Rev 88 | Details | Compare with Previous | Last modification | View Log | RSS feed
| Rev | Author | Line No. | Line |
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| 87 | chris | 1 | package com.gebauz.pingK.game; |
| 2 | |||
| 3 | import javax.microedition.khronos.opengles.GL10; |
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| 4 | |||
| 5 | import com.gebauz.framework.util.GLUtil; |
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| 6 | import com.gebauz.framework.util.MathUtil; |
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| 7 | import com.gebauz.framework.util.Mesh; |
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| 8 | import com.gebauz.framework.util.RenderImmediate; |
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| 9 | import com.gebauz.framework.util.RenderTexture; |
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| 89 | chris | 10 | import com.gebauz.framework.util.RenderUtil; |
| 87 | chris | 11 | import com.gebauz.framework.util.renderstates.RenderStates; |
| 12 | import com.gebauz.framework.util.renderstates.BlendingStates.BlendingMode; |
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| 13 | |||
| 14 | public class MosaicEffect |
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| 15 | { |
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| 16 | private GameLogic mGameLogic; |
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| 17 | |||
| 18 | private RenderTexture mOffscreen = null; |
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| 19 | private Mesh mMesh = null; |
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| 20 | |||
| 21 | private float mCurrentAlpha = 0.0f; |
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| 22 | |||
| 23 | public MosaicEffect(GameLogic gameLogic) |
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| 24 | { |
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| 25 | mGameLogic = gameLogic; |
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| 26 | mOffscreen = RenderTexture.create(GameConsts.POWERUP_MOSAIC_OFFSCREEN_WIDTH, GameConsts.POWERUP_MOSAIC_OFFSCREEN_HEIGHT); |
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| 27 | |||
| 89 | chris | 28 | mMesh = RenderUtil.createQuad(0.0f, 0.0f, GameConsts.VIRTUAL_SCREEN_WIDTH, mGameLogic.getVirtualPlayFieldHeight()); |
| 29 | |||
| 30 | /*mMesh = new Mesh(); |
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| 31 | |||
| 87 | chris | 32 | Mesh.AttributeArray vertices = new Mesh.AttributeArray(Mesh.COLOR_ELEMENTS_COUNT * 6); |
| 33 | vertices.fill(0.0f, 0.0f, 0.0f); |
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| 34 | vertices.fill(GameConsts.VIRTUAL_SCREEN_WIDTH, 0.0f, 0.0f); |
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| 35 | vertices.fill(0.0f, mGameLogic.getVirtualPlayFieldHeight(), 0.0f); |
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| 36 | |||
| 37 | vertices.fill(0.0f, mGameLogic.getVirtualPlayFieldHeight(), 0.0f); |
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| 38 | vertices.fill(GameConsts.VIRTUAL_SCREEN_WIDTH, 0.0f, 0.0f); |
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| 39 | vertices.fill(GameConsts.VIRTUAL_SCREEN_WIDTH, mGameLogic.getVirtualPlayFieldHeight(), 0.0f); |
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| 40 | |||
| 41 | Mesh.AttributeArray colors = new Mesh.AttributeArray(Mesh.COLOR_ELEMENTS_COUNT * 6); |
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| 42 | colors.fill(1.0f, 1.0f, 1.0f, 1.0f); |
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| 43 | colors.fill(1.0f, 1.0f, 1.0f, 1.0f); |
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| 44 | colors.fill(1.0f, 1.0f, 1.0f, 1.0f); |
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| 45 | colors.fill(1.0f, 1.0f, 1.0f, 1.0f); |
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| 46 | colors.fill(1.0f, 1.0f, 1.0f, 1.0f); |
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| 47 | colors.fill(1.0f, 1.0f, 1.0f, 1.0f); |
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| 48 | |||
| 49 | Mesh.AttributeArray texCoords = new Mesh.AttributeArray(Mesh.TEX_COORD_ELEMENTS_COUNT * 6); |
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| 50 | texCoords.fill(0.0f, 1.0f); |
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| 51 | texCoords.fill(1.0f, 1.0f); |
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| 52 | texCoords.fill(0.0f, 0.0f); |
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| 53 | |||
| 54 | texCoords.fill(0.0f, 0.0f); |
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| 55 | texCoords.fill(1.0f, 1.0f); |
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| 56 | texCoords.fill(1.0f, 0.0f); |
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| 57 | |||
| 58 | mMesh.setVertices(vertices.getAttributeArray()); |
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| 59 | mMesh.setColors(colors.getAttributeArray()); |
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| 60 | mMesh.setTexCoords(texCoords.getAttributeArray()); |
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| 89 | chris | 61 | mMesh.setPrimitiveType(GL10.GL_TRIANGLES);*/ |
| 87 | chris | 62 | |
| 63 | mCurrentAlpha = 0.0f; |
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| 64 | } |
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| 65 | |||
| 66 | public void update(float deltaTime) |
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| 67 | { |
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| 68 | if (mGameLogic.getPowerUpEffect().isMosaicActive()) |
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| 69 | { |
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| 70 | float mosaicTime = mGameLogic.getPowerUpEffect().getMoasicTime(); |
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| 71 | float alpha = 1.0f; |
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| 72 | if (mosaicTime < GameConsts.POWERUP_MOSAIC_FADE_TIME) |
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| 73 | { |
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| 74 | alpha = MathUtil.clamp(mosaicTime / GameConsts.POWERUP_MOSAIC_FADE_TIME, 0.0f, 1.0f); |
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| 75 | } |
