public void setElement(SceneElement e) { super.setElement(e); RuntimeDrawable<?> r = (RuntimeDrawable<?>) assetHandler.getRuntimeAsset(transition.getMask()); texture = r.getTextureHandle(); offset = new Vector3(); if (maskShader == null) { maskShader = new ShaderProgram( assetHandler.getTextFile("@binary/shaders/mask.vert"), assetHandler.getTextFile("@binary/shaders/mask.frag")); if (maskShader.getLog().length() != 0) logger.warn(maskShader.getLog()); nextSceneBuffer = new FrameBuffer(Format.RGBA8888, 800, 600, false); } maskShader.begin(); maskShader.setUniformi("mask_texture", 1); maskShader.setAttributef("a_sizes", 800, 600, r.getWidth(), r.getHeight()); maskShader.end(); }
@Override public void drawChildren(SpriteBatch batch, float parentAlpha) { previousScene.setVisible(true); nextScene.setVisible(false); super.drawChildren(batch, parentAlpha); batch.end(); nextSceneBuffer.begin(); batch.begin(); previousScene.setVisible(false); nextScene.setVisible(true); super.drawChildren(batch, parentAlpha); nextSceneBuffer.end(); batch.flush(); batch.setShader(maskShader); maskShader.setAttributef("a_offset", offset.x, offset.y, offset.z, 0); texture.bind(1); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0); Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); batch.draw(nextSceneBuffer.getColorBufferTexture(), 0, 0); batch.setShader(null); }