本文整理汇总了Java中com.badlogic.gdx.graphics.VertexAttributes.Usage.Position方法的典型用法代码示例。如果您正苦于以下问题:Java Usage.Position方法的具体用法?Java Usage.Position怎么用?Java Usage.Position使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.badlogic.gdx.graphics.VertexAttributes.Usage
的用法示例。
在下文中一共展示了Usage.Position方法的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: ShaderEffect
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
* Instantiates a new ShaderEffect. The ShaderEffect will NOT own shader
* program, so it will not dispose it either!
*
* @param program
* the ShaderProgram to use for this effect
*/
public ShaderEffect(ShaderProgram program) {
this.program = program;
if (meshRefCount++ <= 0) {
mesh = new Mesh(VertexDataType.VertexArray, true, 4, 0,
new VertexAttribute(Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE),
new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
// @formatter:off
float[] verts = {
// vertex texture
-1, -1, 0f, 0f,
1, -1, 1f, 0f,
1, 1, 1f, 1f,
-1, 1, 0f, 1f,
};
// @formatter:on
mesh.setVertices(verts);
}
}
示例2: PositionalLight
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
public PositionalLight (RayHandler rayHandler, int rays, Color color, float distance, float x, float y, float directionDegree) {
super(rayHandler, rays, color, directionDegree, distance);
start.x = x;
start.y = y;
sin = new float[rays];
cos = new float[rays];
endX = new float[rays];
endY = new float[rays];
lightMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum, 0, new VertexAttribute(Usage.Position, 2,
"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
softShadowMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum * 2, 0, new VertexAttribute(Usage.Position, 2,
"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
setMesh();
}
示例3: DirectionalLight
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Directional lights simulate light source that locations is at infinite distance. Direction and intensity is same everywhere.
* -90 direction is straight from up.
*
* @param rayHandler
* @param rays
* @param color
* @param directionDegree */
public DirectionalLight (RayHandler rayHandler, int rays, Color color, float directionDegree) {
super(rayHandler, rays, color, directionDegree, Float.POSITIVE_INFINITY);
vertexNum = (vertexNum - 1) * 2;
start = new Vector2[rayNum];
end = new Vector2[rayNum];
for (int i = 0; i < rayNum; i++) {
start[i] = new Vector2();
end[i] = new Vector2();
}
setDirection(direction);
lightMesh = new Mesh(VertexDataType.VertexArray, staticLight, vertexNum, 0, new VertexAttribute(Usage.Position, 2,
"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
softShadowMesh = new Mesh(VertexDataType.VertexArray, staticLight, vertexNum, 0, new VertexAttribute(Usage.Position, 2,
"vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
update();
}
示例4: RavChainLight
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Creates chain light from specified vertices
*
* @param rayHandler not {@code null} instance of RayHandler
* @param rays number of rays - more rays make light to look more realistic but will decrease performance, can't be less than
* MIN_RAYS
* @param color color, set to {@code null} to use the default color
* @param distance distance of light
* @param rayDirection direction of rays
* <ul>
* <li>1 = left</li>
* <li>-1 = right</li>
* </ul>
* @param chain float array of (x, y) vertices from which rays will be evenly distributed */
public RavChainLight (RayHandler rayHandler, int rays, Color color, float distance, int rayDirection, float[] chain) {
super(rayHandler, rays, color, distance, 0f);
rayStartOffset = ChainLight.defaultRayStartOffset;
this.rayDirection = rayDirection;
vertexNum = (vertexNum - 1) * 2;
endX = new float[rays];
endY = new float[rays];
startX = new float[rays];
startY = new float[rays];
this.chain = (chain != null) ? new FloatArray(chain) : new FloatArray();
lightMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum, 0,
new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
softShadowMesh = new Mesh(VertexDataType.VertexArray, false, vertexNum * 2, 0,
new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
setMesh();
}
示例5: init
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private void init(String tex0, float w, float h) {
setTexture0(tex0);
// Init comparator
comp = new DistToCameraComparator<IRenderable>();
// Init vertices
float[] vertices = new float[20];
fillVertices(vertices, w, h);
// We wont need indices if we use GL_TRIANGLE_FAN to draw our quad
// TRIANGLE_FAN will draw the verts in this order: 0, 1, 2; 0, 2, 3
mesh = new Mesh(VertexDataType.VertexArray, true, 4, 6, new VertexAttribute(Usage.Position, 2, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE), new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
mesh.setVertices(vertices, 0, vertices.length);
mesh.getIndicesBuffer().position(0);
mesh.getIndicesBuffer().limit(6);
short[] indices = new short[] { 0, 1, 2, 0, 2, 3 };
mesh.setIndices(indices);
quaternion = new Quaternion();
aux = new Vector3();
}
示例6: PolygonSpriteBatch
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Constructs a new PolygonSpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards,
* x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect
* with respect to the current screen resolution.
