com.talosvfx.talos.runtime.render.SpriteBatchParticleRenderer Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2019 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.talosvfx.talos.runtime.render;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.talosvfx.talos.runtime.IEmitter;
import com.talosvfx.talos.runtime.Particle;
import com.talosvfx.talos.runtime.ParticleEffectInstance;
import com.talosvfx.talos.runtime.utils.DefaultShaders;
public class SpriteBatchParticleRenderer implements ParticleRenderer {
private Batch batch;
Color color = new Color(Color.WHITE);
private ShaderProgram blendAddShader;
public SpriteBatchParticleRenderer () {
initShaders();
}
public SpriteBatchParticleRenderer (Batch batch) {
this.batch = batch;
initShaders();
}
private void initShaders() {
blendAddShader = new ShaderProgram(
DefaultShaders.DEFAULT_VERTEX_SHADER,
DefaultShaders.BLEND_ADD_FRAGMENT_SHADER);
}
public void setBatch (Batch batch) {
this.batch = batch;
}
@Override
public void render (ParticleEffectInstance particleEffectInstance) {
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE);
for (int i = 0; i < particleEffectInstance.getEmitters().size; i++) {
final IEmitter particleEmitter = particleEffectInstance.getEmitters().get(i);
if(!particleEmitter.isVisible()) continue;
if(particleEmitter.isBlendAdd()) {
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
} else {
if (particleEmitter.isAdditive()) {
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE);
} else {
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}
}
ShaderProgram prevShader = batch.getShader();
if (particleEmitter.isBlendAdd() && prevShader != blendAddShader) {
//batch.setShader(blendAddShader); //TODO: let's leave any shader stuff to shader graph, and rest can be baked
}
for (int j = 0; j < particleEmitter.getActiveParticleCount(); j++) {
renderParticle(batch, particleEmitter.getActiveParticles().get(j), particleEffectInstance.alpha);
}
if(batch.getShader() != prevShader) {
batch.setShader(prevShader);
}
}
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}
private void renderParticle (Batch batch, Particle particle, float parentAlpha) {
color.set(particle.color);
color.mul(particle.getEmitter().getTint());
color.a = particle.transparency * parentAlpha;
batch.setColor(color);
if (particle.drawable != null) {
particle.drawable.setCurrentParticle(particle);
particle.drawable.draw(batch, particle, color);
}
}
}