Java tutorial
/***************************************************************************** * Copyright 2013, see AUTHORS file. * * This file is part of Sniffy's Flip Trip. * * Sniffy's Flip Trip is free software: you can redistribute it and/or * modify it under the terms of the GNU General Public License as published * by the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Sniffy's Flip Trip is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Sniffy's Flip Trip. * If not, see <http://www.gnu.org/licenses/>. ****************************************************************************/ package com.explatcreations.sft.graphics; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Mesh; import com.explatcreations.sft.Game; import com.explatcreations.sft.data.Point2f; import com.explatcreations.sft.functions.IAction; import com.explatcreations.sft.functions.IFunction1; import java.util.ArrayList; import java.util.List; /** * @author deweyvm */ public class ScreenStretcher { private final Fbo fbo = new Fbo(Game.RenderWidth, Game.RenderHeight); private final Shader shader = makeShader(); private final Mesh mesh = MeshHelper.makeMesh(); private static Shader makeShader() { final Shader shader = new Shader("default.vert", "aspect-ratio.frag"); shader.setFloat2("u_renderSize", new IFunction1<Point2f>() { @Override public Point2f apply() { return new Point2f(Game.RenderWidth, Game.RenderHeight); } }); shader.setFloat2("u_windowSize", new IFunction1<Point2f>() { @Override public Point2f apply() { return new Point2f(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } }); shader.setInt("u_isWide", new IFunction1<Integer>() { @Override public Integer apply() { return isWide() ? 1 : 0; } }); shader.setInt("u_texture", new IFunction1<Integer>() { @Override public Integer apply() { return 0; } }); return shader; } public static boolean isWide() { final float renderScale = (float) Game.RenderWidth / Game.RenderHeight; final float windowScale = (float) Gdx.graphics.getWidth() / Gdx.graphics.getHeight(); return renderScale <= windowScale; } private List<IAction> layers = new ArrayList<IAction>(); public void addLayer(IAction drawer) { layers.add(drawer); } public void render() { fbo.draw(new IAction() { @Override public void eval() { for (IAction layer : layers) { layer.eval(); } } }); shader.draw(new IAction() { @Override public void eval() { fbo.getTexture().bind(0); mesh.render(shader.getShader(), GL10.GL_TRIANGLE_FAN); } }); layers.clear(); } }