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Java ShaderProgram.pedantic方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.ShaderProgram.pedantic方法的典型用法代码示例。如果您正苦于以下问题:Java ShaderProgram.pedantic方法的具体用法?Java ShaderProgram.pedantic怎么用?Java ShaderProgram.pedantic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com.badlogic.gdx.graphics.glutils.ShaderProgram的用法示例。


在下文中一共展示了ShaderProgram.pedantic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: setupRendering

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
private void setupRendering() {
    ShaderProgram.pedantic = false;

    gameCamera = new OrthographicCamera();
    gameCamera.setToOrtho(false, BUFFER_WIDTH, BUFFER_HEIGHT);
    gameCamera.translate(EDITOR_OFFSET, 0);
    gameCamera.update();

    starCamera = new OrthographicCamera();
    starCamera.setToOrtho(false, BUFFER_WIDTH, BUFFER_HEIGHT);
    starCamera.translate(STAR_EDITOR_OFFSET, 0);
    starCamera.update();

    screenCamera = new OrthographicCamera();
    screenCamera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    screenCamera.update();

    batch = new SpriteBatch();
    pixelBuffer = new PixelBuffer();
}
 
开发者ID:ZKasica,项目名称:Planet-Generator,代码行数:21,代码来源:Scene.java

示例2: createShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createShader(String vertexName,
		String fragmentName) {

	/*String vertexShader = Gdx.files.classpath(
			"bloom/bloomshaders/" + vertexName
					+ ".vertex.glsl").readString();
	String fragmentShader = Gdx.files.classpath(
			"bloom/bloomshaders/" + fragmentName
					+ ".fragment.glsl").readString();*/
     String vertexShader = Gdx.files.internal(
            "data/bloomshaders/" + vertexName
                   + ".vertex.glsl").readString();
     String fragmentShader = Gdx.files.internal(
            "data/bloomshaders/" + fragmentName
                   + ".fragment.glsl").readString();
	ShaderProgram.pedantic = false;
	ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
	if (!shader.isCompiled()) {
		System.out.println(shader.getLog());
		Gdx.app.exit();
	} else
		Gdx.app.log("shader compiled", shader.getLog());
	return shader;
}
 
开发者ID:unlimitedggames,项目名称:gdxjam-ugg,代码行数:25,代码来源:BloomShaderLoader.java

示例3: create

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void create() {
	//Load UI
	gameHud = new GameHud(this, world);

	ShaderProgram.pedantic = false;
	program = new ShaderProgram(Gdx.files.internal("shaders/sepia.vsh"), Gdx.files.internal("shaders/sepia.fsh"));
	
	if (!program.isCompiled()) {
		System.out.println(program.getLog());
	}
	
	camera = new OrthoCamera();
	Timer.startGameTime();
	resize(Settings.getWidth(), Settings.getHeight());
}
 
开发者ID:jmrapp1,项目名称:TerraLegion,代码行数:17,代码来源:GameScreen.java

示例4: ShaderBatch

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public ShaderBatch(float brightness, float contrast)
{
	ShaderProgram.pedantic = false;
	ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
	setShader(shader);
	shader.begin();
	int brightnessLoc = shader.getUniformLocation("brightness");
	int contrastLoc = shader.getUniformLocation("contrast");
	shader.setUniformf(brightnessLoc, brightness);
	shader.setUniformf(contrastLoc, contrast);
	shader.end();
}
 
开发者ID:MMORPG-Prototype,项目名称:MMORPG_Prototype,代码行数:13,代码来源:ShaderBatch.java

示例5: initShaderProgram

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public EscapyShaderRender initShaderProgram(String VERTEX, String FRAGMENT) {
	ShaderProgram.pedantic = false;
	this.blurProgram = new ShaderProgram(new FileHandle(VERTEX), new FileHandle(FRAGMENT));
	super.checkStatus(blurProgram);
	return this;
}
 
开发者ID:henryco,项目名称:Escapy,代码行数:8,代码来源:EscapyBlurRenderer.java

示例6: createLightShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createLightShader() {
	String gamma = ""; 
	if (RayHandler.getGammaCorrection())
		gamma = "sqrt";
	
	final String vertexShader = 
			"attribute vec4 vertex_positions;\n" //
			+ "attribute vec4 quad_colors;\n" //
			+ "attribute float s;\n"
			+ "uniform mat4 u_projTrans;\n" //
			+ "varying vec4 v_color;\n" //				
			+ "void main()\n" //
			+ "{\n" //
			+ "   v_color = s * quad_colors;\n" //				
			+ "   gl_Position =  u_projTrans * vertex_positions;\n" //
			+ "}\n";
	final String fragmentShader = "#ifdef GL_ES\n" //
		+ "precision lowp float;\n" //
		+ "#define MED mediump\n"
		+ "#else\n"
		+ "#define MED \n"
		+ "#endif\n" //
			+ "varying vec4 v_color;\n" //
			+ "void main()\n"//
			+ "{\n" //
			+ "  gl_FragColor = "+gamma+"(v_color);\n" //
			+ "}";

