In a Libgdx 1.x Stage, my goal is to apply a dark semi transparent mask on my screen except an area that should display the original screen.
My global render method:
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setShader(null);
update();
stage.act(Gdx.graphics.getDeltaTime());
stage.draw();
batch.begin();
darkener.draw(batch, 0.7f);
spotlight.draw(batch, 1f);
batch.end();
}
Both instances of objects Darkener and Spotlight are Sprites made from a pure white 4x4 texture:
spotlight = new Sprite(new Texture(Gdx.files.internal("data/ui/whitepixel.png")));
darkener = new Sprite(new Texture(Gdx.files.internal("data/ui/whitepixel.png")));
I give my Darkener object the size of the screen, and my Spotlight object the size of the area I want not to be darkened.
Here is the draw method of my object darkener:
public void draw(Batch batch, float alpha) {
darkener.draw(batch, alpha);
}
And the draw method of my Spotlight object:
public void draw(Batch batch, float alpha) {
batch.setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_SRC_ALPHA);
spotlight.draw(batch, alpha);
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}
My problem is about blending: With the parameters:
darkener.draw(batch, 0.7f);
spotlight.draw(batch, 1f);
The preserved (spotlight) area is darker than the original.
With the parameters:
darkener.draw(batch, 0.3f);
spotlight.draw(batch, 1f);
The preserved (spotlight) area is brighter (saturated) than the original.
With the paremeters:
darkener.draw(batch, 0.5f);
spotlight.draw(batch, 1f);
The preserved (spotlight) area is exactly like the original (so, as I want it). The problem is that I want to be able to set different values for my Darkener either < 0.5f or > 0.5f.
What I am doing wrong?