本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.PixmapTextureData类的典型用法代码示例。如果您正苦于以下问题:Java PixmapTextureData类的具体用法?Java PixmapTextureData怎么用?Java PixmapTextureData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。
PixmapTextureData类属于com.badlogic.gdx.graphics.glutils包,在下文中一共展示了PixmapTextureData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: PowerLUT
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //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2: loadAsync
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
@Override
public void loadAsync(AssetManager manager, String fileName, FileHandle file, TextureParameter parameter) {
info.filename = fileName;
if (parameter == null || parameter.textureData == null) {
info.texture = null;
if (parameter != null) {
info.texture = parameter.texture;
}
info.data = new PixmapTextureData(null, Format.RGB565, false, false);
} else {
info.data = parameter.textureData;
info.texture = parameter.texture;
}
}
示例3: generateTextureAtlas
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
/** Generates a new {@link TextureAtlas} from the {@link Pixmap} instances inserted so far.
* @param minFilter
* @param magFilter
* @return the TextureAtlas */
public synchronized TextureAtlas generateTextureAtlas (TextureFilter minFilter, TextureFilter magFilter, boolean useMipMaps) {
TextureAtlas atlas = new TextureAtlas();
for (Page page : pages) {
if (page.rects.size != 0) {
Texture texture = new Texture(new PixmapTextureData(page.image, page.image.getFormat(), useMipMaps, false, true)) {
@Override
public void dispose () {
super.dispose();
getTextureData().consumePixmap().dispose();
}
};
texture.setFilter(minFilter, magFilter);
Keys<String> names = page.rects.keys();
for (String name : names) {
Rectangle rect = page.rects.get(name);
TextureRegion region = new TextureRegion(texture, (int)rect.x, (int)rect.y, (int)rect.width, (int)rect.height);
atlas.addRegion(name, region);
}
}
}
return atlas;
}
示例4: generateFontWriteFiles
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
/** Convenience method for generating a font, and then writing the fnt and png files.
* Writing a generated font to files allows the possibility of only generating the fonts when they are missing, otherwise
* loading from a previously generated file.
* @param fontFile
* @param fontSize
*/
private BitmapFont generateFontWriteFiles(String fontName, FileHandle fontFile, int fontSize, int pageWidth, int pageHeight) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
PixmapPacker packer = new PixmapPacker(pageWidth, pageHeight, Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator.generateData(fontSize, FreeTypeFontGenerator.DEFAULT_CHARS, false, packer);
Array<PixmapPacker.Page> pages = packer.getPages();
TextureRegion[] texRegions = new TextureRegion[pages.size];
for (int i=0; i<pages.size; i++) {
PixmapPacker.Page p = pages.get(i);
Texture tex = new Texture(new PixmapTextureData(p.getPixmap(), p.getPixmap().getFormat(), false, false, true)) {
@Override
public void dispose () {
super.dispose();
getTextureData().consumePixmap().dispose();
}
};
tex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
texRegions[i] = new TextureRegion(tex);
}
BitmapFont font = new BitmapFont(fontData, texRegions, false);
saveFontToFile(font, fontSize, fontName, packer);
generator.dispose();
packer.dispose();
return font;
}
示例5: createPixMapTexture
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
/**
* Create 1x1 pixel pixmap texture for given color.
* @param color The color used to fill the texture with.
* @return Newly created pixmap texture.
*/
private static Texture createPixMapTexture(Color color) {
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
pixmap.setColor(color);
pixmap.fill();
return new Texture(new PixmapTextureData(pixmap, null, false, true));
}
示例6: generateFontWriteFiles
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
/** Convenience method for generating a font, and then writing the fnt and png files.
* Writing a generated font to files allows the possibility of only generating the fonts when they are missing, otherwise
* loading from a previously generated file.
* @param fontFile
* @param fontSize
*/
private BitmapFont generateFontWriteFiles(String fontName, FileHandle fontFile, int fontSize, int pageWidth, int pageHeight) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
PixmapPacker packer = new PixmapPacker(pageWidth, pageHeight, Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = fontSize;
parameter.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
parameter.packer = packer;
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator.generateData(parameter);//(fontSize, FreeTypeFontGenerator.DEFAULT_CHARS, false, packer);
Array<PixmapPacker.Page> pages = packer.getPages();
Array<TextureRegion> texRegions = new Array<TextureRegion>(pageSize);
for (int i=0; i<pages.size; i++) {
PixmapPacker.Page p = pages.get(i);
Texture tex = new Texture(new PixmapTextureData(p.getPixmap(), p.getPixmap().getFormat(), false, false, true)) {
@Override
public void dispose () {
super.dispose();
getTextureData().consumePixmap().dispose();
}
};
tex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
texRegions.add(new TextureRegion(tex));
}
BitmapFont font = new BitmapFont(fontData,texRegions,false); //fontData, texRegions, false);
saveFontToFile(font, fontSize, fontName, packer);
generator.dispose();
packer.dispose();
return font;
}
示例7: generateFontWriteFiles
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
/**
* Convenience method for generating a font, and then writing the fnt and
* png files. Writing a generated font to files allows the possibility of
* only generating the fonts when they are missing, otherwise loading from a
* previously generated file.
