本文整理汇总了Java中com.bitfire.postprocessing.PostProcessor类的典型用法代码示例。如果您正苦于以下问题:Java PostProcessor类的具体用法?Java PostProcessor怎么用?Java PostProcessor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。
PostProcessor类属于com.bitfire.postprocessing包,在下文中一共展示了PostProcessor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: CrtMonitor
import com.bitfire.postprocessing.PostProcessor; //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2: rebuildProcessor
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
public PostProcessor rebuildProcessor() {
float screenw = Gdx.graphics.getWidth();
float screenh = Gdx.graphics.getHeight();
PostProcessor processor = new PostProcessor(false, true, true);
Bloom.Settings settings = new Bloom.Settings(
"blah",
2,
Config.get().bloomtreshold,
Config.get().baseintensity,
Config.get().basesaturation,
Config.get().bloomintensity,
Config.get().bloomsaturation);
Bloom bloomEffect = new Bloom((int)(screenw/8), (int)(screenh/8));
bloomEffect.setSettings(settings);
if (Config.get().bloom) processor.addEffect(bloomEffect);
processor.setClearColor(0.5f, 0.5f, 0.5f, 0f);
bloom = Config.get().bloom;
return processor;
}
示例3: CrtMonitor
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
public CrtMonitor( boolean barrelDistortion, boolean performBlur ) {
// the effect is designed to work on the whole screen area, no small/mid size tricks!
int w = Gdx.graphics.getWidth();
int h = Gdx.graphics.getHeight();
doblur = performBlur;
if( doblur ) {
pingPongBuffer = PostProcessor.newPingPongBuffer( w, h, PostProcessor.getFramebufferFormat(), false );
blur = new Blur( w, h );
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(), w, h, false );
}
combine = new Combine();
combine.setSource1Intensity( barrelDistortion ? 0f : 0.15f );
combine.setSource2Intensity( barrelDistortion ? 1.2f : 1.1f );
combine.setSource1Saturation( 1f );
combine.setSource2Saturation( 0.8f );
crt = new CrtScreen( barrelDistortion );
}
示例4: DeferredGBuffer
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
/** Creates a new FrameBuffer having the given dimensions and potentially a depth and a stencil buffer attached.
*
* @param format the format of the color buffer; according to the OpenGL ES 2.0 spec, only RGB565, RGBA4444 and RGB5_A1 are
* color-renderable
* @param width the width of the framebuffer in pixels
* @param height the height of the framebuffer in pixels
* @param hasDepth whether to attach a depth buffer
* @throws com.badlogic.gdx.utils.GdxRuntimeException in case the FrameBuffer could not be created */
public DeferredGBuffer (int width, int height, boolean hasDepth, boolean hasStencil, PostProcessor postProcessor) {
this.width = width;
this.height = height;
this.hasDepth = hasDepth;
this.hasStencil = hasStencil;
this.postProcessor = postProcessor;
build();
addManagedFrameBuffer(Gdx.app, this);
}
示例5: Bloom
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
public Bloom (int fboWidth, int fboHeight) {
pingPongBuffer = PostProcessor.newPingPongBuffer(fboWidth, fboHeight, PostProcessor.getFramebufferFormat(), false, false);
blur = new Blur(fboWidth, fboHeight);
threshold = new Threshold();
combine = new Combine();
setSettings(new Settings("default", 2, 0.277f, 1f, .85f, 1.1f, .85f));
}
示例6: render
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
@Override
public void render (final FrameBuffer src, final FrameBuffer dest) {
Texture texsrc = src.getColorBufferTexture();
boolean blendingWasEnabled = PostProcessor.isStateEnabled(GL20.GL_BLEND);
Gdx.gl.glDisable(GL20.GL_BLEND);
pingPongBuffer.begin();
{
// threshold / high-pass filter
// only areas with pixels >= threshold are blit to smaller fbo
threshold.setInput(texsrc).setOutput(pingPongBuffer.getSourceBuffer()).render();
// blur pass
blur.render(pingPongBuffer);
}
pingPongBuffer.end();
if (blending || blendingWasEnabled) {
Gdx.gl.glEnable(GL20.GL_BLEND);
}
if (blending) {
// TODO support for Gdx.gl.glBlendFuncSeparate(sfactor, dfactor, GL20.GL_ONE, GL20.GL_ONE );
Gdx.gl.glBlendFunc(sfactor, dfactor);
}
restoreViewport(dest);
