本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.FrameBuffer类的典型用法代码示例。如果您正苦于以下问题:Java FrameBuffer类的具体用法?Java FrameBuffer怎么用?Java FrameBuffer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。
FrameBuffer类属于com.badlogic.gdx.graphics.glutils包,在下文中一共展示了FrameBuffer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: VRCamera
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public VRCamera(int width, int height, int viewportWidth, int viewportHeight) {
leftCamera = new PerspectiveCamera(90, viewportWidth, viewportHeight);
rightCamera = new PerspectiveCamera(90, viewportWidth, viewportHeight);
leftBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, width, height, true);
rightBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, width, height, true);
leftTexture = new TextureRegion();
rightTexture = new TextureRegion();
batch = new SpriteBatch();
this.width = width;
this.height = height;
this.viewportWidth = viewportWidth;
this.viewportHeight = viewportHeight;
tmpVector3 = new Vector3();
position = new Vector3(250, 20, 250);
positionLeft = new Vector3(249.5f, 20, 250);
positionRight = new Vector3(250.5f, 20, 250);
direction = new Vector3();
up = new Vector3(0, 1, 0);
eyeDistance = 0.5f;
}
示例2: initialize
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
@Override
protected void initialize() {
batch = new SpriteBatch(4000);
new ShapeRenderer();
planetPixel = new TextureRegion(new Texture("planetcell.png"), 1, 1);
dirtyMask = new int[SIMULATION_WIDTH * SIMULATION_HEIGHT];
frameBuffer = new FrameBuffer(Pixmap.Format.RGBA8888, SIMULATION_WIDTH, SIMULATION_HEIGHT, false);
frameBuffer.getColorBufferTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
frameBuffer.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
frameBuffer.end();
vboCamera = new OrthographicCamera(SIMULATION_WIDTH, SIMULATION_HEIGHT);
vboCamera.setToOrtho(true, SIMULATION_WIDTH, SIMULATION_HEIGHT);
vboCamera.update();
}
示例3: render
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
@Override
public void render(Texture source, FrameBuffer destination) {
switch (effects.size) {
case 0:
// No effect: make some simple copy
if (copy == null)
copy = new Copy();
copy.render(source, destination);
break;
case 1:
effects.first().render(source, destination);
break;
default:
effects.first().render(source, buffer.getCurrentBuffer());
for (int i = 1; i < effects.size - 1; i++)
effects.get(i).render(buffer.getResultTexture(), buffer.getCurrentBuffer());
effects.peek().render(buffer.getResultTexture(), destination);
break;
}
}
示例4: render
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
@Override
public void render(Texture source, FrameBuffer destination) {
// Draw outlined to buffer
buffer.getCurrentTexture().bind(0);
buffer.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
renderOutlined();
buffer.end();
filter.render(buffer.getResultTexture(), buffer.getCurrentBuffer());
// mix original scene and outlines
superimpose.setAdditionalInput(buffer.getResultTexture());
superimpose.render(source, destination);
}
示例5: init
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
@Override
public void init(final GraphicsService graphicsService, final GameMap map) {
lightingShader.begin();
lightingShader.setUniformf(
"resolution",
Gdx.graphics.getWidth(),
Gdx.graphics.getHeight()
);
lightingShader.setUniformi("u_lightmap", 1);
lightingShader.setUniformf("ambientColor", ambientColor.x, ambientColor.y, ambientColor.z, ambientIntensity);
lightingShader.end();
frameBuffer = new FrameBuffer(
Pixmap.Format.RGBA8888,
graphicsService.getResolutionWidth(),
graphicsService.getResolutionHeight(),
false
);
}
示例6: setLightSource
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public AbsStdLight setLightSource(EscapyLightType light) {
this.updState();
this.lightSource = light;
this.interCam = new EscapyGdxCamera((int) this.lightSource.getWidth(), (int) this.lightSource.getHeight());
this.fbo = new StandartFBO(id, (int) this.lightSource.getWidth(), (int) this.lightSource.getHeight(), "<AbsLightTexture_FBUFFER>");
FrameBuffer tmpBuff = new FrameBuffer(Pixmap.Format.RGBA8888, (int) this.lightSource.getWidth(),(int) this.lightSource.getHeight(), false);
tmpBuff.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
tmpBuff.end();
FrameBuffer bgBuff = new FrameBuffer(Pixmap.Format.RGBA8888, (int) this.lightSource.getWidth(),(int) this.lightSource.getHeight(), false);
bgBuff.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
