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.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 Sepiaizer { private Fbo fbo; private Mesh mesh; private Shader shader; private List<IAction> draws = new ArrayList<IAction>(); private Shader makeShader() { final Shader shader = new Shader("default.vert", "sepia.frag"); shader.setInt("u_texture0", new IFunction1<Integer>() { @Override public Integer apply() { return 0; } }); shader.setFloat2("u_renderSize", new IFunction1<Point2f>() { @Override public Point2f apply() { return new Point2f(Game.RenderWidth, Game.RenderHeight); } }); return shader; } public Sepiaizer() { this.fbo = new Fbo(Game.RenderWidth, Game.RenderHeight); this.shader = makeShader(); this.mesh = MeshHelper.makeMesh(); } public void update() { fbo.draw(new IAction() { @Override public void eval() { Renderer.clearScreen(); } }); for (IAction act : draws) { fbo.draw(act); } draws.clear(); } public void addDrawer(IAction action) { draws.add(action); } public void render() { shaderDraw(); } private void shaderDraw() { Renderer.batch.end(); shader.draw(new IAction() { @Override public void eval() { fbo.getTexture().bind(0); mesh.render(shader.getShader(), GL10.GL_TRIANGLE_FAN); } }); Renderer.batch.begin(); } }