List of usage examples for com.badlogic.gdx.graphics.g2d SpriteBatch setShader
@Override
public void setShader(ShaderProgram shader)
From source file:com.badlogic.gdx.tests.PremultiplyAlpha.java
private void gpuPremultiplyAlpha(String in, String out) { Texture texture = new Texture(Gdx.files.absolute(in)); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); FrameBuffer buffer = new FrameBuffer(Format.RGBA8888, texture.getWidth(), texture.getHeight(), false); buffer.getColorBufferTexture().setFilter(TextureFilter.Nearest, TextureFilter.Nearest); ShaderProgram shader = new ShaderProgram(VERTEX_SHADER, FRAG_SHADER); Gdx.app.log("Log", shader.getLog()); SpriteBatch batch = new SpriteBatch(10); batch.getProjectionMatrix().setToOrtho2D(0, 0, texture.getWidth(), texture.getHeight()); batch.disableBlending();// ww w . j a va 2 s .com batch.setShader(shader); //Premultiply buffer.begin(); Gdx.gl.glClearColor(0, 0, 0, 0); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture, 0, 0); batch.end(); Pixmap pixmap = ScreenUtils.getFrameBufferPixmap(0, 0, texture.getWidth(), texture.getHeight()); buffer.end(); //Save PixmapIO.writePNG(Gdx.files.absolute(out), pixmap); buffer.dispose(); texture.dispose(); pixmap.dispose(); Gdx.app.exit(); }
From source file:com.gamejolt.mikykr5.ceidecpong.effects.ScrollingBackground.java
License:Open Source License
/** * Render this effect./* w w w. java 2s. c om*/ * * @param batch The {@link SpriteBatch} to use for the rendering. * @throws IllegalStateException If the {@link SpriteBatch} did not call {@link SpriteBatch#begin()} befor this method was called. */ public void render(SpriteBatch batch) throws IllegalStateException { if (!batch.isDrawing()) throw new IllegalStateException("Must be called between SpriteBatch.begin() and SpriteBatch.end()"); // If the shader was loaded then set it as the current shader. if (shader != null) { batch.setShader(shader); shader.setUniformf(u_scaling, scaling); shader.setUniformf(u_displacement, displacement); } // Render. background.draw(batch); // If the shader was loaded then disable it. if (shader != null) batch.setShader(null); // Update the displacement a little bit. // GOTCHA: This will look slower or faster depending on the speed of the computer. displacement = displacement < 0.0f ? 1.0f : displacement - 0.0005f; }
From source file:com.maplescot.loggerbill.game.LoggerEngine.java
License:Creative Commons License
@Override public void drawWorld(SpriteBatch batch, float delta) { if (isNight) { // Night sky. Gdx.gl.glClearColor(0.036f, 0.058f, 0.0988f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); } else {//w w w. j a v a2s .co m // Colour my world blue. Gdx.gl.glClearColor(0.36f, 0.58f, 0.988f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); } BackgroundScenery.getInstance().draw(delta); // The Grass... setShader(batch); batch.setColor(0f, 1f, 0f, 1f); // Green Grass batch.draw(Assets.getInstance().grassRegion, -(VIEW_WIDTH / 2) - 50, 0f, VIEW_WIDTH + 100, BILL_HEIGHT + 20); if (isNight) { batch.setShader(null); fireFlies_back.draw(batch, delta); } setShader(batch); // The stump... batch.setColor(1f, 1f, 1f, 1f); batch.draw(Assets.getInstance().stumpRegion, -(Assets.getInstance().stumpRegion.getRegionWidth() / 2) - 7, 40f); drawTree(batch); // Draw the actual tree ListIterator<EjectedChunk> ejectIterator = ejectedChunks.listIterator(); while (ejectIterator.hasNext()) { EjectedChunk myChunk = ejectIterator.next(); if (!myChunk.draw(batch, delta)) ejectIterator.remove(); // Clean up ejected chunks when off screen. } bill.draw(batch, delta); if (billGhost != null) { billGhost.draw(batch, ghostShader, delta); } chips.draw(batch); if (!chips.isComplete()) chips.update(delta); if (isNight) { batch.setShader(null); fireFlies_front.draw(batch, delta); } }
