/** * eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the * <e-UCM> research group. * * Copyright 2005-2010 <e-UCM> research group. * * You can access a list of all the contributors to eAdventure at: * http://e-adventure.e-ucm.es/contributors * * <e-UCM> is a research group of the Department of Software Engineering * and Artificial Intelligence at the Complutense University of Madrid * (School of Computer Science). * * C Profesor Jose Garcia Santesmases sn, * 28040 Madrid (Madrid), Spain. * * For more info please visit: <http://e-adventure.e-ucm.es> or * <http://www.e-ucm.es> * * **************************************************************************** * * This file is part of eAdventure, version 2.0 * * eAdventure is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * eAdventure 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with eAdventure. If not, see <http://www.gnu.org/licenses/>. */ package es.eucm.ead.engine.gameobjects.sceneelements.transitions; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Pixmap.Format; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.glutils.FrameBuffer; import com.badlogic.gdx.graphics.glutils.ShaderProgram; import com.badlogic.gdx.math.Vector3; import com.google.inject.Inject; import es.eucm.ead.engine.assets.AssetHandler; import es.eucm.ead.engine.assets.drawables.RuntimeDrawable; import es.eucm.ead.engine.factories.EventFactory; import es.eucm.ead.engine.factories.SceneElementFactory; import es.eucm.ead.engine.game.Game; import es.eucm.ead.engine.gameobjects.sceneelements.SceneGO; import es.eucm.ead.model.elements.scenes.SceneElement; import es.eucm.ead.model.elements.transitions.MaskTransition; public class MaskTransitionGO extends TransitionGO<MaskTransition> { private int remainingTime; private Texture texture; private static ShaderProgram maskShader; private static FrameBuffer nextSceneBuffer; private Vector3 offset; @Inject public MaskTransitionGO(AssetHandler assetHandler, SceneElementFactory sceneElementFactory, Game game, EventFactory eventFactory) { super(assetHandler, sceneElementFactory, game, eventFactory); } public void setElement(SceneElement e) { super.setElement(e); RuntimeDrawable<?> r = (RuntimeDrawable<?>) assetHandler .getRuntimeAsset(transition.getMask()); texture = r.getTextureHandle(); offset = new Vector3(); if (maskShader == null) { maskShader = new ShaderProgram(assetHandler .getTextFile("@binary/shaders/mask.vert"), assetHandler .getTextFile("@binary/shaders/mask.frag")); if (maskShader.getLog().length() != 0) logger.warn(maskShader.getLog()); nextSceneBuffer = new FrameBuffer(Format.RGBA8888, 800, 600, false); } maskShader.begin(); maskShader.setUniformi("mask_texture", 1); maskShader.setAttributef("a_sizes", 800, 600, r.getWidth(), r .getHeight()); maskShader.end(); } @Override public void transition(SceneGO previousScene, SceneGO nextScene, TransitionListener transitionListener) { super.transition(previousScene, nextScene, transitionListener); this.remainingTime = transition.getTime(); offset.set(800, 0, 0); this.addSceneElement(nextScene); } public void act(float delta) { super.act(delta); offset.x -= (delta / transition.getTime()) * 1600; if (nextScene != null) { nextScene.setY(0); nextScene.setX(0); remainingTime -= game.getSkippedMilliseconds(); if (remainingTime <= 0) { nextScene.setVisible(true); super.finish(); } } } @Override public void drawChildren(SpriteBatch batch, float parentAlpha) { previousScene.setVisible(true); 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); } }