* <p>
* The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
* the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See {@link SpriteBatch#createDefaultShader()}.
* @param size The max number of vertices and number of triangles in a single batch. Max of 10920.
* @param defaultShader The default shader to use. This is not owned by the PolygonSpriteBatch and must be disposed separately. */
public PolygonSpriteBatch (int size, ShaderProgram defaultShader) {
// 32767 is max index, so 32767 / 3 - (32767 / 3 % 3) = 10920.
if (size > 10920) throw new IllegalArgumentException("Can't have more than 10920 triangles per batch: " + size);
mesh = new Mesh(VertexDataType.VertexArray, false, size, size * 3, new VertexAttribute(Usage.Position, 2,
ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE),
new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
vertices = new float[size * VERTEX_SIZE];
triangles = new short[size * 3];
if (defaultShader == null) {
shader = SpriteBatch.createDefaultShader();
ownsShader = true;
} else
shader = defaultShader;
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
}
示例7: setupScene
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
public void setupScene () {
plane = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(
Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
plane.setVertices(new float[] {-10, -1, 10, 0, 1, 0, 10, -1, 10, 0, 1, 0, 10, -1, -10, 0, 1, 0, -10, -1, -10, 0, 1, 0});
plane.setIndices(new short[] {3, 2, 1, 1, 0, 3});
texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), Format.RGB565, true);
texture.setFilter(TextureFilter.MipMap, TextureFilter.Nearest);
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0, 5, 10);
cam.lookAt(0, 0, 0);
cam.update();
controller = new PerspectiveCamController(cam);
projector = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
projector.position.set(2, 3, 2);
projector.lookAt(0, 0, 0);
projector.normalizeUp();
projector.update();
}
示例8: create
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
@Override
public void create () {
mesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(Usage.ColorPacked, 4,
"a_Color"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
float c1 = Color.toFloatBits(255, 0, 0, 255);
float c2 = Color.toFloatBits(255, 0, 0, 255);
float c3 = Color.toFloatBits(0, 0, 255, 255);
mesh.setVertices(new float[] {-0.5f, -0.5f, 0, c1, 0, 0, 0.5f, -0.5f, 0, c2, 1, 0, 0, 0.5f, 0, c3, 0.5f, 1});
stencilMesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(
Usage.ColorPacked, 4, "a_Color"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
stencilMesh.setVertices(new float[] {-0.5f, 0.5f, 0, c1, 0, 0, 0.5f, 0.5f, 0, c2, 1, 0, 0, -0.5f, 0, c3, 0.5f, 1});
texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
spriteBatch = new SpriteBatch();
frameBuffer = new FrameBuffer(Format.RGB565, 128, 128, false);
stencilFrameBuffer = new FrameBuffer(Format.RGB565, 128, 128, false, true);
createShader(Gdx.graphics);
}
示例9: FullScreenFader
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
public FullScreenFader(float delay, float fadeTime, Color initialColor){
this.delay = delay;
this.fadeTime = fadeTime;
mesh=new Mesh(true, 4, 0,
