDetector.renderParticles(getBatch(), Gdx.graphics.getDeltaTime(), true); - blurTarget.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight()); - getBatch().setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); + normalBuffer.end(getViewport().getScreenX(), getViewport().getScreenY(), getViewport().getScreenWidth(), getViewport().getScreenHeight()); + //END - getBatch().setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA); - getBatch().begin(); - getBatch().setShader(glowShader); + //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 - getBatch().end(); - } else { super.draw(); } @@ -162,7 +221,7 @@ public class GamePlayArea extends Stage { polyjet.moveUp = true; } - if (keycode == KeyMap.down) { + if (keycode == KeyMap.down) { polyjet.moveDown = true; } @@ -205,11 +264,10 @@ public class GamePlayArea extends Stage { @Override public void dispose() { - if (glowShader != null) { - blurTarget.dispose(); - glowShader.dispose(); + if (gaussianBlurShader != null) { + normalBuffer.dispose(); + gaussianBlurShader.dispose(); } super.dispose(); } - }