zildo.fwk.gfx.filter.BlendFilter.java Source code

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Here is the source code for zildo.fwk.gfx.filter.BlendFilter.java

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/**
 * Legend of Zildo
 * Copyright (C) 2006-2011 Evariste Boussaton
 * Based on original Zelda : link to the past (C) Nintendo 1992
 *
 * This program 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.
 *
 * This program 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

package zildo.fwk.gfx.filter;

import org.lwjgl.opengl.GL11;

import zildo.Zildo;
import zildo.client.ClientEngineZildo;

/**
 * Draw boxes more and more large onto the screen, to get a soft focus effect.
 * 
 * If square boxes are 1-sized, don't do anything.
 * 
 * @author tchegito
 *
 */
public class BlendFilter extends FadeScreenFilter {

    static final int SQUARE_SIZE = 20;

    private int getCurrentSquareSize() {
        return 1 + (int) ((SQUARE_SIZE * getFadeLevel()) / 256.0f);
    }

    @Override
    public boolean renderFilter() {
        int currentSquareSize = getCurrentSquareSize();

        if (currentSquareSize == 1) {
            return true;
        }
        fbo.endRendering();

        // Get on top of screen and disable blending
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glTranslatef(0, -sizeY, 0);

        GL11.glColor3f(1f, 1f, 1f);

        // Draw squares
        int nSquareX = Zildo.viewPortX / currentSquareSize;
        int nSquareY = Zildo.viewPortY / currentSquareSize;
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

        GL11.glBegin(GL11.GL_QUADS);
        for (int i = 0; i < nSquareY + 1; i++) {
            for (int j = 0; j < nSquareX + 1; j++) {
                ClientEngineZildo.ortho.boxTexturedOpti(j * currentSquareSize, i * currentSquareSize,
                        currentSquareSize, currentSquareSize, (j * currentSquareSize) / (float) ScreenFilter.realX,
                        (i * currentSquareSize) / (float) ScreenFilter.realY, 0, 0);
            }
        }
        GL11.glEnd();
        GL11.glPopMatrix();

        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glDisable(GL11.GL_BLEND);

        return true;
    }

    @Override
    public void preFilter() {
        if (getCurrentSquareSize() == 1) {
            return;
        }
        // Copy last texture in TexBuffer
        fbo.bindToTextureAndDepth(textureID, depthTextureID, fboId);
        fbo.startRendering(fboId, sizeX, sizeY);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
    }
}