本文整理汇总了Java中com.watabou.glwrap.Quad类的典型用法代码示例。如果您正苦于以下问题:Java Quad类的具体用法?Java Quad怎么用?Java Quad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。
Quad类属于com.watabou.glwrap包,在下文中一共展示了Quad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: NinePatch
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NinePatch(Object tx, int x, int y, int w, int h, int left, int top, int right, int bottom) {
super(0, 0, 0, 0);
texture = TextureCache.get(tx);
w = w == 0 ? texture.width : w;
h = h == 0 ? texture.height : h;
nWidth = width = w;
nHeight = height = h;
vertices = new float[16];
quads = Quad.createSet(9);
marginLeft = left;
marginRight = right;
marginTop = top;
marginBottom = bottom;
outterF = texture.uvRect(x, y, x + w, y + h);
innerF = texture.uvRect(x + left, y + top, x + w - right, y + h - bottom);
updateVertices();
}
示例2: map
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public void map(int[] data, int cols) {
this.data = data;
mapWidth = cols;
mapHeight = data.length / cols;
size = mapWidth * mapHeight;
bufferPositions = new short[size];
for (int i = 0; i < bufferPositions.length; i++)
bufferPositions[i] = -1;
bufferLength = 0;
width = cellW * mapWidth;
height = cellH * mapHeight;
quads = Quad.createSet(size);
updateMap();
}
示例3: NoosaScript
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NoosaScript() {
super();
compile(shader());
uCamera = uniform("uCamera");
uModel = uniform("uModel");
uTex = uniform("uTex");
uColorM = uniform("uColorM");
uColorA = uniform("uColorA");
aXY = attribute("aXYZW");
aUV = attribute("aUV");
Quad.setupIndices();
Quad.bindIndices();
}
示例4: NinePatch
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NinePatch( Object tx, int x, int y, int w, int h, int left, int top, int right, int bottom ) {
super( 0, 0, 0, 0 );
texture = TextureCache.get( tx );
w = w == 0 ? texture.width : w;
h = h == 0 ? texture.height : h;
nWidth = width = w;
nHeight = height = h;
vertices = new float[16];
quads = Quad.createSet( 9 );
marginLeft = left;
marginRight = right;
marginTop = top;
marginBottom= bottom;
outterF = texture.uvRect( x, y, x + w, y + h );
innerF = texture.uvRect( x + left, y + top, x + w - right, y + h - bottom );
updateVertices();
}
示例5: NoosaScript
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NoosaScript() {
super();
compile( shader() );
uCamera = uniform( "uCamera" );
uModel = uniform( "uModel" );
uTex = uniform( "uTex" );
uColorM = uniform( "uColorM" );
uColorA = uniform( "uColorA" );
aXY = attribute( "aXYZW" );
aUV = attribute( "aUV" );
Quad.setupIndices();
Quad.bindIndices();
}
示例6: drawQuad
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public void drawQuad( Vertexbuffer buffer ) {
buffer.updateGLData();
buffer.bind();
aXY.vertexBuffer( 2, 4, 0 );
aUV.vertexBuffer( 2, 4, 2 );
buffer.release();
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.GINGERBREAD) {
GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, 0 );
} else {
FroyoGLES20Fix.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, 0 );
}
}
示例7: drawQuadSet
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public void drawQuadSet( FloatBuffer vertices, int size ) {
if (size == 0) {
return;
}
vertices.position( 0 );
aXY.vertexPointer( 2, 4, vertices );
vertices.position( 2 );
aUV.vertexPointer( 2, 4, vertices );
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.GINGERBREAD) {
GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE * size, GLES20.GL_UNSIGNED_SHORT, 0 );
} else {
FroyoGLES20Fix.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE * size, GLES20.GL_UNSIGNED_SHORT, 0 );
}
}
示例8: NinePatch
