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Shader-problem

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Apr 17th, 2014
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Java 2.70 KB | None | 0 0
  1. package com.rojarstudios.prisma.screens;
  2.  
  3. import org.mini2Dx.core.game.GameContainer;
  4. import org.mini2Dx.core.graphics.Graphics;
  5. import org.mini2Dx.core.screen.GameScreen;
  6. import org.mini2Dx.core.screen.ScreenManager;
  7. import org.mini2Dx.core.screen.Transition;
  8.  
  9. import com.badlogic.gdx.Gdx;
  10. import com.badlogic.gdx.graphics.Texture;
  11. import com.badlogic.gdx.graphics.g2d.SpriteBatch;
  12. import com.badlogic.gdx.graphics.glutils.ShaderProgram;
  13. import com.rojarstudios.prisma.PrismaGame;
  14. import com.rojarstudios.prisma.GUI.GUI;
  15. import com.rojarstudios.prisma.saveSystem.HeroColors;
  16. import com.rojarstudios.prisma.world.WorldRender;
  17.  
  18. public class PlayScreen implements GameScreen {
  19.  
  20.     public static int ID = 0;
  21.     PrismaGame game;
  22.     //GUI gui = new GUI();
  23.    
  24.     WorldRender worldRender;
  25.    
  26.     ShaderProgram shader;
  27.     SpriteBatch batch;
  28.     Texture tex;
  29.    
  30.     public PlayScreen(PrismaGame game, int ID) {
  31.         PlayScreen.ID = ID;
  32.         this.game = game;
  33.     }
  34.  
  35.     @Override
  36.     public int getId() {
  37.         return ID;
  38.     }
  39.  
  40.     @Override
  41.     public void initialise(GameContainer gc) {
  42.         worldRender = new WorldRender();
  43.         worldRender.init(gc);
  44.         HeroColors.init(gc);
  45.         //gui.initialise(gc);
  46.        
  47.         ShaderProgram.pedantic = false;
  48.         shader = new ShaderProgram(Gdx.files.internal("assets/shaders/vignette.vsh"), Gdx.files.internal("assets/shaders/vignette.fsh"));
  49.         if(!shader.isCompiled()) {
  50.             System.out.println(shader.getLog());
  51.         }
  52.        
  53.         tex = new Texture(Gdx.files.internal("assets/GUI/level_tab.png"));
  54.        
  55.         batch = new SpriteBatch(1000, shader);
  56.         batch.setShader(shader);
  57.        
  58.     }
  59.  
  60.     @Override
  61.     public void interpolate(GameContainer gc, float alpha) {
  62.         worldRender.interpolate(gc, alpha);
  63.     }
  64.  
  65.     @Override
  66.     public void postTransitionIn(Transition arg0) {
  67.         // TODO Auto-generated method stub
  68.        
  69.     }
  70.  
  71.     @Override
  72.     public void postTransitionOut(Transition arg0) {
  73.         // TODO Auto-generated method stub
  74.        
  75.     }
  76.  
  77.     @Override
  78.     public void preTransitionIn(Transition arg0) {
  79.         // TODO Auto-generated method stub
  80.        
  81.     }
  82.  
  83.     @Override
  84.     public void preTransitionOut(Transition arg0) {
  85.         // TODO Auto-generated method stub
  86.        
  87.     }
  88.  
  89.     @Override
  90.     public void render(GameContainer gc, Graphics g) {
  91.         batch.begin();
  92.         batch.draw(tex, 0, 0);
  93.         batch.end();
  94.        
  95.         worldRender.render(gc, g);
  96.         HeroColors.render(gc, g);
  97.         //gui.render(gc, g);
  98.     }
  99.  
  100.     int timer = 0;
  101.     @Override
  102.     public void update(GameContainer gc,
  103.             ScreenManager<? extends GameScreen> screenManager, float delta) {
  104.         worldRender.update(gc, screenManager, delta);
  105.         HeroColors color = new HeroColors();
  106.         //gui.update(gc, screenManager, delta);
  107.         timer++;
  108.         if(timer >= 75) {
  109.             System.out.println("FPS:" + Gdx.graphics.getFramesPerSecond());
  110.             timer = 0;
  111.         }
  112.     }
  113.  
  114. }
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