zildo.platform.filter.LwjglFitToScreenFilter.java Source code

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Here is the source code for zildo.platform.filter.LwjglFitToScreenFilter.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.FitToScreenFilter;
import zildo.monde.sprites.Reverse;
import zildo.monde.util.Vector3f;

/**
 * @author Tchegito
 *
 */
public class LwjglFitToScreenFilter extends FitToScreenFilter {
    /**
     * @param graphicStuff
     */
    public LwjglFitToScreenFilter(GraphicStuff graphicStuff) {
        super(graphicStuff);
    }

    boolean resized = false;

    @Override
    public boolean renderFilter() {

        // Select right texture
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, ClientEngineZildo.tileEngine.texBackMenuId);

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

        GL11.glEnable(GL11.GL_BLEND);
        GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

        if (!resized) {
            startInitialization();
            updateQuad(0, 0, 1, 0.1f, Reverse.HORIZONTAL);
            endInitialization();
            startInitialization();
            updateTextureCoordinates(0, 0, textureSizeX, -textureSizeY, false);
            endInitialization();
            resized = true;
        }
        // This filter is in charge to alter all screen colors
        Vector3f v = ClientEngineZildo.ortho.getFilteredColor();
        GL11.glColor3f(v.x, v.y, v.z);

        // Draw texture with depth
        super.render();

        GL11.glDisable(GL11.GL_BLEND);

        // Reset full color
        GL11.glColor3f(1, 1, 1);

        GL11.glPopMatrix();

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

    @Override
    public void preFilter() {
        super.preFilter();

    }
}