Java tutorial
/** * 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 } }