本文整理汇总了Java中org.andengine.opengl.shader.ShaderProgram类的典型用法代码示例。如果您正苦于以下问题:Java ShaderProgram类的具体用法?Java ShaderProgram怎么用?Java ShaderProgram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。
ShaderProgram类属于org.andengine.opengl.shader包,在下文中一共展示了ShaderProgram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: Sprite
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public Sprite(final float pX, final float pY, final float pWidth, final float pHeight, final ITextureRegion pTextureRegion, final ISpriteVertexBufferObject pSpriteVertexBufferObject, final ShaderProgram pShaderProgram) {
super(pX, pY, pWidth, pHeight, pShaderProgram);
this.mTextureRegion = pTextureRegion;
this.mSpriteVertexBufferObject = pSpriteVertexBufferObject;
this.setBlendingEnabled(true);
this.initBlendFunction(pTextureRegion);
this.onUpdateVertices();
this.onUpdateColor();
this.onUpdateTextureCoordinates();
}
示例2: SpriteBatch
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public SpriteBatch(final float pX, final float pY, final ITexture pTexture, final int pCapacity, final ISpriteBatchVertexBufferObject pSpriteBatchVertexBufferObject, final ShaderProgram pShaderProgram) {
super(pX, pY, pShaderProgram);
this.mTexture = pTexture;
this.mCapacity = pCapacity;
this.mSpriteBatchVertexBufferObject = pSpriteBatchVertexBufferObject;
this.setBlendingEnabled(true);
this.initBlendFunction(this.mTexture);
}
示例3: Sprite
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public Sprite(final float pX, final float pY, final float pWidth, final float pHeight, final ITextureRegion pTextureRegion, final ISpriteVertexBufferObject pSpriteVertexBufferObject, final ShaderProgram pShaderProgram) {
super(pX, pY, pShaderProgram);
this.mTextureRegion = pTextureRegion;
this.mSpriteVertexBufferObject = pSpriteVertexBufferObject;
this.setBlendingEnabled(true);
this.initBlendFunction(pTextureRegion);
this.setSize(pWidth, pHeight);
this.onUpdateColor();
this.onUpdateTextureCoordinates();
}
示例4: Text
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public Text(final float pX, final float pY, final IFont pFont, final CharSequence pText, final int pCharactersMaximum, final TextOptions pTextOptions, final ITextVertexBufferObject pTextVertexBufferObject, final ShaderProgram pShaderProgram) {
super(pX, pY, pShaderProgram);
this.mFont = pFont;
this.mTextOptions = pTextOptions;
this.mCharactersMaximum = pCharactersMaximum;
this.mVertexCount = Text.VERTICES_PER_LETTER * this.mCharactersMaximum;
this.mTextVertexBufferObject = pTextVertexBufferObject;
this.onUpdateColor();
this.setText(pText);
this.setBlendingEnabled(true);
this.initBlendFunction(this.mFont.getTexture());
}
示例5: Text
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public Text(final float pX, final float pY, final IFont pFont, final CharSequence pText, final int pCharactersMaximum, final TextOptions pTextOptions, final ITextVertexBufferObject pTextVertexBufferObject, final ShaderProgram pShaderProgram) {
super(pX, pY, 0, 0, pShaderProgram);
this.mFont = pFont;
this.mTextOptions = pTextOptions;
this.mCharactersMaximum = pCharactersMaximum;
this.mVertexCount = Text.VERTICES_PER_LETTER * this.mCharactersMaximum;
this.mTextVertexBufferObject = pTextVertexBufferObject;
this.onUpdateColor();
this.setText(pText);
this.setBlendingEnabled(true);
this.initBlendFunction(this.mFont.getTexture());
}
示例6: setShaderProgram
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
@Override
public void setShaderProgram(final ShaderProgram pShaderProgram) {
this.mShaderProgram = pShaderProgram;
}
示例7: SpriteMenuItem
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public SpriteMenuItem(final int pID, final float pWidth, final float pHeight, final ITextureRegion pTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager, final ShaderProgram pShaderProgram) {
super(0, 0, pWidth, pHeight, pTextureRegion, pVertexBufferObjectManager, pShaderProgram);
this.mID = pID;
}
示例8: UncoloredSprite
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public UncoloredSprite(final float pX, final float pY, final float pWidth, final float pHeight, final ITextureRegion pTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager, final ShaderProgram pShaderProgram) {
this(pX, pY, pWidth, pHeight, pTextureRegion, pVertexBufferObjectManager, DrawType.STATIC, pShaderProgram);
}
示例9: bind
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
@Override
public void bind(final GLState pGLState, final ShaderProgram pShaderProgram) {
this.bind(pGLState);
pShaderProgram.bind(pGLState, this.mVertexBufferObjectAttributes);
}
示例10: UniformColorSprite
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public UniformColorSprite(final float pX, final float pY, final ITextureRegion pTextureRegion, final IUniformColorSpriteVertexBufferObject pVertexBufferObject, final ShaderProgram pShaderProgram) {
this(pX, pY, pTextureRegion.getWidth(), pTextureRegion.getHeight(), pTextureRegion, pVertexBufferObject, pShaderProgram);
}
示例11: TextMenuItem
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public TextMenuItem(final int pID, final IFont pFont, final CharSequence pText, final VertexBufferObjectManager pVertexBufferObjectManager, final DrawType pDrawType, final ShaderProgram pShaderProgram) {
super(0, 0, pFont, pText, pVertexBufferObjectManager, pDrawType, pShaderProgram);
this.mID = pID;
}
示例12: UniformColorSprite
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public UniformColorSprite(final float pX, final float pY, final float pWidth, final float pHeight, final ITextureRegion pTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager, final ShaderProgram pShaderProgram) {
this(pX, pY, pWidth, pHeight, pTextureRegion, pVertexBufferObjectManager, DrawType.STATIC, pShaderProgram);
}
示例13: TiledSprite
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public TiledSprite(final float pX, final float pY, final ITiledTextureRegion pTiledTextureRegion, final ITiledSpriteVertexBufferObject pTiledSpriteVertexBufferObject, final ShaderProgram pShaderProgram) {
this(pX, pY, pTiledTextureRegion.getWidth(), pTiledTextureRegion.getHeight(), pTiledTextureRegion, pTiledSpriteVertexBufferObject, pShaderProgram);
}
示例14: AnimatedSprite
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public AnimatedSprite(final float pX, final float pY, final float pWidth, final float pHeight, final ITiledTextureRegion pTiledTextureRegion, final VertexBufferObjectManager pVertexBufferObjectManager, final DrawType pDrawType, final ShaderProgram pShaderProgram) {
super(pX, pY, pWidth, pHeight, pTiledTextureRegion, pVertexBufferObjectManager, pDrawType, pShaderProgram);
}
示例15: Text
import org.andengine.opengl.shader.ShaderProgram; //导入依赖的package包/类
public Text(final float pX, final float pY, final IFont pFont, final CharSequence pText, final int pCharactersMaximum, final TextOptions pTextOptions, final VertexBufferObjectManager pVertexBufferObjectManager, final DrawType pDrawType, final ShaderProgram pShaderProgram) {
this(pX, pY, pFont, pText, pCharactersMaximum, pTextOptions, new HighPerformanceTextVertexBufferObject(pVertexBufferObjectManager, Text.LETTER_SIZE * pCharactersMaximum, pDrawType, true, Text.VERTEXBUFFEROBJECTATTRIBUTES_DEFAULT), pShaderProgram);
}