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NinePatch( Object tx, int x, int y, int w, int h, int left, int top, int right, int bottom ) {
super( 0, 0, 0, 0 );
texture = TextureCache.get( tx );
w = w == 0 ? texture.width : w;
h = h == 0 ? texture.height : h;
nWidth = width = w;
nHeight = height = h;
vertices = new float[16];
verticesBuffer = Quad.createSet( 9 );
marginLeft = left;
marginRight = right;
marginTop = top;
marginBottom= bottom;
outterF = texture.uvRect( x, y, x + w, y + h );
innerF = texture.uvRect( x + left, y + top, x + w - right, y + h - bottom );
updateVertices();
}
示例9: drawQuadSet
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public void drawQuadSet( FloatBuffer vertices, int size ) {
if (size == 0) {
return;
}
vertices.position( 0 );
aXY.vertexPointer( 2, 4, vertices );
vertices.position( 2 );
aUV.vertexPointer( 2, 4, vertices );
Gdx.gl.glDrawElements(
GL20.GL_TRIANGLES,
Quad.SIZE * size,
GL20.GL_UNSIGNED_SHORT,
Quad.getIndices( size ) );
}
示例10: drawQuadSet
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public void drawQuadSet( FloatBuffer vertices, int size ) {
if (size == 0) {
return;
}
vertices.position( 0 );
aXY.vertexPointer( 2, 4, vertices );
vertices.position( 2 );
aUV.vertexPointer( 2, 4, vertices );
GLES20.glDrawElements(
GLES20.GL_TRIANGLES,
Quad.SIZE * size,
GLES20.GL_UNSIGNED_SHORT,
Quad.getIndices( size ) );
}
示例11: drawQuadSet
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public void drawQuadSet( FloatBuffer vertices, int size ) {
if (size == 0) {
return;
}
vertices.position( 0 );
aXY.vertexPointer( 2, 4, vertices );
vertices.position( 2 );
aUV.vertexPointer( 2, 4, vertices );
GLES20.glDrawElements(
GLES20.GL_TRIANGLES,
Quad.SIZE * size,
GLES20.GL_UNSIGNED_SHORT,
Quad.getIndices( size ) );
}
示例12: NinePatch
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NinePatch(Object tx, int x, int y, int w, int h, int left, int top, int right, int bottom) {
super(0, 0, 0, 0);
texture = TextureCache.get(tx);
w = w == 0 ? texture.width : w;
h = h == 0 ? texture.height : h;
nWidth = width = w;
nHeight = height = h;
vertices = new float[16];
verticesBuffer = Quad.createSet(9);
marginLeft = left;
marginRight = right;
marginTop = top;
marginBottom = bottom;
outterF = texture.uvRect(x, y, x + w, y + h);
innerF = texture.uvRect(x + left, y + top, x + w - right, y + h - bottom);
updateVertices();
}
示例13: drawQuadSet
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public void drawQuadSet(FloatBuffer vertices, int size) {
if (size == 0) {
return;
}
vertices.position(0);
aXY.vertexPointer(2, 4, vertices);
vertices.position(2);
aUV.vertexPointer(2, 4, vertices);
Gdx.gl.glDrawElements(
GL20.GL_TRIANGLES,
Quad.SIZE * size,
GL20.GL_UNSIGNED_SHORT,
Quad.getIndices(size));
}
示例14: NinePatch
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NinePatch( Object tx, int x, int y, int w, int h, int left, int top, int right, int bottom ) {
super( 0, 0, 0, 0 );
texture = TextureCache.get( tx );
w = w == 0 ? texture.width : w;
h = h == 0 ? texture.height : h;
nWidth = width = w;
nHeight = height = h;
vertices = new float[16];
quads = Quad.createSet( 9 );
marginLeft = left;
marginRight = right;
marginTop = top;
marginBottom= bottom;
outterF = texture.uvRect( x, y, x + w, y + h );
innerF = texture.uvRect( x + left, y + top, x + w - right, y + h - bottom );
updateVertices();
}
示例15: NoosaScript
import com.watabou.glwrap.Quad; //导入依赖的package包/类
public NoosaScript() {
super();
compile( shader() );
uCamera = uniform( "uCamera" );
uModel = uniform( "uModel" );
uTex = uniform( "uTex" );
uColorM = uniform( "uColorM" );
uColorA = uniform( "uColorA" );
aXY = attribute( "aXYZW" );
aUV = attribute( "aUV" );
Quad.setupIndices();
Quad.bindIndices();
}