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games.rednblack.talos.runtime.render.drawables.ShadedDrawable Maven / Gradle / Ivy
package games.rednblack.talos.runtime.render.drawables;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.utils.ObjectMap;
import games.rednblack.talos.runtime.Particle;
import games.rednblack.talos.runtime.ParticleDrawable;
import games.rednblack.talos.runtime.utils.DefaultShaders;
public class ShadedDrawable extends ParticleDrawable {
private ShaderProgram shaderProgram;
private Texture texture;
private TextureRegion region;
private ObjectMap textureMap;
private Color defaultUVOffset = new Color(0, 0, 1, 1);
public ShadedDrawable() {
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
texture = new Texture(pixmap);
region = new TextureRegion(texture);
}
@Override
public void draw(Batch batch, float x, float y, float width, float height, float rotation, float originX, float originY) {
}
@Override
public void draw(Batch batch, Particle particle, Color color) {
if (shaderProgram == null || !shaderProgram.isCompiled()) return;
float rotation = particle.rotation;
float width = particle.size.x;
float height = particle.size.y;
float y = particle.getY();
float x = particle.getX();
ShaderProgram prevShader = batch.getShader();
batch.setShader(shaderProgram);
shaderProgram = processShaderData(shaderProgram, particle.alpha * particle.life);
batch.setColor(color);
batch.draw(texture, x - width * particle.pivot.x, y - height * particle.pivot.y, width * particle.pivot.x, height * particle.pivot.y, width, height, 1f, 1f, rotation, 0, 0, 1, 1, false, false);
batch.setShader(prevShader);
}
@Override
public float getAspectRatio() {
return 1f;
}
@Override
public void setCurrentParticle(Particle particle) {
}
public ShaderProgram processShaderData(ShaderProgram shaderProgram, float time) {
shaderProgram.setUniformf("u_time", time); // TODO this should be exposed as port later on
if (textureMap != null) {
int bind = 1;
for (String uniformName : textureMap.keys()) {
TextureRegion region = textureMap.get(uniformName);
Texture texture = region.getTexture();
texture.bind(bind);
shaderProgram.setUniformi(uniformName, bind);
defaultUVOffset.set(region.getU(), region.getV(), region.getU2(), region.getV2());
shaderProgram.setUniformf(uniformName + "regionUV", defaultUVOffset); // todo: this needs some refactoring maybe
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
bind++;
}
}
return shaderProgram;
}
public ShaderProgram getShaderProgram(Batch batch, Color color, float alpha, float life) {
if (shaderProgram == null || !shaderProgram.isCompiled()) return null;
batch.setShader(shaderProgram);
shaderProgram = processShaderData(shaderProgram, alpha * life);
return shaderProgram;
}
@Override
public TextureRegion getTextureRegion() {
return region;
}
public void setShader(String fragCode) {
if (fragCode == null) return;
ShaderProgram.pedantic = false;
shaderProgram = new ShaderProgram(
DefaultShaders.DEFAULT_VERTEX_SHADER,
fragCode
);
if(!shaderProgram.isCompiled()){
Gdx.app.log("GL SHADER ERROR", shaderProgram.getLog());
}
}
public void setTextures(ObjectMap textureMap) {
this.textureMap = textureMap;
}
}