Android Open Source - truetennis Ball Light Effect






From Project

Back to project page truetennis.

License

The source code is released under:

MIT License

If you think the Android project truetennis listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.

Java Source Code

/*
 * The MIT License (MIT)/*w  w w .j ava  2 s .  com*/
 *
 * Copyright (c) 2014 Zapylaiev Kyrylo
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */

package org.zapylaev.game.truetennis.core.render.effects;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Vector3;
import org.zapylaev.game.truetennis.core.Assets;
import org.zapylaev.game.truetennis.core.domain.Ball;
import org.zapylaev.game.truetennis.core.utils.ShaderHelper;

public class BallLightEffect implements IEffect<Ball> {

    public static final float DEFAULT_LIGHT_Z = 0.02f;
    public static final float AMBIENT_INTENSITY = 0.3f;
    public static final float LIGHT_INTENSITY = 1.4f;
    public static final Vector3 LIGHT_COLOR = new Vector3(1.0f, 0.8f, 0.6f);
    public static final Vector3 AMBIENT_COLOR = new Vector3(1.0f, 1.0f, 1.0f);
    public static final Vector3 FALLOFF = new Vector3(0.4f, 3.0f, 20.0f);

    private OrthographicCamera mGameCamera;
    private Texture mBgTexture;
    private Texture mBgNormalMapTexture;
    private ShaderProgram mLightShader;
    private SpriteBatch mBatch;
    private boolean mPlayed;
    private Vector3 mTempVec;

    public BallLightEffect(OrthographicCamera gameCamera) {
        mGameCamera = gameCamera;

        mBgTexture = Assets.getInstance().bg;
        mBgNormalMapTexture = Assets.getInstance().bgNormalMap;

        mLightShader = ShaderHelper.loadShader("normal_mapping");

        mLightShader.begin();
        mLightShader.setUniformi("u_normals", 1);
        mLightShader.setUniformf("lightColor", LIGHT_COLOR.x, LIGHT_COLOR.y, LIGHT_COLOR.z, LIGHT_INTENSITY);
        mLightShader.setUniformf("ambientColor", AMBIENT_COLOR.x, AMBIENT_COLOR.y, AMBIENT_COLOR.z, AMBIENT_INTENSITY);
        mLightShader.setUniformf("falloff", FALLOFF);
        mLightShader.end();

        mBatch = new SpriteBatch();
        mBatch.setShader(mLightShader);

        mLightShader.begin();
        mLightShader.setUniformf("resolution", Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        mLightShader.end();

        mTempVec = new Vector3();
    }

    @Override
    public void draw(SpriteBatch batch, Ball domainObj) {
        if (mPlayed) {
            final int width = Gdx.graphics.getWidth();
            final int height = Gdx.graphics.getHeight();
            mBatch.getProjectionMatrix().setToOrtho2D(0, 0, width, height);
            mBatch.begin();

            mTempVec.set(domainObj.getPosition().x, domainObj.getPosition().y, DEFAULT_LIGHT_Z);
            mGameCamera.project(mTempVec);
            mTempVec.x = mTempVec.x / width;
            mTempVec.y = mTempVec.y / height;
            mTempVec.z = DEFAULT_LIGHT_Z;
            mLightShader.setUniformf("lightPos", mTempVec);

            mBgNormalMapTexture.bind(1);

            //bind diffuse color to texture unit 0
            //important that we specify 0 otherwise we'll still be bound to glActiveTexture(GL_TEXTURE1)
            mBgTexture.bind(0);

            //draw the texture unit 0 with our shader effect applied
            mBatch.draw(mBgTexture, 0, 0, width, height);

            mBatch.end();
        }
    }

    @Override
    public void play() {
        mPlayed = true;
    }

    @Override
    public void stop() {
        mPlayed = false;
    }

    @Override
    public void dispose() {
        mBatch.dispose();
        mLightShader.dispose();
    }
}




Java Source Code List

com.nuggeta.sample.libgdx.MainActivity.java
com.nuggeta.sample.libgdx.Main.java
com.nuggeta.sample.libgdx.RobovmLauncher.java
com.nuggeta.sample.libgdx.client.GwtLauncher.java
com.nuggeta.sample.libgdx.truetennis.java
org.zapylaev.game.truetennis.android.TrueTennisMainActivity.java
org.zapylaev.game.truetennis.core.Assets.java
org.zapylaev.game.truetennis.core.Constants.java
org.zapylaev.game.truetennis.core.Debug.java
org.zapylaev.game.truetennis.core.GamePrefs.java
org.zapylaev.game.truetennis.core.IRenderer.java
org.zapylaev.game.truetennis.core.TrueTennisMain.java
org.zapylaev.game.truetennis.core.domain.Ball.java
org.zapylaev.game.truetennis.core.domain.Field.java
org.zapylaev.game.truetennis.core.domain.Player.java
org.zapylaev.game.truetennis.core.domain.Team.java
org.zapylaev.game.truetennis.core.input.Controls.java
org.zapylaev.game.truetennis.core.input.State.java
org.zapylaev.game.truetennis.core.model.Box2dBall.java
org.zapylaev.game.truetennis.core.model.Box2dRect.java
org.zapylaev.game.truetennis.core.model.Box2dStick.java
org.zapylaev.game.truetennis.core.model.Box2dWalls.java
org.zapylaev.game.truetennis.core.model.DebugRenderer.java
org.zapylaev.game.truetennis.core.model.IModelListener.java
org.zapylaev.game.truetennis.core.model.IModel.java
org.zapylaev.game.truetennis.core.model.ITouchControls.java
org.zapylaev.game.truetennis.core.model.JointControls.java
org.zapylaev.game.truetennis.core.model.PhysicalModel.java
org.zapylaev.game.truetennis.core.net.ClientModelProxy.java
org.zapylaev.game.truetennis.core.net.Messages.java
org.zapylaev.game.truetennis.core.net.ServerModelProxy.java
org.zapylaev.game.truetennis.core.net.communicator.AsyncRequest.java
org.zapylaev.game.truetennis.core.net.communicator.INetCommunicator.java
org.zapylaev.game.truetennis.core.net.communicator.NetCommunicatorBuilder.java
org.zapylaev.game.truetennis.core.net.communicator.NetGame.java
org.zapylaev.game.truetennis.core.net.communicator.NuggetaNetCommunicator.java
org.zapylaev.game.truetennis.core.render.GameRenderer.java
org.zapylaev.game.truetennis.core.render.HUD.java
org.zapylaev.game.truetennis.core.render.effects.BallLightEffect.java
org.zapylaev.game.truetennis.core.render.effects.BallTailEffect.java
org.zapylaev.game.truetennis.core.render.effects.IEffect.java
org.zapylaev.game.truetennis.core.render.effects.WinEffect.java
org.zapylaev.game.truetennis.core.render.textures.BallTexture.java
org.zapylaev.game.truetennis.core.render.textures.ITexture.java
org.zapylaev.game.truetennis.core.render.textures.PlayerTexture.java
org.zapylaev.game.truetennis.core.screen.GameController.java
org.zapylaev.game.truetennis.core.screen.menu.GamesListGame.java
org.zapylaev.game.truetennis.core.screen.menu.MenuScreen.java
org.zapylaev.game.truetennis.core.screen.menu.OptionsMenu.java
org.zapylaev.game.truetennis.core.screen.menu.StartScreen.java
org.zapylaev.game.truetennis.core.utils.ShaderHelper.java
org.zapylaev.game.truetennis.html.TrueTennisMainHtml.java
org.zapylaev.game.truetennis.java.TrueTennisMainDesktop.java