In my game, my entities turn like a piece of paper, as shown here at half-speed: https://i.sstatic.net/SmDNQ.jpg
I want to give the entities a bit of thickness when they turn, making them more cardboard-thin than paper-thin.
I thought about using a Pixmap to detect and extend the edge pixels and give the image some Three-Dimensionality. I also considered duplicating the image along the x-axis to give the same effect. Of the two ideas, the Pixmap holds out the most promise in my mind. However, I'm wondering if there's a better solution.
I'm using a GLSL shader to give the entities highlights and shadows while turning, as you saw in the gif. I think that with the right knowledge, I could achieve what I'm going for using the same shader program.
My shader looks like this:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform vec3 color;
void main()
{
vec4 col = vec4(color, 0.0);
gl_FragColor = texture2D(u_texture, v_texCoords) * v_color + col;
}
I think that one might be able to make calculations based on the uniform vec3 color
that I pass it (with its values ranging from 0, 0, 0
to 1, 1, 1
. 1's being highlight and 0's being shadow). Unfortunately, I don't have the understanding of shaders to do so.
If any of you have the know-how, could you steer me in the right direction? Or let me know if I should just stick to the Pixmap idea.
Edit: I'm trying to stay away from using a 3D model because I'm 6.4k lines of code deep using a 2d Orthographic Camera.
Edit 2: I figured that the reflection shader wouldn't look good if I tried making the sprite look 3D. I scrapped the shader, went with the Pixmap idea, and plan on implementing shadows and reflections to the pixmap without any shader. Though it looks good so far without reflections.
I ended up going with my pixmap idea. I want to share my code so that others can know how I got 2D thickness to work.
dir
is a floating point value in the range -1.0 to 1.0. It tells the program where the sprite is in its turn.-1
means facing fully left.1
meaning right.0
means that it's 'facing' the camera.
right
is a boolean that tells the program which direction the entity is turning.true
means that the entity is turning from left to right.false
means from right to left.
private Texture getTurningImage(TextureRegion input, int thickness)
{
if(Math.abs(dir) < 0.1)
dir = (right ? 1 : -1) * 0.1f;
Texture texture = input.getTexture();
if (!texture.getTextureData().isPrepared())
{
texture.getTextureData().prepare();
}
Pixmap pixmap = texture.getTextureData().consumePixmap();
Pixmap p = new Pixmap(64, 64, Pixmap.Format.RGBA8888);
p.setFilter(Pixmap.Filter.NearestNeighbour);
Pixmap texCopy = new Pixmap(input.getRegionWidth(), input.getRegionHeight(), Pixmap.Format.RGBA8888);
// getting a texture out of the input region. I can't use input.getTexture()
// because it's an animated sprite sheet
for (int x = 0; x < input.getRegionWidth(); x++)
{
for (int y = 0; y < input.getRegionHeight(); y++)
{
int colorInt = pixmap.getPixel(input.getRegionX() + x, input.getRegionY() + y);
Color c = new Color(colorInt);
colorInt = Color.rgba8888(c);
texCopy.drawPixel(x, y, colorInt);
}
}
pixmap.dispose();
float offsetVal = Math.round(thickness/2.0) * (float) -Math.cos((dir * Math.PI)/2);
if(offsetVal > -1.23/Math.pow(10, 16))
{
offsetVal = 0;
}
// generate the pixel colors we'll use for the side view
Pixmap sideProfile = new Pixmap(1, 64, Pixmap.Format.RGBA8888);
for (int y = 0; y < texCopy.getHeight(); y++)
{
for (int x = 0; x < texCopy.getWidth(); x++)
{
int colorInt = texCopy.getPixel(x, y);
if(new Color(colorInt).a != 0 && new Color(texCopy.getPixel(x + 1, y)).a == 0)
{
Color c = new Color(colorInt);
c.mul(.8f); // darken the color
c.a = 1;
colorInt = Color.rgba8888(c);
sideProfile.drawPixel(0, y, colorInt);
continue;
}
}
}
// drawing the bottom layer
p.drawPixmap(texCopy, 0, 0, 64, 64, (int) (Math.round(-offsetVal) + (64 - texCopy.getWidth()*Math.abs(dir))/2), 0, (int)(64*Math.abs(dir)), 64);
// drawing the middle (connecting) layer
// based on the edge pixels of the bottom layer, then translated to be in the middle
for (int y = 0; y < p.getHeight(); y++)
{
int colorInt = sideProfile.getPixel(0, y);
for (int x = 0; x < p.getWidth(); x++)
{
if(new Color(p.getPixel(x, y)).a != 0 && new Color(p.getPixel(x + 1, y)).a == 0)
{
for(int i = 0; i <= 2 * Math.round(Math.abs(offsetVal)); i++) // the for the length between the top and bottom
{
p.drawPixel(x + i - 2 * (int)Math.round(Math.abs(offsetVal)), y, colorInt);
}
}
}
}
// drawing the top layer
p.drawPixmap(texCopy, 0, 0, 64, 64, (int) (Math.round(offsetVal) + (64 - texCopy.getWidth()*Math.abs(dir))/2), 0, (int)(64*Math.abs(dir)), 64);
// flip if facing left
if(dir < 0)
{
p = flipPixmap(p);
}
return new Texture(p);
}
My flipPixmap
method looks like this (stolen from stack overflow):
private Pixmap flipPixmap(Pixmap src)
{
final int width = src.getWidth();
final int height = src.getHeight();
Pixmap flipped = new Pixmap(width, height, src.getFormat());
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
flipped.drawPixel(x, y, src.getPixel(width - x - 1, y));
}
}
return flipped;
}
Here's the result :D https://i.sstatic.net/ejhKg.jpg