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| 76 | else if (mosaicTime > (GameConsts.POWERUP_MOSAIC_TIME - GameConsts.POWERUP_MOSAIC_FADE_TIME)) |
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| 77 | { |
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| 78 | float v = mosaicTime - (GameConsts.POWERUP_MOSAIC_TIME - GameConsts.POWERUP_MOSAIC_FADE_TIME); |
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| 79 | alpha = 1.0f - MathUtil.clamp(v / GameConsts.POWERUP_MOSAIC_FADE_TIME, 0.0f, 1.0f); |
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| 80 | } |
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| 81 | |||
| 82 | // go to target |
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| 83 | float diff = alpha - mCurrentAlpha; |
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| 84 | mCurrentAlpha += (diff * deltaTime * GameConsts.POWERUP_MOSAIC_FADE_TIME); |
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| 85 | |||
| 86 | float colors[] = { |
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| 87 | 1.0f, 1.0f, 1.0f, mCurrentAlpha, |
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| 88 | 1.0f, 1.0f, 1.0f, mCurrentAlpha, |
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| 89 | 1.0f, 1.0f, 1.0f, mCurrentAlpha, |
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| 90 | 1.0f, 1.0f, 1.0f, mCurrentAlpha, |
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| 91 | 1.0f, 1.0f, 1.0f, mCurrentAlpha, |
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| 92 | 1.0f, 1.0f, 1.0f, mCurrentAlpha |
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| 93 | }; |
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| 94 | |||
| 95 | mMesh.setColors(colors); |
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| 96 | } |
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| 97 | } |
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| 98 | |||
| 99 | public void render() |
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| 100 | { |
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| 101 | // pass-through if effect not active |
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| 102 | if (mGameLogic.getPowerUpEffect().isMosaicActive()) |
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| 103 | { |
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| 104 | // fade out effect |
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| 105 | |||
| 106 | RenderStates rs = GLUtil.getRenderStates(); |
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| 107 | |||
| 108 | rs.blending.setEnabled(true); |
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| 109 | rs.blending.setBlendingMode(BlendingMode.ALPHABLEND); |
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| 110 | rs.culling.setEnabled(false); |
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| 111 | rs.getTextureStage(0).bindTexture(mOffscreen); |
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| 112 | |||
| 113 | rs.activate(); |
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| 114 | mMesh.render(); |
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| 115 | rs.deactivate(); |
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| 116 | |||
| 117 | rs.getTextureStage(0).bindTexture(null); |
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| 118 | } |
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| 119 | } |
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| 120 | |||
| 121 | /** Called before the game is rendered. */ |
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| 88 | chris | 122 | public void beginRenderToTexture() |
| 87 | chris | 123 | { |
| 124 | // pass-through if effect not active |
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| 125 | if (mGameLogic.getPowerUpEffect().isMosaicActive()) |
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| 126 | { |
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| 88 | chris | 127 | mOffscreen.activate(); |
| 128 | |||
| 129 | GL10 gl = GLUtil.getGL(); |
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| 130 | gl.glClearColor(0.05f, 0.05f, 0.05f, 1.0f); |
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| 131 | gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); |
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| 132 | |||
| 133 | gl.glViewport(0, 0, GameConsts.POWERUP_MOSAIC_OFFSCREEN_WIDTH, GameConsts.POWERUP_MOSAIC_OFFSCREEN_HEIGHT); |
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| 134 | |||
| 135 | gl.glMatrixMode(GL10.GL_PROJECTION); |
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| 136 | gl.glLoadIdentity(); |
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| 137 | gl.glOrthof(0, GameConsts.VIRTUAL_SCREEN_WIDTH-1.0f, mGameLogic.getVirtualPlayFieldHeight()-1.0f, 0, 0, 1); |
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| 138 | |||
| 87 | chris | 139 | } |
| 140 | } |
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| 141 | |||
| 142 | /** Called after the game is rendered. */ |
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| 88 | chris | 143 | public void endRenderToTexture() |
| 87 | chris | 144 | { |
| 145 | // pass-through if effect not active |
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| 146 | if (mGameLogic.getPowerUpEffect().isMosaicActive()) |
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| 147 | { |
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| 88 | chris | 148 | mOffscreen.deactivate(); |
| 149 | GL10 gl = GLUtil.getGL(); |
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| 150 | gl.glViewport(0, 0, GLUtil.getInstance().getWidth(), GLUtil.getInstance().getHeight()); |
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| 151 | gl.glMatrixMode(GL10.GL_PROJECTION); |
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| 152 | gl.glLoadIdentity(); |
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| 153 | gl.glOrthof(0, GameConsts.VIRTUAL_SCREEN_WIDTH-1.0f, GameConsts.VIRTUAL_SCREEN_HEIGHT-1.0f, 0, 0, 1); |
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| 87 | chris | 154 | } |
| 155 | } |
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| 156 | } |
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| 157 |