本文整理汇总了Java中com.badlogic.gdx.graphics.VertexAttributes.Usage.TextureCoordinates方法的典型用法代码示例。如果您正苦于以下问题:Java Usage.TextureCoordinates方法的具体用法?Java Usage.TextureCoordinates怎么用?Java Usage.TextureCoordinates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.TextureCoordinates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: create
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
@Override
public void create() {
rotationSpeed = 0.5f;
mesh = new Mesh(true, 4, 6,
new VertexAttribute(VertexAttributes.Usage.Position, 3,"attr_Position"),
new VertexAttribute(Usage.TextureCoordinates, 2, "attr_texCoords"));
texture = new Texture(Gdx.files.internal("data/Jellyfish.jpg"));
mesh.setVertices(new float[] {
-1024f, -1024f, 0, 0, 1,
1024f, -1024f, 0, 1, 1,
1024f, 1024f, 0, 1, 0,
-1024f, 1024f, 0, 0, 0
});
mesh.setIndices(new short[] { 0, 1, 2, 2, 3, 0 });
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
xScale = Gdx.graphics.getWidth()/(float)TARGET_WIDTH;
yScale = Gdx.graphics.getHeight()/(float)TARGET_HEIGHT;
font = loadBitmapFont("default.fnt", "default.png");
scale = Math.min(xScale, yScale);
cam.zoom = 1/scale;
// cam.project(start_position);
cam.position.set(0, 0, 0);
batch = new SpriteBatch();
}
示例2: 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3: createAttributes
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
/** @param usage bitwise mask of the {@link com.badlogic.gdx.graphics.VertexAttributes.Usage}, only Position, Color, Normal and
* TextureCoordinates is supported. */
public static VertexAttributes createAttributes (long usage) {
final Array<VertexAttribute> attrs = new Array<VertexAttribute>();
if ((usage & Usage.Position) == Usage.Position)
attrs.add(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE));
if ((usage & Usage.Color) == Usage.Color) attrs.add(new VertexAttribute(Usage.Color, 4, ShaderProgram.COLOR_ATTRIBUTE));
if ((usage & Usage.ColorPacked) == Usage.ColorPacked)
attrs.add(new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE));
if ((usage & Usage.Normal) == Usage.Normal)
attrs.add(new VertexAttribute(Usage.Normal, 3, ShaderProgram.NORMAL_ATTRIBUTE));
if ((usage & Usage.TextureCoordinates) == Usage.TextureCoordinates)
attrs.add(new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE + "0"));
final VertexAttribute attributes[] = new VertexAttribute[attrs.size];
for (int i = 0; i < attributes.length; i++)
attributes[i] = attrs.get(i);
return new VertexAttributes(attributes);
}
示例4: 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5: 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6: 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7: StaticPlaneSimulationObject
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
public StaticPlaneSimulationObject(Vector3 planeNormal, float planeConstant, float friction, int width, int height,
Texture texture, boolean disposeTexture)
{
super();
this.texture = texture;
this.disposeTexture = disposeTexture;
this.mesh = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 3, "position"), new VertexAttribute(
Usage.TextureCoordinates, 2, "texture"));
this.mesh.setVertices(new float[] {
// Bottom left, tex
-width / 2f, -height / 2f, 0, 0, 0,
// Bottom right, tex
width / 2f, -height / 2f, 0, width, 0,
// Top right, tex
width / 2f, height / 2f, 0, width, height,
// Top left, tex
-width / 2f, height / 2f, 0, 0, height });
this.mesh.setIndices(new short[] { 0, 1, 2, 0, 3, 2 });
this.staticPlaneShape = new btStaticPlaneShape(planeNormal, planeConstant);
initialize(this.staticPlaneShape, 0, -1, DEFAULT_START_TRANSFORM);
}
示例8: 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9: 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10: 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11: 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;
}
示例12: createFullscreenQuad
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private Mesh createFullscreenQuad () {
// 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(VertexDataType.VertexArray, true, 4, 0, new VertexAttribute(Usage.Position, 2, "a_position"),
new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"));
tmpMesh.setVertices(verts);
return tmpMesh;
}
示例13: create
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
@Override
public void create () {
super.create();
final Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
disposables.add(texture);
final Material material = new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(1, 1, 1, 1),
FloatAttribute.createShininess(8f));
final long attributes = Usage.Position | Usage.Normal | Usage.TextureCoordinates;
final Model sphere = modelBuilder.createSphere(4f, 4f, 4f, 24, 24, material, attributes);
disposables.add(sphere);
world.addConstructor("sphere", new BulletConstructor(sphere, 10f, new btSphereShape(2f)));
final Model cylinder = modelBuilder.createCylinder(4f, 6f, 4f, 16, material, attributes);
disposables.add(cylinder);
world.addConstructor("cylinder", new BulletConstructor(cylinder, 10f, new btCylinderShape(tmpV1.set(2f, 3f, 2f))));
final Model capsule = modelBuilder.createCapsule(2f, 6f, 16, material, attributes);
disposables.add(capsule);
world.addConstructor("capsule", new BulletConstructor(capsule, 10f, new btCapsuleShape(2f, 2f)));
final Model box = modelBuilder.createBox(4f, 4f, 2f, material, attributes);
disposables.add(box);
world.addConstructor("box2", new BulletConstructor(box, 10f, new btBoxShape(tmpV1.set(2f, 2f, 1f))));
final Model cone = modelBuilder.createCone(4f, 6f, 4f, 16, material, attributes);
disposables.add(cone);
world.addConstructor("cone", new BulletConstructor(cone, 10f, new btConeShape(2f, 6f)));
// Create the entities
world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(),
0.25f + 0.5f * (float)Math.random(), 1f);
world.add("sphere", 0, 5, 5);
world.add("cylinder", 5, 5, 0);
world.add("box2", 0, 5, 0);
world.add("capsule", 5, 5, 5);
world.add("cone", 10, 5, 0);
}
示例14: createFullscreenQuad
import com.badlogic.gdx.graphics.VertexAttributes.Usage; //导入方法依赖的package包/类
private Mesh createFullscreenQuad() {
// 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(VertexDataType.VertexArray, true, 4, 0,
new VertexAttribute(Usage.Position, 2, "a_position"),
new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"));
tmpMesh.setVertices(verts);
return tmpMesh;
}
示例15: SpriteBatch
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 SpriteBatch (int size, ShaderProgram defaultShader) {
// 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 = new Mesh(VertexDataType.VertexArray, false, size * 4, size * 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"));
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
vertices = new float[size * Sprite.SPRITE_SIZE];
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;
}