new VertexAttribute(Usage.Position, 3,"a_position"));
mesh.setVertices(vertices);
this.color.set(initialColor);
color.a = 1f;
}
示例10: DrawingBatch
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
* Create a new DrawingBatch
*
* @param size - the size of the batch
* @param shader - the shader program to use
* @param disposeShader - should the batch dispose the shader when it disposes
*/
public DrawingBatch(int size, ShaderProgram shader, boolean disposeShader) {
//8191 max size
if (size > 8191) throw new IllegalArgumentException("Can't have more than 8191 sprites per batch: " + size);
this.shader = shader;
this.disposeShader = disposeShader;
//aliases reference variables in basic.vertex.glsl
mesh = new Mesh(false, size * 4, size * 6,
new VertexAttribute(Usage.Position, 2, "a_position"),
new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"),
new VertexAttribute(Usage.ColorPacked, 4, "a_multTint"),
new VertexAttribute(Usage.ColorPacked, 4, "a_addTint"));
//4 bytes per type @ 2 vals per position, 1 val per color, 2 val per coordinate, and 2 vals for both tints together
verticies = new float[size * (4 * (2 + 2 + 1 + 1))];
int len = size * 6;
short[] indices = new short[len];
short j = 0;
for (int i = 0; i < len; i += 6, j += 4) {
indices[i] = j;
indices[i + 1] = (short) (j + 1);
indices[i + 2] = (short) (j + 2);
indices[i + 3] = (short) (j + 2);
indices[i + 4] = (short) (j + 3);
indices[i + 5] = j;
}
mesh.setIndices(indices);
}
示例11: createFullScreenQuad
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private Mesh createFullScreenQuad() {
float[] verts = new float[16];// VERT_SIZE
int i = 0;
verts[i++] = -1; // x1
verts[i++] = -1; // y1
verts[i++] = 0f; // u1
verts[i++] = 0f; // v1
verts[i++] = 1f; // x2
verts[i++] = -1; // y2
verts[i++] = 1f; // u2
verts[i++] = 0f; // v2
verts[i++] = 1f; // x3
verts[i++] = 1f; // y2
verts[i++] = 1f; // u3
verts[i++] = 1f; // v3
verts[i++] = -1; // x4
verts[i++] = 1f; // y4
verts[i++] = 0f; // u4
verts[i++] = 1f; // v4
Mesh tmpMesh = new Mesh(true, 4, 0, new VertexAttribute(
Usage.Position, 2, "a_position"), new VertexAttribute(
Usage.TextureCoordinates, 2, "a_texCoord0"));
tmpMesh.setVertices(verts);
return tmpMesh;
}
示例12: ChainLight
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
* Creates chain light from specified vertices
*
* @param rayHandler
* not {@code null} instance of RayHandler
* @param rays
* number of rays - more rays make light to look more realistic
* but will decrease performance, can't be less than MIN_RAYS
* @param color
* color, set to {@code null} to use the default color
* @param distance
* distance of light
* @param rayDirection
* direction of rays
* <ul>
* <li>1 = left</li>
* <li>-1 = right</li>
* </ul>
* @param chain
* float array of (x, y) vertices from which rays will be
* evenly distributed
*/
public ChainLight(RayHandler rayHandler, int rays, Color color,
float distance, int rayDirection, float[] chain) {
super(rayHandler, rays, color, distance, 0f);
rayStartOffset = ChainLight.defaultRayStartOffset;
this.rayDirection = rayDirection;
vertexNum = (vertexNum - 1) * 2;
endX = new float[rays];
endY = new float[rays];
startX = new float[rays];
startY = new float[rays];
this.chain = (chain != null) ?
