本文整理汇总了Java中com.badlogic.gdx.graphics.Texture.TextureWrap类的典型用法代码示例。如果您正苦于以下问题:Java TextureWrap类的具体用法?Java TextureWrap怎么用?Java TextureWrap使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
TextureWrap类属于com.badlogic.gdx.graphics.Texture包,在下文中一共展示了TextureWrap类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: addTexture
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public void addTexture(String file) {
Texture texture = new Texture(Gdx.files.internal(file), true);
texture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
if(ExterminateGame.useGL3) {
texture.setFilter(TextureFilter.MipMapLinearLinear, TextureFilter.Linear);
}
else {
texture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Linear);
}
if(ltid==0) {
textureHerbe = texture;
}
else if(ltid==1) {
textureSand = texture;
}
else if(ltid==2) {
textureDirt = texture;
}
else if(ltid==3) {
textureRock = texture;
}
ltid++;
}
示例2: write
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
@Override
public void write (Json json) {
super.write(json);
json.writeValue("width", width);
json.writeValue("height", height);
json.writeValue("texture", texturePath);
if (regionName != null)
json.writeValue(regionName);
json.writeValue("srcX", srcX);
json.writeValue("srcY", srcY);
json.writeValue("srcWidth", srcWidth);
json.writeValue("srcHeight", srcHeight);
json.writeValue("originX", originX);
json.writeValue("originY", originY);
json.writeValue("minFilter", minFilter == TextureFilter.Linear ? "Linear" : "Nearest");
json.writeValue("magFilter", magFilter == TextureFilter.Linear ? "Linear" : "Nearest");
JsonUtil.writeColorToJson(json, color, "tint");
json.writeValue("uWrap",
uWrap == TextureWrap.ClampToEdge ? "ClampToEdge" : uWrap == TextureWrap.Repeat ? "Repeat" : "MirroredRepeat");
json.writeValue("vWrap",
vWrap == TextureWrap.ClampToEdge ? "ClampToEdge" : vWrap == TextureWrap.Repeat ? "Repeat" : "MirroredRepeat");
}
示例3: PowerLUT
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
/** W power will be in luminance, and H power will be in alpha**/
public PowerLUT(float powerW, float intensityW, float powerH, float intensityH, int width, int height){
Pixmap pixmap = new Pixmap(width, height, Format.RGBA8888);
for (int i=0; i<width; i++){
float valueW = (float)Math.pow((float)i/width, powerW) * intensityW;
for (int j = 0; j < height; j++) {
float valueH = (float)Math.pow((float)j/height, powerH) * intensityH;
pixmap.setColor(valueW, valueH, 1.0f, 1.0f);
pixmap.drawPixel(i, j);
}
}
PixmapTextureData data = new PixmapTextureData(pixmap, Format.RGBA8888, false, false, true);
texture = new Texture(data);
texture.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge);
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
}
示例4: OrthogonalTiledMapRendererWithObjects
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public OrthogonalTiledMapRendererWithObjects(TiledMap map) {
super(map);
this.occlusionFbo = new FrameBuffer(Format.RGBA8888, Gdx.graphics.getWidth() / 2, Gdx.graphics.getHeight() / 2, false);
this.shadowmapFbo = new FrameBuffer(Format.RGBA8888, Gdx.graphics.getWidth() / 2, 1, false);
this.shadowmapTex = shadowmapFbo.getColorBufferTexture();
this.shadowmapTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
this.shadowmapTex.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
//this.orthoCam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//this.orthoCam.setToOrtho(Y_DOWN);
this.lights = new ArrayList<Light>();
this.mouseLight = new Light(0, 0, Color.WHITE);
}
示例5: SpriteManager
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public SpriteManager(CrazyDriver game){
//poner donde empieza el coche en 150 x y en 0 y
car = new Car(ResourceManager.getAtlas("imagenes")
.findRegion("car_up"), 150, 0);
//instancia los arrays de amigos y enemigos
enemies=new Array<Enemy>();
friends=new Array<Friend>();
objetos=new Array<Objetos>();
//esto es para que el fondo de mueva
texture = new Texture(Gdx.files.internal("suelo/tunnel_road.jpg"));
texture.setWrap(TextureWrap.Repeat,TextureWrap.Repeat);
sprite = new Sprite(texture, 0, 0, 512, 512);
