本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.FrameBuffer.getColorBufferTexture方法的典型用法代码示例。如果您正苦于以下问题:Java FrameBuffer.getColorBufferTexture方法的具体用法?Java FrameBuffer.getColorBufferTexture怎么用?Java FrameBuffer.getColorBufferTexture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.glutils.FrameBuffer
的用法示例。
在下文中一共展示了FrameBuffer.getColorBufferTexture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: setLightSource
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
public AbsStdLight setLightSource(EscapyLightType light) {
this.updState();
this.lightSource = light;
this.interCam = new EscapyGdxCamera((int) this.lightSource.getWidth(), (int) this.lightSource.getHeight());
this.fbo = new StandartFBO(id, (int) this.lightSource.getWidth(), (int) this.lightSource.getHeight(), "<AbsLightTexture_FBUFFER>");
FrameBuffer tmpBuff = new FrameBuffer(Pixmap.Format.RGBA8888, (int) this.lightSource.getWidth(),(int) this.lightSource.getHeight(), false);
tmpBuff.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
tmpBuff.end();
FrameBuffer bgBuff = new FrameBuffer(Pixmap.Format.RGBA8888, (int) this.lightSource.getWidth(),(int) this.lightSource.getHeight(), false);
bgBuff.begin();
Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
bgBuff.end();
this.lightSprite = new Sprite(tmpBuff.getColorBufferTexture());
this.bgSprite = new Sprite(bgBuff.getColorBufferTexture());
System.out.println(lightSource.setName(Integer.toString(getID())));
return this;
}
示例2: renderBRDF
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
private Texture renderBRDF() {
ShaderProgram brdfShader = new ShaderProgram(
Gdx.files.internal("shaders/brdf_shader.vert"),
Gdx.files.internal("shaders/brdf_shader.frag"));
FrameBuffer frameBuffer = FrameBuffer.createFrameBuffer(Pixmap.Format.RGB888, (int) brdfWidth, (int) brdfHeight, true);
brdfShader.begin();
frameBuffer.begin();
Gdx.gl.glViewport(0, 0, (int) brdfWidth, (int) brdfHeight);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
quadMesh.render(brdfShader, GL20.GL_TRIANGLES);
frameBuffer.end();
brdfShader.end();
brdfShader.dispose();
return frameBuffer.getColorBufferTexture();
}
示例3: setupEye
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
private void setupEye(Eye eye, int width, int height, boolean hasStencil) {
FrameBuffer buffer = new FrameBuffer(Format.RGBA8888, width, height, true, hasStencil);
TextureRegion region = new TextureRegion(buffer.getColorBufferTexture());
region.flip(false, true);
VRCamera camera = new VRCamera(this, eye);
camera.near = 0.1f;
camera.far = 1000f;
perEyeData[eye.index] = new VRPerEyeData(buffer, region, camera);
}
示例4: initMaskTexture
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
public LightMask initMaskTexture() {
FrameBuffer tmp = new FrameBuffer(Pixmap.Format.RGBA8888, width, height, false);
tmp.begin();
Gdx.gl.glClearColor(this.color.r, this.color.g, this.color.b, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
tmp.end();
maskTexture = tmp.getColorBufferTexture();
return this;
}
示例5: render
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的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6: getFBTexture
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
/** Gets requested framebuffer's texture.
*
* @param fbIdn
* @return */
public Texture getFBTexture (String fbIdn) {
FrameBuffer fb = frameBuffers.get(fbIdn);
if (fb != null)
return fb.getColorBufferTexture();
return null;
}
示例7: createVirtualViewport
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
private ViewportData createVirtualViewport( View view ) {
final Rectangle bounds = view.getBounds();
final OrthographicCamera camera = new OrthographicCamera( bounds.width, bounds.height );
final float fboScaler = view.getFboScaler();
final FrameBuffer frameBuffer = new FrameBuffer( Format.RGBA8888, (int) ( bounds.width * fboScaler ), (int) ( bounds.height * fboScaler ), false ) ;
final TextureRegion textureRegion = new TextureRegion( frameBuffer.getColorBufferTexture() );
textureRegion.flip( false, false );
return new ViewportData( camera, frameBuffer, textureRegion );
}
示例8: render
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的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9: init
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
@Override
public void init() {
super.init();
fbo = new FrameBuffer(Pixmap.Format.RGBA4444, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
fboTex = fbo.getColorBufferTexture();
Gdx.gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL_BLEND);
SpriteBatch batch = new SpriteBatch();
batch.setProjectionMatrix(RadixClient.getInstance().getHudCamera().combined);
fbo.bind();
batch.begin();
currentScreen.render(false, batch);
batch.end();
FrameBuffer.unbind();
}
示例10: create
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
public void create () {
ShaderProgram.pedantic = false;
/*
* shader = new ShaderProgram(Gdx.files.internal("data/shaders/default.vert").readString(), Gdx.files.internal(
* "data/shaders/depthtocolor.frag").readString()); if (!shader.isCompiled()) { Gdx.app.log("EdgeDetectionTest",
* "couldn't compile scene shader: " + shader.getLog()); }
*/
batchShader = new ShaderProgram(Gdx.files.internal("data/shaders/batch.vert").readString(), Gdx.files.internal(
"data/shaders/convolution.frag").readString());
if (!batchShader.isCompiled()) {
