functioning main menu with scissor issue

This commit is contained in:
Harrison Deng 2017-10-12 14:54:35 -05:00
parent 9da3670d04
commit f548c4828f

View File

@ -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();
//
// 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();
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();
// //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