libgdxdrawingmask

Masking texture does not work as expected


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)

Texture with mask Mask texture


Solution

  • 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);
    

    Shader masks

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

    Libgdx masking with image