zildo.platform.filter.LwjglCloudFilter.java Source code

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Here is the source code for zildo.platform.filter.LwjglCloudFilter.java

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/**
 * The Land of Alembrum
 * Copyright (C) 2006-2013 Evariste Boussaton
 *
 * 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.platform.filter;

import org.lwjgl.opengl.GL11;

import zildo.client.ClientEngineZildo;
import zildo.fwk.gfx.GraphicStuff;
import zildo.fwk.gfx.filter.CloudFilter;
import zildo.monde.sprites.Reverse;

/**
 * @author Tchegito
 *
 */
public class LwjglCloudFilter extends CloudFilter {

    public LwjglCloudFilter(GraphicStuff graphicStuff) {
        super(graphicStuff);
    }

    @Override
    public boolean renderFilter() {

        super.startInitialization();
        updateQuad(0, 0, u, v, Reverse.NOTHING);
        this.endInitialization();

        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glPushMatrix();
        GL11.glTranslatef(0, -sizeY, 1);

        float colorFactor = 0.2f;
        GL11.glColor4f(colorFactor, colorFactor, colorFactor, 0.1f);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_ZERO, GL11.GL_ONE_MINUS_SRC_COLOR);

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, ClientEngineZildo.tileEngine.texCloudId);
        super.render();

        GL11.glDisable(GL11.GL_BLEND);

        GL11.glPopMatrix();

        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        return true;
    }
}