From source file:com.maplescot.loggerbill.game.LoggerEngine.java
License:Creative Commons License
@Override public void drawHUD(SpriteBatch batch, float delta) { batch.setShader(null); // No darkening of the HUD at night String str = String.valueOf(chunk_counter); BitmapFont.TextBounds tb = Assets.getInstance().font.big.getBounds(str); Assets.getInstance().font.big.setColor(0f, 1f, 0f, 1f); Assets.getInstance().font.big.draw(batch, str, VIEWPORT_GUI_WIDTH / 2 - (tb.width / 2), 250); Assets.getInstance().pauseButtonDrawable.draw(batch, VIEWPORT_GUI_WIDTH - 150, 135, 100, 100); drawTimerGuage(batch);//from w w w .j a v a 2 s. c o m if (showHelp) drawHelp(batch, delta); }
From source file:com.maplescot.loggerbill.game.LoggerEngine.java
License:Creative Commons License
public void setShader(SpriteBatch batch) { if (isNight) { batch.setShader(nightShader); nightShader.setUniformf("u_amount", 0.85f); } else/*from www. j a va 2 s. c o m*/ batch.setShader(null); }
From source file:com.maplescot.loggerbill.game.world.BillGhost.java
License:Creative Commons License
public boolean draw(SpriteBatch batch, ShaderProgram ghostShader, float delta) { // We will use a wibbly-wobbly shader for bill's ghost batch.setShader(ghostShader); ghostTime += delta;/* w ww . j a v a 2 s . c o m*/ ghostShader.setUniformf("time", ghostTime); //ghostShader.setUniformf("resolution", 1.0f, 1.0f); sprite.setPosition(x, y); sprite.setAlpha(alpha); sprite.draw(batch); y += delta * 250; x -= (MathUtils.sin(y / 100 % 360) * 2) * side; alpha = (VIEW_HEIGHT - (y / VIEW_HEIGHT / 2)); batch.setShader(null); // turn off ghost shader. return y <= VIEW_HEIGHT + sprite.getHeight(); }
From source file:core.september.pushathon.workers.HelpRenderer.java
License:Apache License
protected void renderGame(SpriteBatch batch) { batch.setProjectionMatrix(camera.combined); batch.setShader(Shader.grayscaleShader); batch.begin();/*from ww w . j a va2 s. co m*/ renderPowerUnit(batch); renderButton(batch); renderCounter(batch); renderScorer(batch); //renderText(batch); batch.end(); }
From source file:core.september.pushathon.workers.MainRenderer.java
License:Apache License
protected void renderGame(SpriteBatch batch) { batch.setProjectionMatrix(camera.combined); batch.setShader(Shader.grayscaleShader); batch.begin();/*w ww . j a v a2 s .com*/ renderPowerUnit(batch); renderButton(batch); renderCounter(batch); renderScorer(batch); batch.end(); stage.draw(); }
From source file:es.eucm.ead.engine.gameobjects.sceneelements.transitions.MaskTransitionGO.java
License:Open Source License
@Override public void drawChildren(SpriteBatch batch, float parentAlpha) { previousScene.setVisible(true);/*from www . j a v a 2s .c o m*/ nextScene.setVisible(false); super.drawChildren(batch, parentAlpha); batch.end(); nextSceneBuffer.begin(); batch.begin(); previousScene.setVisible(false); nextScene.setVisible(true); super.drawChildren(batch, parentAlpha); nextSceneBuffer.end(); batch.flush(); batch.setShader(maskShader); maskShader.setAttributef("a_offset", offset.x, offset.y, offset.z, 0); texture.bind(1); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0); Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); batch.draw(nextSceneBuffer.getColorBufferTexture(), 0, 0); batch.setShader(null); }
From source file:hku.fyp14017.blencode.content.Look.java
License:Open Source License
@Override public void draw(SpriteBatch batch, float parentAlpha) { checkImageChanged();//from w w w . j av a2s . co m batch.setShader(shader); if (alpha == 0.0f) { setVisible(false); } else { setVisible(true); } if (this.visible && this.getDrawable() != null) { super.draw(batch, this.alpha); } }