Gdx.app.log("EdgeDetectionTest", "couldn't compile post-processing shader: " + batchShader.getLog());
}
ObjLoader objLoader = new ObjLoader();
scene = objLoader.loadObj(Gdx.files.internal("data/scene.obj"));
sceneInstance = new ModelInstance(scene);
modelBatch = new ModelBatch();
fbo = new FrameBuffer(Format.RGB565, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0, 0, 10);
cam.lookAt(0, 0, 0);
cam.far = 30;
batch = new SpriteBatch();
batch.setShader(batchShader);
fboRegion = new TextureRegion(fbo.getColorBufferTexture());
fboRegion.flip(false, true);
logger = new FPSLogger();
calculateOffsets();
}
示例11: generateHouseRow
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
Sprite generateHouseRow(float y, int height) {
// Bottom houses
TextureGenerator houseTexGenerator = new HouseTextureGenerator();
final int OFFSET = 70;
final int MIN_HEIGHT = (int) (height);
final int MAX_HEIGHT = (int) (MIN_HEIGHT + OFFSET);
FrameBuffer buffer = new FrameBuffer(Format.RGBA4444, Gdx.graphics.getWidth(), MAX_HEIGHT, false);
Matrix4 projectionMatrix = new Matrix4();
projectionMatrix.setToOrtho2D(0, 0, buffer.getWidth(), buffer.getHeight());
batch.setProjectionMatrix(projectionMatrix);
buffer.begin();
batch.begin();
int offsetX = (int) -(Math.random() * 250);
while (offsetX < buffer.getWidth()) {
Texture texture = houseTexGenerator.create((int)Math.round(150 + Math.random() * 50), (int)Math.round(MIN_HEIGHT + Math.random() * OFFSET));
batch.draw(texture, offsetX, 0f);
offsetX += texture.getWidth();
}
batch.end();
batch.flush();
buffer.end();
Sprite s = new Sprite(buffer.getColorBufferTexture());
s.setY(y - OFFSET);
return s;
}
示例12: initialize
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
public void initialize(){
int w = Gdx.graphics.getWidth();
int h = Gdx.graphics.getHeight();
nextFbo = new FrameBuffer(Format.RGB565, w, h, false);
currFbo = new FrameBuffer(Format.RGB565, w, h, false);
setUpNormalProjection();
nexTex = new TextureRegion(nextFbo.getColorBufferTexture());
currTex = new TextureRegion(currFbo.getColorBufferTexture());
nexTex.flip(false, true);
currTex.flip(false, true);
}
示例13: resize
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
@Override
public void resize(int width, int height) {
if (width != previousWidth && height != previousHeight) {
positionUI();
Viewport viewport = Env.game.getViewport();
fbo = new FrameBuffer(Format.RGB888, viewport.getViewportWidth(),
viewport.getViewportHeight(), false);
fboRegion = new TextureRegion(fbo.getColorBufferTexture());
fboRegion.flip(false, true);
previousWidth = width;
previousHeight = height;
}
}
示例14: create
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
@Override
public void create() {
grass = new Texture(Gdx.files.internal("shaders/shockwave/grass.png"));
guy = new Texture(Gdx.files.internal("shaders/shockwave/guy.png"));
ShaderProgram.pedantic = false;
blurShader = new ShaderProgram(Gdx.files.internal("shaders/blur/gaussianVert.glsl").readString(), Gdx.files.internal("shaders/blur/gaussianFrag.glsl").readString());
//ensure it compiled
if (!blurShader.isCompiled())
throw new GdxRuntimeException("Could not compile shader: "+blurShader.getLog());
//print any warnings
if (blurShader.getLog().length()!=0)
System.out.println(blurShader.getLog());
fbo = new FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
fboTexRegion = new TextureRegion(fbo.getColorBufferTexture());
fboTexRegion.flip(false, true);
batch = new SpriteBatch(1000);
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.setToOrtho(false);
//handle mouse wheel
Gdx.input.setInputProcessor(new InputAdapter() {
public boolean touchDown (int screenX, int screenY, int pointer, int button) {
//System.out.println("screenx: "+screenX);
time = 0;
mouseX = (float)screenX / (float)Gdx.graphics.getWidth();
mouseY = 1.0f - (float)screenY / (float)Gdx.graphics.getHeight();
return true;
}
});
}
示例15: create
import com.badlogic.gdx.graphics.glutils.FrameBuffer; //导入方法依赖的package包/类
@Override
public void create() {
grass = new Texture(Gdx.files.internal("shaders/shockwave/grass.png"));
guy = new Texture(Gdx.files.internal("shaders/shockwave/guy.png"));
ShaderProgram.pedantic = false;
blurShader = new ShaderProgram(Gdx.files.internal("shaders/blur/gaussianVert.glsl").readString(), Gdx.files.internal("shaders/blur/gaussianFrag.glsl").readString());
shader = new ShaderProgram(Gdx.files.internal("shaders/shockwave/shockVert.glsl").readString(), Gdx.files.internal("shaders/shockwave/shockFrag.glsl").readString());
//ensure it compiled
if (!shader.isCompiled())
throw new GdxRuntimeException("Could not compile shader: "+shader.getLog());
//print any warnings
if (shader.getLog().length()!=0)
System.out.println(shader.getLog());
fbo = new FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
fboTexRegion = new TextureRegion(fbo.getColorBufferTexture());
fboTexRegion.flip(false, true);
batch = new SpriteBatch(1000);
cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.setToOrtho(false);
//handle mouse wheel
Gdx.input.setInputProcessor(new InputAdapter() {
public boolean touchDown (int screenX, int screenY, int pointer, int button) {
//System.out.println("screenx: "+screenX);
time = 0;
mouseX = (float)screenX / (float)Gdx.graphics.getWidth();
mouseY = 1.0f - (float)screenY / (float)Gdx.graphics.getHeight();
return true;
}
});
}