	ShaderProgram.pedantic = false;
	ShaderProgram lightShader = new ShaderProgram(vertexShader,
			fragmentShader);
	if (lightShader.isCompiled() == false) {
		Gdx.app.log("ERROR", lightShader.getLog());
	}

	return lightShader;
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:38,代码来源:LightShader.java

示例7: EscapyStdShaderRenderer

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/**
 * Instantiates a new escapy std shader renderer.
 */
public EscapyStdShaderRenderer() {
	super();
	ShaderProgram.pedantic = false;
	this.stdProgram = SpriteBatch.createDefaultShader();

}
 
开发者ID:henryco,项目名称:Escapy,代码行数:10,代码来源:EscapyStdShaderRenderer.java

示例8: initShaderProgram

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public EscapyShaderRender initShaderProgram(String VERTEX, String FRAGMENT) {
	ShaderProgram.pedantic = false;
	this.stdProgram = new ShaderProgram(new FileHandle(VERTEX), new FileHandle(FRAGMENT));
	super.checkStatus(stdProgram);
	return this;
}
 
开发者ID:henryco,项目名称:Escapy,代码行数:8,代码来源:EscapyStdShaderRenderer.java

示例9: initShaderProgram

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public EscapyLightSrcRenderer initShaderProgram(String VERTEX, String FRAGMENT) {
	ShaderProgram.pedantic = false;
	this.colorizeShader = new ShaderProgram(new FileHandle(VERTEX), new FileHandle(FRAGMENT));
	super.checkStatus(colorizeShader);
	return this;
}
 
开发者ID:henryco,项目名称:Escapy,代码行数:8,代码来源:EscapyLightSrcRenderer.java

示例10: createShadowShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createShadowShader() {
	final String vertexShader = "attribute vec4 a_position;\n" //
			+ "attribute vec2 a_texCoord;\n" //
			+ "varying vec2 v_texCoords;\n" //
			+ "\n" //
			+ "void main()\n" //
			+ "{\n" //
			+ "   v_texCoords = a_texCoord;\n" //
			+ "   gl_Position = a_position;\n" //
			+ "}\n";
	
	final String fragmentShader = "#ifdef GL_ES\n" //
		+ "precision lowp float;\n" //
		+ "#define MED mediump\n"
		+ "#else\n"
		+ "#define MED \n"
		+ "#endif\n" //
			+ "varying MED vec2 v_texCoords;\n" //
			+ "uniform sampler2D u_texture;\n" //
			+ "void main()\n"//
			+ "{\n" //
			+ "gl_FragColor = texture2D(u_texture, v_texCoords);\n"				
			+ "}\n";
	ShaderProgram.pedantic = false;
	ShaderProgram woShadowShader = new ShaderProgram(vertexShader,
			fragmentShader);
	if (woShadowShader.isCompiled() == false) {
		Gdx.app.log("ERROR", woShadowShader.getLog());

	}

	return woShadowShader;
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:34,代码来源:WithoutShadowShader.java

示例11: createShadowShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createShadowShader() {
	final String vertexShader = "attribute vec4 a_position;\n" //
			+ "attribute vec2 a_texCoord;\n" //
			+ "varying vec2 v_texCoords;\n" //
			+ "\n" //
			+ "void main()\n" //
			+ "{\n" //
			+ "   v_texCoords = a_texCoord;\n" //
			+ "   gl_Position = a_position;\n" //
			+ "}\n";
	final String fragmentShader = "#ifdef GL_ES\n" //
		+ "precision lowp float;\n" //
		+ "#define MED mediump\n"
		+ "#else\n"
		+ "#define MED \n"
		+ "#endif\n" //
			+ "varying MED vec2 v_texCoords;\n" //
			+ "uniform sampler2D u_texture;\n" //
			+ "uniform vec4 ambient;\n"				
			+ "void main()\n"//
			+ "{\n" //
			+ "vec4 c = texture2D(u_texture, v_texCoords);\n"//
			+ "gl_FragColor.rgb = c.rgb * c.a + ambient.rgb;\n"//
			+ "gl_FragColor.a = ambient.a - c.a;\n"//				
			+ "}\n";
	ShaderProgram.pedantic = false;
	ShaderProgram shadowShader = new ShaderProgram(vertexShader,
			fragmentShader);
	if (shadowShader.isCompiled() == false) {
		Gdx.app.log("ERROR", shadowShader.getLog());