//genero aleatoriamente peatones
//generarPersonas();
generarObjetos();
this.game = game;
}
示例6: PostProcessor
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public PostProcessor( int fboWidth, int fboHeight, boolean useDepth, boolean useAlphaChannel, boolean use32Bits,
TextureWrap u, TextureWrap v ) {
if( use32Bits ) {
if( useAlphaChannel ) {
fbFormat = Format.RGBA8888;
} else {
fbFormat = Format.RGB888;
}
} else {
if( useAlphaChannel ) {
fbFormat = Format.RGBA4444;
} else {
fbFormat = Format.RGB565;
}
}
composite = newPingPongBuffer( fboWidth, fboHeight, fbFormat, useDepth );
setBufferTextureWrap( u, v );
pipelineState = new PipelineState();
capturing = false;
hasCaptured = false;
enabled = true;
this.useDepth = useDepth;
}
示例7: b
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public static void b()
{
try
{
aj.a("PlayerCompassVisuals.createResources");
boolean bool = f.b();
if (!bool)
return;
c.a("CreateXmpRingMesh", c.e("scanner/emp_ring.obj"), new bp());
c.a("CreatePlayerCompassTexture", c.b("scanner/compass_ring.png", true), Texture.TextureFilter.MipMapNearestLinear, Texture.TextureFilter.Linear, Texture.TextureWrap.Repeat, Texture.TextureWrap.ClampToEdge, new bq());
ad.a("CreatePlayerCompassShader", "attribute vec4 a_position;\nattribute vec2 a_texCoord0;\nuniform mat4 u_modelViewProject;\nuniform vec2 u_uvScale;\nuniform vec3 u_bearing;\nuniform vec2 u_bearingThreshold;\nuniform vec4 u_color;\nuniform vec4 u_bearingColor;\nvarying vec2 v_texCoord0;\nvarying vec4 v_bearingColor;\nvoid main() {\n v_texCoord0 = u_uvScale * a_texCoord0;\n vec3 normalizedPos = normalize(a_position.xyz);\n float bearingDot = dot(normalizedPos, u_bearing); float bearingStrength = (bearingDot - u_bearingThreshold.x) * u_bearingThreshold.y; v_bearingColor = mix(u_color, u_bearingColor, clamp(bearingStrength, 0.0, 1.0));\n gl_Position = u_modelViewProject * a_position;\n}\n", "#ifdef GL_ES\nprecision mediump float;\n#endif\nuniform sampler2D u_texture;\nvarying vec4 v_bearingColor;\nvarying vec2 v_texCoord0;\nvoid main() {\n gl_FragColor = v_bearingColor + texture2D(u_texture, v_texCoord0);\n}\n", new br());
f.c();
return;
}
finally
{
aj.b();
}
}
示例8: a
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public static void a(boolean paramBoolean)
{
try
{
aj.a("InterferenceVisuals.createResources");
boolean bool = i.a(paramBoolean);
if (!bool)
return;
VertexAttribute[] arrayOfVertexAttribute = new VertexAttribute[1];
arrayOfVertexAttribute[0] = new VertexAttribute(0, 2, "a_position");
c.a("CreateInterferenceMesh", a.a(c, d, null, arrayOfVertexAttribute), new ax());
c.a("CreateInterferenceTexture", c.b("scanner/zeroxm_static.png", false), Texture.TextureFilter.Linear, Texture.TextureFilter.Linear, Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat, new ay());
c.a("CreateInterferenceNoiseTexture", c.b("scanner/zeroxm_static_noise.png", false), Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest, Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat, new az());
ad.a("CreateInterferenceShader", "attribute vec2 a_position;\nuniform vec2 u_uvBias;\nvarying vec2 v_texCoord0;\nvarying vec2 v_texCoord1;\nvarying vec2 v_texCoord2;\nvoid main() {\n v_texCoord0 = a_position.xy;\n v_texCoord1 = u_uvBias + a_position.xy;\n v_texCoord2 = u_uvBias - a_position.xy;\n gl_Position = vec4(a_position.xy * 2.0 - 1.0, 1, 1);\n}\n", "#ifdef GL_ES\nprecision mediump float;\n#endif\nuniform sampler2D u_texture;\nuniform sampler2D u_textureNoise;\nuniform float u_rampTarget;\nuniform vec3 u_noiseColor;\nvarying vec2 v_texCoord0;\nvarying vec2 v_texCoord1;\nvarying vec2 v_texCoord2;\nvoid main() {\n vec4 scans = texture2D(u_texture, v_texCoord0);\n vec4 noise_down = texture2D(u_textureNoise, v_texCoord1);\n vec4 noise_up = texture2D(u_textureNoise, v_texCoord2);\n float flicker_alpha = abs(noise_down.a - u_rampTarget); flicker_alpha = flicker_alpha < 0.15 ? 0.0 : flicker_alpha * 0.6;\n gl_FragColor = vec4(mix(scans.aaa, noise_up.aaa, 0.5) * u_noiseColor, flicker_alpha);\n}\n", new ba());
i.c();
return;
}
finally
{
aj.b();
}
}
示例9: BouncingBuffer
