316 lines
10 KiB
Java
Executable File

package zero1hd.rhythmbullet.screens;
import com.badlogic.gdx.Gdx;
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;
import zero1hd.rhythmbullet.RhythmBullet;
import zero1hd.rhythmbullet.audio.MusicManager;
import zero1hd.rhythmbullet.audio.map.GamePlayMap;
import zero1hd.rhythmbullet.stages.GameHUD;
import zero1hd.rhythmbullet.stages.GamePlayArea;
public class GameScreen extends ScreenAdapter {
protected GamePlayArea gameArea;
public GameHUD gameHUD;
protected InputMultiplexer inputs;
public RhythmBullet core;
private MusicManager 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;
private int blurlvl = 4;
/**
* The game screen where the game play area, and hud are placed.
* @param core The game context object
* @param screen the screen to return to if player decides to press "quit" button.
*/
public GameScreen(RhythmBullet core, Screen screen) {
this.core = core;
// Overlay stuff
ImageButton pause = new ImageButton(core.getDefaultSkin().getDrawable("pause"),
core.getDefaultSkin().getDrawable("pause-down"));
pause.setPosition(Gdx.graphics.getWidth() - pause.getWidth() - 25,
Gdx.graphics.getHeight() - pause.getHeight() - 25);
pause.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
pause();
}
});
gameArea = new GamePlayArea(core.getAssetManager(), core.getPrefs());
gameHUD = new GameHUD(core.getDefaultSkin(), 100f, gameArea, screen, core);
inputs = new InputMultiplexer();
inputs.addProcessor(gameHUD);
inputs.addProcessor(gameArea);
}
public void setGamePlayMap(GamePlayMap gpm) {
music = gpm.getMusicData();
gameArea.setAudioMap(gpm);
gameHUD.setMusic(gpm.getMusicData());
}
@Override
public void show() {
Gdx.input.setInputProcessor(inputs);
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);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
//actual game and hud
if (!gameHUD.isPaused()) {
gameArea.act(delta);
if (gameArea.getPolyjetEntity().isDead()) {
end(false);
}
gameHUD.act(delta);
}
gameArea.getViewport().apply();
blurlvl = 4;
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.setRegion(lightFilterBuffer.getColorBufferTexture());
gameArea.getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformi("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.setRegion(hBlur.getColorBufferTexture());
gameArea.getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformi("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());
for (int i = 0; i < blurlvl; i++) {
//Horizontal gaussian blur
hBlur.begin();
fboRegion.setRegion(vBlur.getColorBufferTexture());
gameArea.getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformi("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.setRegion(hBlur.getColorBufferTexture());
gameArea.getBatch().setShader(gaussianBlurShader);
gaussianBlurShader.setUniformi("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.isPlaying()) {
end(true);
}
super.render(delta);
}
private void end(boolean trueEnd) {
if (trueEnd) {
// TODO they didn't die
} else {
// TODO They done goofed and ended up dying.
}
}
@Override
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();
}
@Override
public void pause() {
gameHUD.setPaused(true);
super.pause();
}
@Override
public void resize(int width, int height) {
gameArea.getViewport().update(width, height, true);
gameHUD.getViewport().update(width, height, true);
super.resize(width, height);
}
public GamePlayArea getGameArea() {
return gameArea;
}
public void play() {
if (music == null) throw new NullPointerException("Idiot, you can't have a music game not have music on the gameplay screen...");
Gdx.input.setInputProcessor(inputs);
if (!gameHUD.isPaused()) {
music.play();
}
}
}