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I am making a game, in which I want to cover the background from the player and show just few fragments of the background - eg. area around the player and one or two brightened areas. So the masking process of covering texture has to be made at runtime (not once prepared/masked on game start or just used as a premade png files).

Game main class:

protected Pixmap circleShadowBigPixmap;
protected Pixmap pixmapBlackCover;
protected Texture pixmapTexture;

Update class:

arrowGame.lightX++;
arrowGame.pixmapBlackCover.setBlending(Pixmap.Blending.None); // before you start drawing pixels.
arrowGame.pixmapBlackCover.drawPixmap(arrowGame.circleShadowBigPixmap, arrowGame.lightX, 500);
arrowGame.pixmapBlackCover.setBlending(Pixmap.Blending.SourceOver);
arrowGame.pixmapTexture.draw(arrowGame.pixmapBlackCover, 0, 0);

Drawing class:

sb.draw(arrowGame.pixmapTexture, x, y); // sb - spritebatch

Preparing graphics class:

arrowGame.circleShadowBig = new Texture("shadowCircleBig.png");
arrowGame.circleShadowBig.getTextureData().prepare();

Screenshots: 1- unwanted mask fragment (this fragment shoud do nothing to the source pixmap, should be neither black nor transparent) 2- transparent area 3- black area (hidden)

I am making a game, in which I want to cover the background from the player and show just few fragments of the background - eg. area around the player and one or two brightened areas. So the masking process of covering texture has to be made at runtime (not once prepared/masked on game start or just used as a premade png files).

Game main class:

protected Pixmap circleShadowBigPixmap;
protected Pixmap pixmapBlackCover;
protected Texture pixmapTexture;

Update class:

arrowGame.lightX++;
arrowGame.pixmapBlackCover.setBlending(Pixmap.Blending.None); // before you start drawing pixels.
arrowGame.pixmapBlackCover.drawPixmap(arrowGame.circleShadowBigPixmap, arrowGame.lightX, 500);
arrowGame.pixmapBlackCover.setBlending(Pixmap.Blending.SourceOver);
arrowGame.pixmapTexture.draw(arrowGame.pixmapBlackCover, 0, 0);

Drawing class:

sb.draw(arrowGame.pixmapTexture, x, y); // sb - spritebatch

Preparing graphics class:

arrowGame.circleShadowBig = new Texture("shadowCircleBig.png");
arrowGame.circleShadowBig.getTextureData().prepare();

Screenshots: 1- unwanted mask fragment (this fragment shoud do nothing to the source pixmap, should be neither black nor transparent) 2- transparent area 3- black area (hidden)

Share Improve this question edited Feb 23 at 21:56 Radek Sołdek asked Feb 23 at 21:50 Radek SołdekRadek Sołdek 531 silver badge6 bronze badges
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1 Answer 1

Reset to default 0

Finally... Used shaders

Game main class:

        ShaderProgram.pedantic = false;

        mask = new Texture(Gdx.files.internal("bigSun1024violet.png"));
        viewMask = new Texture(Gdx.files.internal("bigSun256violet.png"));
        maskBuff = new FrameBuffer(Pixmap.Format.RGBA8888, frmSizeX, frmSizeY, false);
        msk = new TextureRegion(maskBuff.getColorBufferTexture());

        frmBuff = new FrameBuffer(Pixmap.Format.RGBA8888, frmSizeX, frmSizeY, false);
        frm = new TextureRegion(frmBuff.getColorBufferTexture());

        coverSprite = new Sprite(new Texture("violetCover.png"));
        float donutX = 0;
        float donutY = 0;
        coverSprite.setPosition(donutX, donutY);
        cam.update();

//        shader = new ShaderProgram(VERT, FRAG);
        shader = new ShaderProgram(Gdx.files.internal("vertex.glsl"), Gdx.files.internal("fragment-video.glsl"));
        if (!shader.isCompiled()) {
            System.err.println(shader.getLog());
            System.exit(0);
        }
        if (!shader.getLog().isEmpty())
            System.out.println(shader.getLog());

        shader.bind();
        shader.setUniformi("u_texture1", 1);
        shader.setUniformi("u_mask", 2);
        defaultShader = spriteBatch.getShader();

        //bind mask to glActiveTexture(GL_TEXTURE2)
        msk.getTexture().bind(2);

        //bind dirt to glActiveTexture(GL_TEXTURE1)
//      tex1.bind(1);
        frm.getTexture().bind(1);

        //now we need to reset glActiveTexture to zero!!!! since sprite batch does not do this for us
        Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);

Update class:

        arrowGame.lightX--;

        arrowGame.maskBuff.begin();
        Gdx.gl.glClearColor(255, 255, 255, 255);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        arrowGame.spriteBatch.begin();
        arrowGame.spriteBatch.draw(arrowGame.mask, arrowGame.lightX, 0, 0, 0, arrowGame.frmSizeX, arrowGame.frmSizeY, 1, 1, 0, 0, 0, arrowGame.frmSizeX, arrowGame.frmSizeY, false, true);
        arrowGame.spriteBatch.draw(arrowGame.viewMask, 500, 500, 0, 0, 256, 256, 1, 1, 0, 0, 0, 256, 256, false, true);
        arrowGame.spriteBatch.end();
        arrowGame.maskBuff.end();

Drawing class:

                    sb.setShader(arrowGame.shader);
                    arrowGame.coverSprite.draw(sb);
                    sb.setShader(arrowGame.defaultShader);

Thanks to: https://github/raeleus/masks-example-project/blob/main/core/src/main/java/com/ray3k/liftoff/TestShaderVideo.java

Libgdx masking with image

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