bgBuff.end();
this.lightSprite = new Sprite(tmpBuff.getColorBufferTexture());
this.bgSprite = new Sprite(bgBuff.getColorBufferTexture());
System.out.println(lightSource.setName(Integer.toString(getID())));
return this;
}
示例7: LightMap
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public LightMap(RayHandler rayHandler, int fboWidth, int fboHeight) {
this.rayHandler = rayHandler;
if (fboWidth <= 0)
fboWidth = 1;
if (fboHeight <= 0)
fboHeight = 1;
frameBuffer = new FrameBuffer(Format.RGBA8888, fboWidth,
fboHeight, false);
pingPongBuffer = new FrameBuffer(Format.RGBA8888, fboWidth,
fboHeight, false);
lightMapMesh = createLightMapMesh();
shadowShader = ShadowShader.createShadowShader();
diffuseShader = DiffuseShader.createShadowShader();
withoutShadowShader = WithoutShadowShader.createShadowShader();
blurShader = Gaussian.createBlurShader(fboWidth, fboHeight);
}
示例8: renderBRDF
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
private Texture renderBRDF() {
ShaderProgram brdfShader = new ShaderProgram(
Gdx.files.internal("shaders/brdf_shader.vert"),
Gdx.files.internal("shaders/brdf_shader.frag"));
FrameBuffer frameBuffer = FrameBuffer.createFrameBuffer(Pixmap.Format.RGB888, (int) brdfWidth, (int) brdfHeight, true);
brdfShader.begin();
frameBuffer.begin();
Gdx.gl.glViewport(0, 0, (int) brdfWidth, (int) brdfHeight);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
quadMesh.render(brdfShader, GL20.GL_TRIANGLES);
frameBuffer.end();
brdfShader.end();
brdfShader.dispose();
return frameBuffer.getColorBufferTexture();
}
示例9: CrtMonitor
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public CrtMonitor (int fboWidth, int fboHeight, boolean barrelDistortion, boolean performBlur, RgbMode mode, int effectsSupport) {
doblur = performBlur;
if (doblur) {
pingPongBuffer = PostProcessor.newPingPongBuffer(fboWidth, fboHeight, PostProcessor.getFramebufferFormat(), false, false);
blur = new Blur(fboWidth, fboHeight);
blur.setPasses(1);
blur.setAmount(1f);
// blur.setType( BlurType.Gaussian3x3b ); // high defocus
blur.setType(BlurType.Gaussian3x3); // modern machines defocus
} else {
buffer = new FrameBuffer(PostProcessor.getFramebufferFormat(), fboWidth, fboHeight, false);
}
combine = new Combine();
crt = new CrtScreen(barrelDistortion, mode, effectsSupport);
}
示例10: applyPasses
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public FrameBuffer applyPasses (SpriteBatch batch, FrameBuffer inputBuffer, FrameBuffer outputBuffer) {
batch.begin();
batch.setProjectionMatrix(matrix);
FrameBuffer iBuffer = inputBuffer;
FrameBuffer oBuffer = outputBuffer;
for (int i = 0; i < passes.size; i++) {
oBuffer.begin();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setShader(RavTech.sceneHandler.shaderManager.get(passes.get(i)));
batch.draw(iBuffer.getColorBufferTexture(), 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.setShader(RavTech.sceneHandler.shaderManager.get("default"));
oBuffer.end();
FrameBuffer tempBuffer = oBuffer;
oBuffer = iBuffer;
iBuffer = tempBuffer;
}
batch.end();
return oBuffer;
}
示例11: ShaderManager
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public ShaderManager (String shaderDir, AssetManager am, boolean addProcessors) {
shaders = new ObjectMap<String, ShaderProgram>();
shaderPaths = new ObjectMap<String, String>();
sourcesVert = new ObjectMap<String, String>();
sourcesFrag = new ObjectMap<String, String>();
frameBuffers = new ObjectMap<String, FrameBuffer>();
openedFrameBuffers = new Array<String>(true, MAX_FRAMEBUFFERS);
screenCamera = new OrthographicCamera(Gdx.graphics.getWidth() + 2, Gdx.graphics.getHeight() + 2);
createScreenQuad();
screenCamera.translate(0, -1);
screenCamera.update();
setShaderDir(shaderDir);
setAssetManager(am);
// add("empty", "empty.vert", "empty.frag");
// add("default", "default.vert", "default.frag");
if (addProcessors && (Gdx.app.getType() == ApplicationType.Desktop || Gdx.app.getType() == ApplicationType.Applet
|| Gdx.app.getType() == ApplicationType.WebGL)) {
/*
* add("processor", "processor.vert", "processor.frag"); add("processor_blur", "processor.vert", "processor_blur.frag");
* add("copy", "processor.vert", "copy.frag"); add("processor_draw", "processor.vert", "processor_draw.frag");
* add("processor_fill", "processor.vert", "processor_fill.frag");
*/
}
}
示例12: resize
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
/** Resizes internal RavCamera for framebuffer use, call this in you ApplicationListener's resize.