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public BouncingBuffer(Format format, int width, int height, boolean hasDepth) {
buffer1 = new BouncyBuffer(format, width, height, hasDepth);
buffer2 = new BouncyBuffer(format, width, height, hasDepth);
current = buffer1;
this.width = this.buffer1.getWidth();
this.height = this.buffer1.getHeight();
this.uWrap = TextureWrap.ClampToEdge;
this.vWrap = TextureWrap.ClampToEdge;
rebind();
}
示例10: setTextureWrap
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public void setTextureWrap(TextureWrap u, TextureWrap v) {
this.uWrap = u;
this.vWrap = v;
texture1.setWrap(u, v);
texture2.setWrap(u, v);
}
示例11: PostProcessor
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
/** Construct a new PostProcessor with the given parameters and the specified texture wrap mode */
public PostProcessor (int fboWidth, int fboHeight, boolean useDepth, boolean fsaa, boolean useAlphaChannel, boolean use32Bits,
TextureWrap u, TextureWrap v) {
if (use32Bits) {
if (useAlphaChannel) {
fbFormat = Format.RGBA8888;
} else {
fbFormat = Format.RGB888;
}
} else {
if (useAlphaChannel) {
fbFormat = Format.RGBA4444;
} else {
fbFormat = Format.RGB565;
}
}
composite = newPingPongBuffer(fboWidth, fboHeight, fbFormat, useDepth, fsaa);
setBufferTextureWrap(u, v);
pipelineState = new PipelineState();
capturing = false;
hasCaptured = false;
enabled = true;
this.useDepth = useDepth;
if (useDepth) {
clearBits |= GL20.GL_DEPTH_BUFFER_BIT;
}
setViewport(null);
}
示例12: setBufferTextureWrap
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
public void setBufferTextureWrap (TextureWrap u, TextureWrap v) {
compositeWrapU = u;
compositeWrapV = v;
composite.texture1.setWrap(compositeWrapU, compositeWrapV);
composite.texture2.setWrap(compositeWrapU, compositeWrapV);
}
示例13: getRepeatValue
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
private String getRepeatValue() {
if (settings.wrapX == TextureWrap.Repeat && settings.wrapY == TextureWrap.Repeat)
return "xy";
if (settings.wrapX == TextureWrap.Repeat && settings.wrapY == TextureWrap.ClampToEdge)
return "x";
if (settings.wrapX == TextureWrap.ClampToEdge && settings.wrapY == TextureWrap.Repeat)
return "y";
return "none";
}
示例14: read
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
@Override
public void read (Json json, JsonValue jsonData) {
super.read(json, jsonData);
if (jsonData.has("width"))
width = jsonData.getFloat("width");
if (jsonData.has("height"))
height = jsonData.getFloat("height");
if (jsonData.has("texture"))
texturePath = jsonData.getString("texture");
if (jsonData.has("srcX")) {
useCustomSrc = true;
srcX = jsonData.getInt("srcX");
}
if (jsonData.has("srcY"))
srcY = jsonData.getInt("srcY");
if (jsonData.has("srcWidth"))
srcWidth = jsonData.getInt("srcWidth");
if (jsonData.has("srcHeight"))
srcHeight = jsonData.getInt("srcHeight");
if (jsonData.has("originX"))
originX = jsonData.getFloat("originX");
if (jsonData.has("originY"))
originY = jsonData.getFloat("originY");
if (jsonData.has("minFilter"))
minFilter = jsonData.getString("minFilter").equals("Linear") ? TextureFilter.Linear : TextureFilter.Nearest;
if (jsonData.has("magFilter"))
magFilter = jsonData.getString("magFilter").equals("Linear") ? TextureFilter.Linear : TextureFilter.Nearest;
if (jsonData.has("tint"))
setColor(JsonUtil.readColorFromJson(jsonData, "tint"));
if (jsonData.has("uWrap")) {
String uWrapStrings = jsonData.getString("uWrap");
uWrap = uWrapStrings.equals("ClampToEdge") ? TextureWrap.ClampToEdge
: uWrapStrings.equals("Repeat") ? TextureWrap.Repeat : TextureWrap.MirroredRepeat;
}
if (jsonData.has("vWrap")) {
String vWrapStrings = jsonData.getString("vWrap");
vWrap = vWrapStrings.equals("ClampToEdge") ? TextureWrap.ClampToEdge
: vWrapStrings.equals("Repeat") ? TextureWrap.Repeat : TextureWrap.MirroredRepeat;
}
}
示例15: getLibGDXTextureWrap
import com.badlogic.gdx.graphics.Texture.TextureWrap; //导入依赖的package包/类
private TextureWrap getLibGDXTextureWrap( int glConst ) {
for ( TextureWrap tw : TextureWrap.values() ) {
if ( tw.getGLEnum() == glConst ) {
return tw;
}
}
return TextureWrap.Repeat;
}