I'm quite new to LibGDX and OpenGL, but I managed to make a simple liquid simulation using Box2D API. See this link (this is someone's else animation):
Physics Liquid
Currently I render the liquid particles as circles just like in the first image, but I want to make it look more natural like on the third one.
The answer might be to use distance field and I tried this approach, but with no effect. I'm drawing each particle as a texture using SpriteBatch class, but that can be changed. I made a texture (from a procedural Pixmap) that represents each particle as a filled circle, with alpha channel decreasing further from the center, so the effect is similar to the second picture.
Now, I must enable a threshold filter to alpha channel, something like: "draw only pixels with alpha > 0.5". This is post-processing step, because it matters what is the alpha channel of a pixel after all particles have been draw. Might or might not be done with shaders (ProgramShader), but after some research I still have no clue how to do this. Thanks for ANY help.
EDIT: this example explains the method, but it's implemented in ActionScript.
This can easily be done using shaders, but funny thing is that you don't need to write them.
"draw only pixels with alpha > 0.5" is also used while rendering distance field fonts (fonts which look good even when scaled up).
Hope this helps.
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