*
* @param fontFile
* @param fontSize
*/
private BitmapFont generateFontWriteFiles(String fontName, FileHandle fontFile, int fontSize, int pageWidth,
int pageHeight) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
PixmapPacker packer = new PixmapPacker(pageWidth, pageHeight, Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontParameter freeTypeFontParameter = new FreeTypeFontParameter();
freeTypeFontParameter.size = fontSize;
freeTypeFontParameter.packer = packer;
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator.generateData(freeTypeFontParameter);
Array<PixmapPacker.Page> pages = packer.getPages();
Array<TextureRegion> texRegions = new Array<TextureRegion>();
for (int i = 0; i < pages.size; i++) {
PixmapPacker.Page p = pages.get(i);
Texture tex = new Texture(
new PixmapTextureData(p.getPixmap(), p.getPixmap().getFormat(), false, false, true)) {
@Override
public void dispose() {
super.dispose();
getTextureData().consumePixmap().dispose();
}
};
tex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
texRegions.add(new TextureRegion(tex));
}
BitmapFont font = new BitmapFont(fontData, texRegions, false);
saveFontToFile(font, fontSize, fontName, packer);
generator.dispose();
packer.dispose();
return font;
}
示例8: Cubemap
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
/** Construct a Cubemap with the specified {@link Pixmap}s for the sides, optionally generating mipmaps. */
public Cubemap (Pixmap positiveX, Pixmap negativeX, Pixmap positiveY, Pixmap negativeY, Pixmap positiveZ, Pixmap negativeZ,
boolean useMipMaps) {
this(positiveX == null ? null : new PixmapTextureData(positiveX, null, useMipMaps, false), negativeX == null ? null
: new PixmapTextureData(negativeX, null, useMipMaps, false), positiveY == null ? null : new PixmapTextureData(positiveY,
null, useMipMaps, false), negativeY == null ? null : new PixmapTextureData(negativeY, null, useMipMaps, false),
positiveZ == null ? null : new PixmapTextureData(positiveZ, null, useMipMaps, false), negativeZ == null ? null
: new PixmapTextureData(negativeZ, null, useMipMaps, false));
}
示例9: create
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
@Override
public void create () {
batch = new SpriteBatch();
HttpRequest request = new HttpRequest(HttpMethods.GET);
request.setUrl("https://www.google.at/images/srpr/logo11w.png");
Gdx.net.sendHttpRequest(request, new HttpResponseListener() {
@Override
public void handleHttpResponse (HttpResponse httpResponse) {
final byte[] bytes = httpResponse.getResult();
Gdx.app.postRunnable(new Runnable() {
@Override
public void run () {
Pixmap pixmap = new Pixmap(bytes, 0, bytes.length);
texture = new Texture(new PixmapTextureData(pixmap, pixmap.getFormat(), false, false, true));
}
});
}
@Override
public void failed (Throwable t) {
t.printStackTrace();
Gdx.app.log("EmptyDownloadTest", "Failed", t);
}
@Override
public void cancelled () {
Gdx.app.log("EmptyDownloadTest", "Cancelled");
}
});
}
示例10: generateFontWriteFiles
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
/** Convenience method for generating a font, and then writing the fnt and png files.
* Writing a generated font to files allows the possibility of only generating the fonts when they are missing, otherwise
* loading from a previously generated file.
