本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20类的典型用法代码示例。如果您正苦于以下问题:Java ImmediateModeRenderer20类的具体用法?Java ImmediateModeRenderer20怎么用?Java ImmediateModeRenderer20使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ImmediateModeRenderer20类属于com.badlogic.gdx.graphics.glutils包,在下文中一共展示了ImmediateModeRenderer20类的13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: ScreenExtensions
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public ScreenExtensions(GameManager gameManager) {
this.gameManager = gameManager;
manager = ManagerAssets.getInstance();
addExtensions = this;
camera = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(0, 0, Gdx.graphics.getHeight() * 0.183f);//initial 180
camera.lookAt(0, 0, 0);
camera.far = 2500;
camera.near = 1;
camera.update();
controller = new CameraInputController(camera);
cam = new OrthographicCamera();
batchsprite = new SpriteBatch();
renderer = new ImmediateModeRenderer20(false, true, 1);
gd = new GestureDetector(this);
}
示例2: CombatFitght
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public CombatFitght(ScreenCombat screen,float pos) {
cy = pos;
managerAssets = ManagerAssets.getInstance();
informationProfile = InformationProfile.getInstance();
informationEnklave = InformationEnklave.getInstance();
screenCombat = screen;
lookup = managerAssets.getAssetsCombat().getTexture(NameFiles.progressbarcircular);
lookup.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
// groupturret1 = maketurret(180);
// groupturret1.setPosition(0,pos * -0.33f);
// groupturret2 = maketurret(-60);
// groupturret2.setPosition(pos*0.33f,pos *0.26f);
// groupturret3 = maketurret(60);
// groupturret3.setPosition(-pos*0.33f,pos*0.26f);
groupShield = makeShieldEnklave();
groupButtonAction = makeButtonAction();
renderer = new ImmediateModeRenderer20(false,true,1);
informationEnklave.selectTargetEnklave = -1;
}
示例3: ScreenRooms
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public ScreenRooms(GameManager gameManager) {
this.gameManager = gameManager;
manager = ManagerAssets.getInstance();
camera = new PerspectiveCamera(40, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.set(0, 0, Gdx.graphics.getHeight()*0.183f);//initial 180
camera.lookAt(0, 0, 0);
camera.far = 2500;
camera.near = 1;
camera.update();
cam = new OrthographicCamera();
renderer = new ImmediateModeRenderer20(false, true, 1);
}
示例4: GLRenderer
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public GLRenderer(final Camera camera) {
Validate.notNull(camera);
this.camera = camera;
ImmediateModeRenderer20 _immediateModeRenderer20 = new ImmediateModeRenderer20(50000, false, true, 0);
this.immediateModeRenderer = _immediateModeRenderer20;
SpriteBatch _spriteBatch = new SpriteBatch();
this.spriteBatch = _spriteBatch;
ComponentLookup _instance = ComponentLookup.getInstance();
AssetManager _component = _instance.<AssetManager>getComponent(AssetManager.class);
BitmapFont _smallFont = _component.getSmallFont();
this.font = _smallFont;
}
示例5: dispose
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public ImmediateModeRenderer20 dispose() {
ImmediateModeRenderer20 _xblockexpression = null;
{
this.immediateModeRenderer.dispose();
_xblockexpression = this.immediateModeRenderer = null;
}
return _xblockexpression;
}
示例6: create
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
@Override
public void create () {
renderer = new ImmediateModeRenderer20(false, false, 0);
spriteBatch = new SpriteBatch();
obj = new Sprite(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));
obj.setSize(40, 40);
obj.setOriginCenter();
obj2 = new Sprite(new Texture(Gdx.files.internal("data/bobrgb888-32x32.png")));
obj2.setSize(40, 40);
obj2.setOriginCenter();
ZIGZAG_SCALE = Gdx.graphics.getDensity() * 96; // 96DP
float w = Gdx.graphics.getWidth() - obj.getWidth();
float h = Gdx.graphics.getHeight() - obj.getHeight();
paths.add(new Bezier<Vector2>(new Vector2(0, 0), new Vector2(w, h)));
paths.add(new Bezier<Vector2>(new Vector2(0, 0), new Vector2(0, h), new Vector2(w, h)));
paths.add(new Bezier<Vector2>(new Vector2(0, 0), new Vector2(w, 0), new Vector2(0, h), new Vector2(w, h)));
Vector2 cp[] = new Vector2[] {new Vector2(0, 0), new Vector2(w * 0.25f, h * 0.5f), new Vector2(0, h),
new Vector2(w * 0.5f, h * 0.75f), new Vector2(w, h), new Vector2(w * 0.75f, h * 0.5f), new Vector2(w, 0),
new Vector2(w * 0.5f, h * 0.25f)};
paths.add(new BSpline<Vector2>(cp, 3, true));
paths.add(new CatmullRomSpline<Vector2>(cp, true));
pathLength = paths.get(currentPath).approxLength(500);
avg_speed = speed * pathLength;
Gdx.input.setInputProcessor(this);
}
示例7: createWorld
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
private void createWorld() {
dropRadius = 0.1f + dropRadiusK;