// mix original scene and blurred threshold, modulate via
// set(Base|Bloom)(Saturation|Intensity)
combine.setOutput(dest).setInput(texsrc, pingPongBuffer.getResultTexture()).render();
}
示例7: Bloom
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
public Bloom( int fboWidth, int fboHeight ) {
pingPongBuffer = PostProcessor.newPingPongBuffer( fboWidth, fboHeight, PostProcessor.getFramebufferFormat(), false );
blur = new Blur( fboWidth, fboHeight );
threshold = new Threshold();
combine = new Combine();
setSettings( new Settings( "default", 2, 0.277f, 1f, .85f, 1.1f, .85f ) );
}
示例8: render
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
@Override
public void render( final FrameBuffer src, final FrameBuffer dest ) {
Texture texsrc = src.getColorBufferTexture();
boolean blendingWasEnabled = PostProcessor.isStateEnabled( GL20.GL_BLEND );
Gdx.gl.glDisable( GL20.GL_BLEND );
pingPongBuffer.begin();
{
// threshold / high-pass filter
// only areas with pixels >= threshold are blit to smaller fbo
threshold.setInput( texsrc ).setOutput( pingPongBuffer.getSourceBuffer() ).render();
// blur pass
blur.render( pingPongBuffer );
}
pingPongBuffer.end();
if( blending || blendingWasEnabled ) {
Gdx.gl.glEnable( GL20.GL_BLEND );
}
if( blending ) {
Gdx.gl.glBlendFunc( sfactor, dfactor );
}
// mix original scene and blurred threshold, modulate via
// set(Base|Bloom)(Saturation|Intensity)
combine.setOutput( dest ).setInput( texsrc, pingPongBuffer.getResultTexture() ).render();
}
示例9: render
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
@Override
public void render (FrameBuffer src, FrameBuffer dest) {
// the original scene
Texture in = src.getColorBufferTexture();
boolean blendingWasEnabled = PostProcessor.isStateEnabled(GL20.GL_BLEND);
Gdx.gl.glDisable(GL20.GL_BLEND);
Texture out = null;
if (doblur) {
pingPongBuffer.begin();
{
// crt pass
crt.setInput(in).setOutput(pingPongBuffer.getSourceBuffer()).render();
// blur pass
blur.render(pingPongBuffer);
}
pingPongBuffer.end();
out = pingPongBuffer.getResultTexture();
} else {
// crt pass
crt.setInput(in).setOutput(buffer).render();
out = buffer.getColorBufferTexture();
}
if (blending || blendingWasEnabled) {
Gdx.gl.glEnable(GL20.GL_BLEND);
}
if (blending) {
Gdx.gl.glBlendFunc(sfactor, dfactor);
}
restoreViewport(dest);
// do combine pass
combine.setOutput(dest).setInput(in, out).render();
}
示例10: newPostProcessor
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
private PostProcessBean newPostProcessor(int width, int height) {
PostProcessBean ppb = new PostProcessBean();
ppb.pp = new PostProcessor(width, height, true, false, true);
return ppb;
}
示例11: changed
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
private boolean changed(PostProcessor postProcess, int width, int height) {
return postProcess.getCombinedBuffer().width != width || postProcess.getCombinedBuffer().height != height;
}
示例12: changed
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
private boolean changed(PostProcessor postProcess, int width, int height) {
return (postProcess.getCombinedBuffer().width != width || postProcess.getCombinedBuffer().height != height);
}
示例13: render
import com.bitfire.postprocessing.PostProcessor; //导入依赖的package包/类
@Override
public void render( FrameBuffer src, FrameBuffer dest ) {
// the original scene
Texture in = src.getColorBufferTexture();
boolean blendingWasEnabled = PostProcessor.isStateEnabled( GL20.GL_BLEND );
Gdx.gl.glDisable( GL10.GL_BLEND );
Texture out = null;
if( doblur ) {
pingPongBuffer.begin();
{
// crt pass
crt.setInput( in ).setOutput( pingPongBuffer.getSourceBuffer() ).render();
// blur pass
blur.render( pingPongBuffer );
}
pingPongBuffer.end();
out = pingPongBuffer.getResultTexture();
} else {
// crt pass
crt.setInput( in ).setOutput( buffer ).render();
out = buffer.getColorBufferTexture();
}
if( blending || blendingWasEnabled ) {
Gdx.gl.glEnable( GL20.GL_BLEND );
}
if( blending ) {
Gdx.gl.glBlendFunc( sfactor, dfactor );
}
// do combine pass
combine.setOutput( dest ).setInput( in, out ).render();
}