* @param fontFile
* @param fontSize
*/
private BitmapFont generateFontWriteFiles(String fontName, FileHandle fontFile, int fontSize, int pageWidth, int pageHeight) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(fontFile);
PixmapPacker packer = new PixmapPacker(pageWidth, pageHeight, Pixmap.Format.RGBA8888, 2, false);
FreeTypeFontParameter parameter = new FreeTypeFontParameter();
parameter.size = fontSize;
parameter.characters = FreeTypeFontGenerator.DEFAULT_CHARS;
parameter.flip = false;
parameter.packer = packer;
FreeTypeFontGenerator.FreeTypeBitmapFontData fontData = generator.generateData(parameter);
Array<PixmapPacker.Page> pages = packer.getPages();
Array<TextureRegion> texRegions = new Array<>();
for (int i = 0; i < pages.size; i++) {
PixmapPacker.Page p = pages.get(i);
Texture tex = new Texture(
new PixmapTextureData(p.getPixmap(), p.getPixmap().getFormat(), false, false, true)) {
@Override
public void dispose() {
super.dispose();
getTextureData().consumePixmap().dispose();
}
};
tex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
texRegions.add(new TextureRegion(tex));
}
BitmapFont font = new BitmapFont((BitmapFont.BitmapFontData) fontData, texRegions, false);
saveFontToFile(font, fontSize, fontName, packer);
generator.dispose();
packer.dispose();
return font;
}
示例11: loadRenderModel
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
private Model loadRenderModel(String name) {
if (models.containsKey(name)) return models.get(name);
// FIXME we load the models synchronously cause we are lazy
int error = 0;
PointerBuffer modelPointer = PointerBuffer.allocateDirect(1);
while (true) {
error = VRRenderModels.VRRenderModels_LoadRenderModel_Async(name, modelPointer);
if (error != VR.EVRRenderModelError_VRRenderModelError_Loading) break;
}
if (error != VR.EVRRenderModelError_VRRenderModelError_None) return null;
RenderModel renderModel = new RenderModel(modelPointer.getByteBuffer(RenderModel.SIZEOF));
error = 0;
PointerBuffer texturePointer = PointerBuffer.allocateDirect(1);
while (true) {
error = VRRenderModels.VRRenderModels_LoadTexture_Async(renderModel.diffuseTextureId(), texturePointer);
if (error != VR.EVRRenderModelError_VRRenderModelError_Loading) break;
}
if (error != VR.EVRRenderModelError_VRRenderModelError_None) {
VRRenderModels.VRRenderModels_FreeRenderModel(renderModel);
return null;
}
RenderModelTextureMap renderModelTexture = new RenderModelTextureMap(texturePointer.getByteBuffer(RenderModelTextureMap.SIZEOF));
// convert to a Model
Mesh mesh = new Mesh(true, renderModel.unVertexCount(), renderModel.unTriangleCount() * 3, VertexAttribute.Position(), VertexAttribute.Normal(), VertexAttribute.TexCoords(0));
MeshPart meshPart = new MeshPart(name, mesh, 0, renderModel.unTriangleCount() * 3, GL20.GL_TRIANGLES);
RenderModelVertex.Buffer vertices = renderModel.rVertexData();
float[] packedVertices = new float[8 * renderModel.unVertexCount()];
int i = 0;
while(vertices.remaining() > 0) {
RenderModelVertex v = vertices.get();
packedVertices[i++] = v.vPosition().v(0);
packedVertices[i++] = v.vPosition().v(1);
packedVertices[i++] = v.vPosition().v(2);
packedVertices[i++] = v.vNormal().v(0);
packedVertices[i++] = v.vNormal().v(1);
packedVertices[i++] = v.vNormal().v(2);
packedVertices[i++] = v.rfTextureCoord().get(0);
packedVertices[i++] = v.rfTextureCoord().get(1);
}
mesh.setVertices(packedVertices);
short[] indices = new short[renderModel.unTriangleCount() * 3];
renderModel.IndexData().get(indices);
mesh.setIndices(indices);
Pixmap pixmap = new Pixmap(renderModelTexture.unWidth(), renderModelTexture.unHeight(), Format.RGBA8888);
byte[] pixels = new byte[renderModelTexture.unWidth() * renderModelTexture.unHeight() * 4];
renderModelTexture.rubTextureMapData(pixels.length).get(pixels);
pixmap.getPixels().put(pixels);
pixmap.getPixels().position(0);
Texture texture = new Texture(new PixmapTextureData(pixmap, pixmap.getFormat(), true, true));
Material material = new Material(new TextureAttribute(TextureAttribute.Diffuse, texture));
Model model = new Model();
model.meshes.add(mesh);
model.meshParts.add(meshPart);
model.materials.add(material);
Node node = new Node();
node.id = name;
node.parts.add(new NodePart(meshPart, material));
model.nodes.add(node);
model.manageDisposable(mesh);
model.manageDisposable(texture);
VRRenderModels.VRRenderModels_FreeRenderModel(renderModel);
VRRenderModels.VRRenderModels_FreeTexture(renderModelTexture);
models.put(name, model);
return model;
}
示例12: Texture
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
public Texture (Pixmap pixmap) {
this(new PixmapTextureData(pixmap, null, false, false));
}
示例13: Texture
import com.badlogic.gdx.graphics.glutils.PixmapTextureData; //导入依赖的package包/类
public Texture(int paramInt1, int paramInt2, Pixmap.Format paramFormat)
{
this(new PixmapTextureData(new Pixmap(paramInt1, paramInt2, paramFormat), null, false, true));
}