dropRadiusPixel = (int) (dropRadius * PARTICLE_SIZE);
dropRadiusPixel2 = dropRadiusPixel * dropRadiusPixel;
if (IS_DESKTOP) {
// dropTexture = new Texture("data/fluid_drop_red_64.png");
dropTexture = new Texture("data/fluid_drop_64.png");
dropTexture2 = new Texture("data/fluid_drop_blue_64.png");
dropSprite = new Sprite(dropTexture);
dropSprite.setSize(dropRadiusPixel, dropRadiusPixel);
}
if (IS_DESKTOP) {
disposableParticles = new ArrayList<Particle>(SIZE);
}
defaultShader = new ShaderProgram(Gdx.files.internal("data/shaders/default.vert").readString(),
Gdx.files.internal("data/shaders/default.frag").readString());
if (!defaultShader.isCompiled()) {
Gdx.app.log("SHADER_LOG", "couldn't compile scene shader: " + defaultShader.getLog());
}
immediateRenderer = new ImmediateModeRenderer20(50000, false, true, 0);
// On Android populate directly
if (!IS_DESKTOP) {
for (float j = INITIAL_HEIGHT + hpadding + 2; j < WORLD_HEIGHT - 2; j += 1.0f) {
for (float i = -WORLD_WIDTH / 3; i < WORLD_WIDTH / 3; i += 1.0f) {
particles.add(new Particle(i, j));
tempParticle = particles.get(particles.size() - 1);
tempParticle.type = (emitType);
if (particles.size() >= ANDROID_SIZE)
return;
}
}
}
}
示例8: FluidSimulatorGeneric
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public FluidSimulatorGeneric(FluidSimulatorStarter fluidSimulatorStarter) {
this.game = fluidSimulatorStarter;
// LibGDX single batches cannot have a size more than 5460
batch = new SpriteBatch(IS_DESKTOP ? 5460 : ANDROID_SIZE);
font = new BitmapFont();
camera = new OrthographicCamera(WORLD_WIDTH, WORLD_HEIGHT);
camera.position.set(0, (WORLD_HEIGHT / 2) - 1, 0);
immediateRenderer = new ImmediateModeRenderer20(SIZE*6, false, true, 0);
irt = new Renderer20(SIZE*6, false, true, 1);
irt2 = new ImmediateModeRenderer20(SIZE*11, false, true, 1);
shapeRenderer = new ShapeRenderer(SIZE);
renderer = new Box2DDebugRenderer(true, true, false, true, false, false);
//3D
camera3D = new PerspectiveCamera(67, WORLD_WIDTH, WORLD_HEIGHT);
camera3D.position.set(0, 130f, 250f);
camera3D.lookAt(0,150f,0);
camera3D.near = 0.1f;
camera3D.far = 500f;
camera3D.update();
ModelBuilder modelBuilder = new ModelBuilder();
// model = modelBuilder.createSphere(5f, 5f, 5f, 4, 4, GL10.GL_TRIANGLES,
// new Material(ColorAttribute.createDiffuse(Color.GREEN)),
// Usage.Position | Usage.Normal);
model = modelBuilder.createBox(5f, 5f, 5f,
new Material(ColorAttribute.createDiffuse(Color.GREEN)),
Usage.Position | Usage.Normal);
instance = new ModelInstance(model);
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, 0, -0.8f, -0.2f));
camController = new Camera3DController(camera3D);
camController.setFluidSimulator(this);
world = new World(new Vector2(0, -9.8f), false);
world.setContactListener(this);
}
示例9: create
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
@Override
public void create() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (Exception e) {
e.printStackTrace();
}
stage = new Stage(new ScreenViewport());
fontBatch = new SpriteBatch();
font = new BitmapFont();
assets = new AssetManager();
assets.load("img/gui/knob.png", Texture.class);
assets.finishLoading();
skin = new Skin(Gdx.files.internal("skin/default/uiskin.json"));
skin.add("knob", assets.get("img/gui/knob.png", Texture.class));
knobs = new Image[4];
renderer = new ImmediateModeRenderer20(false, false, 0);
Vector2[] v = new Vector2[4];
Vector2[] w = new Vector2[4];
for (int i = 0; i < knobs.length; i++) {
knobs[i] = new Image(skin.getDrawable("knob"));
knobs[i].setPosition(startPos[i].x, startPos[i].y);
stage.addActor(knobs[i]);
v[i] = new Vector2(startPos[i].x, startPos[i].y);
w[i] = new Vector2((startPos[i].x - X) / SIZE, (startPos[i].y - X) / SIZE);
}
bezier = new Bezier<Vector2>(v);
bezierLogic = new Bezier<Vector2>(w);
stage.addListener(this);
stage.getCamera().rotate(Vector3.Z, -270);
Gdx.input.setInputProcessor(stage);
}
示例10: ShapeRenderer
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public ShapeRenderer (int maxVertices) {
renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0);
projView.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
matrixDirty = true;
}
示例11: create
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
@Override
public void create () {
renderer = new ImmediateModeRenderer20(false, true, 1);
texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
}
示例12: SwipeTriStrip
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public SwipeTriStrip() {
gl20 = new ImmediateModeRenderer20(false, true, 1);
}
示例13: DebugGeometryRenderer
import com.badlogic.gdx.graphics.glutils.ImmediateModeRenderer20; //导入依赖的package包/类
public DebugGeometryRenderer() {
renderer = new ImmediateModeRenderer20(5000, false, true, 0, new DebugShader());
}