new FloatArray(chain) : new FloatArray();
lightMesh = new Mesh(
VertexDataType.VertexArray, false, vertexNum, 0,
new VertexAttribute(Usage.Position, 2, "vertex_positions"),
new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
softShadowMesh = new Mesh(
VertexDataType.VertexArray, false, vertexNum * 2,
0, new VertexAttribute(Usage.Position, 2, "vertex_positions"),
new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
setMesh();
}
示例13: DirectionalLight
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/**
* Creates directional light which source is at infinite distance,
* direction and intensity is same everywhere
*
* <p>-90 direction is straight from up
*
* @param rayHandler
* not {@code null} instance of RayHandler
* @param rays
* number of rays - more rays make light to look more realistic
* but will decrease performance, can't be less than MIN_RAYS
* @param color
* color, set to {@code null} to use the default color
* @param directionDegree
* direction in degrees
*/
public DirectionalLight(RayHandler rayHandler, int rays, Color color,
float directionDegree) {
super(rayHandler, rays, color, Float.POSITIVE_INFINITY, directionDegree);
vertexNum = (vertexNum - 1) * 2;
start = new Vector2[rayNum];
end = new Vector2[rayNum];
for (int i = 0; i < rayNum; i++) {
start[i] = new Vector2();
end[i] = new Vector2();
}
lightMesh = new Mesh(
VertexDataType.VertexArray, staticLight, vertexNum, 0,
new VertexAttribute(Usage.Position, 2, "vertex_positions"),
new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
softShadowMesh = new Mesh(
VertexDataType.VertexArray, staticLight, vertexNum, 0,
new VertexAttribute(Usage.Position, 2, "vertex_positions"),
new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"),
new VertexAttribute(Usage.Generic, 1, "s"));
update();
}
示例14: createLightMapMesh
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private Mesh createLightMapMesh() {
float[] verts = new float[VERT_SIZE];
// vertex coord
verts[X1] = -1;
verts[Y1] = -1;
verts[X2] = 1;
verts[Y2] = -1;
verts[X3] = 1;
verts[Y3] = 1;
verts[X4] = -1;
verts[Y4] = 1;
// tex coords
verts[U1] = 0f;
verts[V1] = 0f;
verts[U2] = 1f;
verts[V2] = 0f;
verts[U3] = 1f;
verts[V3] = 1f;
verts[U4] = 0f;
verts[V4] = 1f;
Mesh tmpMesh = new Mesh(true, 4, 0, new VertexAttribute(
Usage.Position, 2, "a_position"), new VertexAttribute(
Usage.TextureCoordinates, 2, "a_texCoord"));
tmpMesh.setVertices(verts);
return tmpMesh;
}
示例15: FontBatch
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** Constructs a new SpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis
* point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with
* respect to the current screen resolution.
* <p>
* The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
* the ones expect for shaders set with {@link #setShader(ShaderProgram)}. See {@link #createDefaultShader()}.
* @param size The max number of sprites in a single batch. Max of 5460.
* @param defaultShader The default shader to use. This is not owned by the SpriteBatch and must be disposed separately. */
public FontBatch (int size, ShaderProgram defaultShader) {
this.vertexsize = size;
size = 1000;
// 32767 is max index, so 32767 / 6 - (32767 / 6 % 3) = 5460.
if (size > 5460) throw new IllegalArgumentException("Can't have more than 5460 sprites per batch: " + size);
Mesh.VertexDataType vertexDataType = Mesh.VertexDataType.VertexArray;
if (Gdx.gl30 != null) {
vertexDataType = Mesh.VertexDataType.VertexBufferObjectWithVAO;
}
mesh = new Mesh(vertexDataType, false, size * 4, size * 6, new VertexAttribute(Usage.Position, vertexsize-3,
ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE),
new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
vertices = new float[size * 4*vertexsize];
int len = size * 6;
short[] indices = new short[len];
short j = 0;
for (int i = 0; i < len; i += 6, j += 4) {
indices[i] = j;
indices[i + 1] = (short)(j + 1);
indices[i + 2] = (short)(j + 2);
indices[i + 3] = (short)(j + 2);
indices[i + 4] = (short)(j + 3);
indices[i + 5] = j;
}
mesh.setIndices(indices);
if (defaultShader == null) {
shader = createDefaultShader();
ownsShader = true;
} else
shader = defaultShader;
}