Java tutorial
/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package org.pidome.client.photoframe.utils; /** * * @author John */ import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.graphics.glutils.ShaderProgram; import com.badlogic.gdx.scenes.scene2d.ui.Label; import org.pidome.client.photoframe.ScreenDisplay; public class ShadedLabel extends Label { static private final BitmapFont bitmap; static { bitmap = new BitmapFont(Gdx.files.internal("resources/fonts/freesans.fnt"), new TextureRegion(new Texture(Gdx.files.internal("resources/fonts/freesans.png"))), false); bitmap.getRegion().getTexture().setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear); bitmap.setColor(Color.WHITE); } private final DistanceFieldShader shader = new DistanceFieldShader(); public static BitmapFont getBitmapFontForExternalResource() { return bitmap; } public ShadedLabel(CharSequence text) { this(text, 1.0f); } public ShadedLabel(CharSequence text, float fontScale) { this(text, fontScale, new LabelStyle(bitmap, Color.WHITE)); } public ShadedLabel(CharSequence text, float fontScale, LabelStyle style) { super(text, style); setFontScale(fontScale * ScreenDisplay.getCurrentScale()); } @Override public void draw(Batch batch, float alpha) { this.setPosition(this.getX(), this.getY() + (4 * ScreenDisplay.getCurrentScale())); batch.setShader(shader); super.draw(batch, alpha); shader.setSmoothing(1f / (4 * this.getFontScaleX())); batch.setShader(null); } public static class DistanceFieldShader extends ShaderProgram { public DistanceFieldShader() { super(Gdx.files.internal("resources/fonts/largefont.vertex"), Gdx.files.internal("resources/fonts/largefont.fragment")); if (!isCompiled()) { throw new RuntimeException("Shader compilation failed:\n" + getLog()); } } /** * @param smoothing a value between 0 and 1 */ protected void setSmoothing(float smoothing) { float delta = 0.5f * MathUtils.clamp(smoothing, 0, 1); setUniformf("u_lower", 0.5f - delta); setUniformf("u_upper", 0.5f + delta); ///setUniformf("u_outlineColor", 1f, 0f, 0f, 1f); } } }