*
* @param width - new screen width
* @param height - new screen height
* @param resizeFramebuffers - whether all of the framebuffers should be recreated to match new screen size */
public void resize (int width, int height, boolean resizeFramebuffers) {
// ?????
if (resizeFramebuffers) {
Keys<String> keys = frameBuffers.keys();
while (keys.hasNext) {
String key = keys.next();
FrameBuffer fb = frameBuffers.get(key);
int oldWidth = fb.getWidth();
int oldHeight = fb.getHeight();
Format format = fb.getColorBufferTexture().getTextureData().getFormat();
fb.dispose();
frameBuffers.put(key, null);
float factorX = 1f * width / screenCamera.viewportWidth;
float factorY = 1f * height / screenCamera.viewportHeight;
createFB(key, format, (int)(factorX * oldWidth), (int)(factorY * oldHeight));
// System.out.println("Recreated FB '" + key + "' from " +
// oldWidth + "x" + oldHeight + " to " +
// frameBuffers.get(key).getWidth() + "x" +
// frameBuffers.get(key).getHeight());
}
}
screenCamera = new OrthographicCamera(width, height);
createScreenQuad();
}
示例13: CrtMonitor
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public CrtMonitor(int fboWidth, int fboHeight, boolean barrelDistortion, boolean performBlur, RgbMode mode,
int effectsSupport) {
doblur = performBlur;
if (doblur) {
pingPongBuffer = PostProcessor.newPingPongBuffer(fboWidth, fboHeight, PostProcessor.getFramebufferFormat(),
false);
blur = new Blur(fboWidth, fboHeight);
blur.setPasses(1);
blur.setAmount(1f);
// blur.setType( BlurType.Gaussian3x3b ); // high defocus
blur.setType(BlurType.Gaussian3x3); // modern machines defocus
} else {
buffer = new FrameBuffer(PostProcessor.getFramebufferFormat(), fboWidth, fboHeight, false);
}
combine = new Combine();
crt = new CrtScreen(barrelDistortion, mode, effectsSupport);
}
示例14: render
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
public void render(Batch batch, float delta, FrameBuffer buffer) {
if (isEnabled()) {
if (shaderManager.hasEffects()) {
shaderManager.begin();
this.batch.setProjectionMatrix(camera.combined);
this.batch.begin();
this.batch.draw(buffer.getColorBufferTexture(), 0f, 0f);
this.batch.end();
layer.render(batch, delta);
shaderManager.end(buffer);
} else {
buffer.begin();
layer.render(batch, delta);
buffer.end();
}
}
}
示例15: create
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入依赖的package包/类
@Override
public RenderPipeline create() {
ShaderConfig config = mock(ShaderConfig.class);
PostProcessor processorMock = mock(PostProcessor.class);
FrameBufferFactory factory = mock(FrameBufferFactory.class);
FrameBuffer buffer = mock(FrameBuffer.class);
Texture mockTexture = mock(Texture.class);
ViewportFactory viewportFactory = mock(ViewportFactory.class);
Viewport viewport = mock(Viewport.class);
when(factory.create(Mockito.anyInt(), Mockito.anyInt())).thenReturn(buffer);
Mockito.doAnswer(new Answer<Object>() {
@Override
public Object answer(InvocationOnMock invocation) throws Throwable {
return null;
}
}).when(viewport).update(Mockito.anyInt(), Mockito.anyInt(), Mockito.anyBoolean());
when(viewportFactory.create(Mockito.anyInt(), Mockito.anyInt())).thenReturn(viewport);
when(buffer.getColorBufferTexture()).thenReturn(mockTexture);
return new CombinedRenderPipeline(config, processorMock, factory, mock(SpriteBatch.class),
mock(OrthographicCamera.class), viewportFactory);
}