diff --git a/core/src/zero1hd/rhythmbullet/screens/MainMenu.java b/core/src/zero1hd/rhythmbullet/screens/MainMenu.java index 7a18888..e6a016f 100755 --- a/core/src/zero1hd/rhythmbullet/screens/MainMenu.java +++ b/core/src/zero1hd/rhythmbullet/screens/MainMenu.java @@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.ScreenAdapter; import com.badlogic.gdx.graphics.GL20; +import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Pixmap.Format; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.SpriteBatch; @@ -129,6 +130,7 @@ public class MainMenu extends ScreenAdapter implements TransitionAdapter { batch = new SpriteBatch(); screenViewport = new ScreenViewport(); screenViewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); + ((OrthographicCamera) screenViewport.getCamera()).setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.app.debug("Shader", "using glow shader"); brightFilterShader = new ShaderProgram(Gdx.files.internal("shaders/basic.vsh"), Gdx.files.internal("shaders/bright_filter.fsh")); @@ -197,58 +199,55 @@ public class MainMenu extends ScreenAdapter implements TransitionAdapter { //Begin drawing a normal version of screen stage.getViewport().apply(); normalBuffer.begin(); - Gdx.gl.glClearColor(0.1f, 0.1f, 0f, 1f); -// Gdx.gl.glClearColor(0.22f, 0f, 0f, 1f); + Gdx.gl.glClearColor(0.22f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.draw(); normalBuffer.end(); //BEGINNING NORMAL SCREEN RENDER screenViewport.apply(); - //Begin light filtering -// lightFilterBuffer.begin(); -// Gdx.gl.glClearColor(0f, 0f, 0f, 1f); -// Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); -// fboRegion.setTexture(normalBuffer.getColorBufferTexture()); -// batch.setShader(brightFilterShader); + +// Begin light filtering + lightFilterBuffer.begin(); + Gdx.gl.glClearColor(0f, 0f, 0f, 1f); + Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); + fboRegion.setTexture(normalBuffer.getColorBufferTexture()); + batch.setShader(brightFilterShader); + batch.setProjectionMatrix(screenViewport.getCamera().combined); batch.begin(); //BATCH STARTS HERE -// batch.setProjectionMatrix(stage.getCamera().combined); -// batch.draw(fboRegion, 0, 0, stage.getWidth(), stage.getHeight()); -// batch.flush(); -// lightFilterBuffer.end(); + batch.draw(fboRegion, 0, 0, stage.getWidth(), stage.getHeight()); + batch.flush(); + lightFilterBuffer.end(); // -// for (int i = 0; i < blurlvl; i++) { -// //Horizontal gaussian blur -// hBlur.begin(); -// if (i > 0) { -// fboRegion.setTexture(vBlur.getColorBufferTexture()); -// } else { -// fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture()); -// } -// batch.setShader(gaussianBlurShader); -// gaussianBlurShader.setUniformi("horizontal", 1); -// batch.draw(fboRegion, 0f, 0f, stage.getWidth(), stage.getHeight()); -// batch.flush(); -// hBlur.end(); -// + for (int i = 0; i < blurlvl; i++) { +// Horizontal gaussian blur + hBlur.begin(); + if (i > 0) { + fboRegion.setTexture(vBlur.getColorBufferTexture()); + } else { + fboRegion.setTexture(lightFilterBuffer.getColorBufferTexture()); + } + batch.setShader(gaussianBlurShader); + gaussianBlurShader.setUniformi("horizontal", 1); + batch.draw(fboRegion, 0f, 0f, stage.getWidth(), stage.getHeight()); + batch.flush(); + hBlur.end(); + // //Vertical gaussian blur -// vBlur.begin(); -// fboRegion.setTexture(hBlur.getColorBufferTexture()); -// batch.setShader(gaussianBlurShader); -// gaussianBlurShader.setUniformi("horizontal", 0); -// batch.draw(fboRegion, 0f, 0f, stage.getWidth(), stage.getHeight()); -// batch.flush(); -// vBlur.end(); -// } + vBlur.begin(); + fboRegion.setTexture(hBlur.getColorBufferTexture()); + batch.setShader(gaussianBlurShader); + gaussianBlurShader.setUniformi("horizontal", 0); + batch.draw(fboRegion, 0f, 0f, stage.getWidth(), stage.getHeight()); + batch.flush(); + vBlur.end(); + } Gdx.gl.glClearColor(0f, 0f, 0f, 0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); -// batch.setShader(combineShader); + batch.setShader(combineShader); fboRegion.setTexture(normalBuffer.getColorBufferTexture()); batch.draw(fboRegion, 0f, 0f, stage.getWidth(), stage.getHeight()); -// System.out.println(stage.getWidth() + "x" + stage.getHeight()); -// System.out.println(screenViewport.getScreenWidth() + "x" + screenViewport.getScreenHeight()); -// System.err.println(screenViewport.getWorldWidth() + "x" + screenViewport.getWorldHeight()); batch.setShader(null); batch.end(); //STAGE BATCH ENDS HERE