	}

	return shadowShader;
}
 
开发者ID:bitbrain,项目名称:rbcgj-2016,代码行数:36,代码来源:ShadowShader.java

示例12: fromString

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public static ShaderProgram fromString( String vertex, String fragment, String vertexName, String fragmentName, String defines ) {
	ShaderProgram.pedantic = ShaderLoader.Pedantic;
	ShaderProgram shader = new ShaderProgram( defines + "\n" + vertex, defines + "\n" + fragment );

	if( !shader.isCompiled() ) {
		Gdx.app.error( "ShaderLoader", shader.getLog() );
		System.exit( -1 );
	}

	return shader;
}
 
开发者ID:Osaris31,项目名称:exterminate,代码行数:12,代码来源:ShaderLoader.java

示例13: setupShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public static ShaderProgram setupShader(String prefix) {
    ShaderProgram.pedantic = false;
    FileHandle vertHandle = Gdx.files.internal(String.format(shaderPathFormat, prefix, "vert"));
    FileHandle fragHandle = Gdx.files.internal(String.format(shaderPathFormat, prefix, "frag"));

    System.out.println(vertHandle.file().getAbsolutePath());
    System.out.println(fragHandle.file().getAbsolutePath());

    return new ShaderProgram(vertHandle, fragHandle);
}
 
开发者ID:ncguy2,项目名称:Argent,代码行数:11,代码来源:WorldRenderer.java

示例14: createShadowShader

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
static final public ShaderProgram createShadowShader() {
	final String vertexShader = "attribute vec4 a_position;\n" //
			+ "attribute vec2 a_texCoord;\n" //
			+ "varying vec2 v_texCoords;\n" //
			+ "\n" //
			+ "void main()\n" //
			+ "{\n" //
			+ "   v_texCoords = a_texCoord;\n" //
			+ "   gl_Position = a_position;\n" //
			+ "}\n";

	// this is allways perfect precision
	final String fragmentShader = "#ifdef GL_ES\n" //
			+ "precision lowp float;\n" //
			+ "#define MED mediump\n"				
			+ "#else\n"				
			+ "#define MED \n"
			+ "#endif\n" //
			+ "varying MED vec2 v_texCoords;\n" //
			+ "uniform sampler2D u_texture;\n" //
			+ "uniform  vec4 ambient;\n"
				+ "void main()\n"//
			+ "{\n" //
			+ "gl_FragColor.rgb = (ambient.rgb + texture2D(u_texture, v_texCoords).rgb);\n"
				+ "}\n";
	ShaderProgram.pedantic = false;
	ShaderProgram shadowShader = new ShaderProgram(vertexShader,
				fragmentShader);
	if (shadowShader.isCompiled() == false) {
		Gdx.app.log("ERROR", shadowShader.getLog());

	}

	return shadowShader;
}
 
开发者ID:mganzarcik,项目名称:fabulae,代码行数:36,代码来源:DiffuseShader.java

示例15: create

import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void create() {
    batch = new SpriteBatch();
    ShaderProgram.pedantic = false;

    //read vertex pass-through shader
    final String VERT_SRC = Gdx.files.internal("data/pass.vert").readString();

    // renders occluders to 1D shadow map
    shadowMapShader = createShader(VERT_SRC, Gdx.files.internal("data/shadowMap.frag").readString());
    // samples 1D shadow map to create the blurred soft shadow
    shadowRenderShader = createShader(VERT_SRC, Gdx.files.internal("data/shadowRender.frag").readString());

    //the occluders
    casterSprites = new Texture("data/cat4.png");
    //the light sprite
    light = new Texture("data/light.png");

    //build frame buffers
    occludersFBO = new FrameBuffer(Format.RGBA8888, lightSize, lightSize, false);
    occluders = new TextureRegion(occludersFBO.getColorBufferTexture());
    occluders.flip(false, true);

    //our 1D shadow map, lightSize x 1 pixels, no depth
    shadowMapFBO = new FrameBuffer(Format.RGBA8888, lightSize, 1, false);
    Texture shadowMapTex = shadowMapFBO.getColorBufferTexture();

    //use linear filtering and repeat wrap mode when sampling
    shadowMapTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    shadowMapTex.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);

    //for debugging only; in order to render the 1D shadow map FBO to screen
    shadowMap1D = new TextureRegion(shadowMapTex);
    shadowMap1D.flip(false, true);


    font = new BitmapFont();

    cam = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.setToOrtho(false);

    Gdx.input.setInputProcessor(new InputAdapter() {

        public boolean touchDown(int x, int y, int pointer, int button) {
            float mx = x;
            float my = Gdx.graphics.getHeight() - y;
            lights.add(new Light(mx, my, randomColor()));
            return true;
        }

        public boolean keyDown(int key) {
            if (key==Keys.SPACE){
                clearLights();
                return true;
            } else if (key==Keys.A){
                additive = !additive;
                return true;
            } else if (key==Keys.S){
                softShadows = !softShadows;
                return true;
            }
            return false;
        }
    });

    clearLights();
}
 
开发者ID:CTrando,项目名称:pmd,代码行数:68,代码来源:GpuShadows.java


注:本文中的com.badlogic.gdx.graphics.glutils.ShaderProgram.pedantic方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。