本文整理汇总了Java中com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformf方法的典型用法代码示例。如果您正苦于以下问题:Java ShaderProgram.setUniformf方法的具体用法?Java ShaderProgram.setUniformf怎么用?Java ShaderProgram.setUniformf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.ShaderProgram
的用法示例。
在下文中一共展示了ShaderProgram.setUniformf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: initShader
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
private ShaderProgram initShader(Texture colorMapTex, Texture maskMapTex, Texture normalMapTex, TransVec dim,
float amIntensity, float dirIntensity, float shadIntensity, float sprtSize, float lum, float thresh, ShaderProgram shader) {
shader.begin();
{
maskMapTex.bind(2);
normalMapTex.bind(1);
colorMapTex.bind(0);
super.batcher.setShader(shader);
shader.setUniformi(maskMap, 2);
shader.setUniformi(normalMap, 1);
shader.setUniformi(colorMap, 0);
shader.setUniformf(fieldSize, dim.x, dim.y);
shader.setUniformf(ambientIntensity, amIntensity);
shader.setUniformf(directIntensity, dirIntensity);
shader.setUniformf(shadowIntensity, shadIntensity);
shader.setUniformf(spriteSize, sprtSize);
shader.setUniformf(height, lum);
shader.setUniformf(threshold, thresh);
}
shader.end();
return shader;
}
示例2: initShader
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
protected ShaderProgram initShader(Texture lMap, ShaderProgram shader,
Color color, TransVec angles, TransVec fSize, float coeff,
float correction, TransVec radius, TransVec umbra) {
shader.begin();
{
lMap.bind(0);
super.batcher.setShader(shader);
shader.setUniformi(LIGHTMAP, 0);
shader.setUniformf("u_color", color.r, color.g, color.b);
shader.setUniformf("u_angles", angles.x, angles.y);
shader.setUniformf("u_fieldSize", fSize.x, fSize.y);
shader.setUniformf("u_coeff", coeff);
shader.setUniformf("u_angCorrect", correction);
shader.setUniformf("u_radius", radius.x, radius.y);
shader.setUniformf("u_umbra", umbra.x, umbra.y);
}
shader.end();
return shader;
}
示例3: run
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void run (ShaderProgram program) {
int texId = sm.getCurrentTextureId();
fbo.begin();
program.begin();
fbo2.getColorBufferTexture().bind(texId);
program.setUniformi("u_texture", sm.getCurrentTextureId());
program.setUniformf("u_viewport", width, height);
addUniforms(program);
quad.render(program, GL20.GL_TRIANGLES);
if (saveBytes)
data = getFrameBufferPixels(0, 0, width, height, false, data);
program.end();
fbo.end();
swapBuffers();
}
示例4: begin
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void begin(ShaderProgram program, Camera camera, RenderContext context) {
WorldClient worldClient = ((WorldClient) Cubes.getClient().world);
float distance = Settings.getIntegerSettingValue(Settings.GRAPHICS_VIEW_DISTANCE) * Area.SIZE_BLOCKS;
float fogDistance = MathUtils.clamp(distance * 0.1f, 8f, 16f);
program.setUniformf(u_cameraposition, Cubes.getClient().player.position);
program.setUniformf(u_skycolor, worldClient.getSkyColour());
program.setUniformf(u_fogdistance, fogDistance);
program.setUniformf(u_minfogdistance, distance - fogDistance);
}
示例5: 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();
}
示例6: drawToBuffer
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
/**
* Draws the given gradient {@link Texture} to the given {@link FrameBuffer}, using the given {@link Color} with the given percent.
* <p>
* This is achieved via a gradient shader.
*
* @param buffer the {@link FrameBuffer} to be drawn to
* @param color the {@link Color} which should be drawn
* @param gradient the gradient texture which should be drawn
* @param perc the percent the gradient texture should be drawn
* @param shaderBatch the {@link SpriteBatch} to use
* @param shader the {@link ShaderProgram} to use
* @param projection projection matrix for pixel perfect rendering
*/
private static void drawToBuffer(FrameBuffer buffer, Color color, Texture gradient, float perc, SpriteBatch shaderBatch, ShaderProgram shader, Matrix4 projection) {
buffer.begin();
AL.graphics.getGL20().glClearColor(0, 0, 0, 0);
AL.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT);
shaderBatch.setProjectionMatrix(projection);
shaderBatch.begin();
shaderBatch.setColor(color);
shader.setUniformf("u_gradient", perc);
shaderBatch.draw(gradient, -buffer.getWidth() / 2, -buffer.getHeight() / 2);
shaderBatch.end();
buffer.end();
}
示例7: begin
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void begin(ShaderProgram program, Camera camera, RenderContext context) {
WorldClient worldClient = ((WorldClient) Cubes.getClient().world);
float distance = Settings.getIntegerSettingValue(Settings.GRAPHICS_VIEW_DISTANCE) * Area.SIZE_BLOCKS;
float fogDistance = MathUtils.clamp(distance * 0.1f, 8f, 16f);
program.setUniformf(u_cameraposition, Cubes.getClient().player.position);
program.setUniformf(u_skycolor, worldClient.getSkyColour());
program.setUniformf(u_fogdistance, fogDistance);
program.setUniformf(u_minfogdistance, distance - fogDistance);
}
示例8: initShader
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
protected ShaderProgram initShader(Texture srcMap, ShaderProgram program,
float widht, float height, float dirX, float dirY) {
program.begin();
{
srcMap.bind(0);
super.batcher.setShader(program);
program.setUniformi(SOURCEMAP, 0);
program.setUniformf("u_fieldSize", widht, height);
program.setUniformf("u_direction", dirX, dirY);
} program.end();
return program;
}
示例9: initShader
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
protected ShaderProgram initShader(Texture sourceMap, float lwidht, float lheight,
TransVec angles, float correct, ShaderProgram shader) {
shader.begin();
{
sourceMap.bind(0);
super.batcher.setShader(shader);
shader.setUniformi(SOURCEMAP, 0);
shader.setUniformf("resolution", lwidht, lheight);
shader.setUniformf("u_angles", angles.x, angles.y);
shader.setUniformf("u_angCorrect", correct);
} shader.end();
return shader;
}
示例10: initShader
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
protected ShaderProgram initShader(Texture sourceMap, float lwidht, float lheight,
float threshold, TransVec angles, float correct, ShaderProgram shader) {
shader.begin();
{
sourceMap.bind(0);
super.batcher.setShader(shader);
shader.setUniformi(SOURCEMAP, 0);
shader.setUniformf("resolution", lwidht, lheight);
shader.setUniformf("u_THRESHOLD", threshold);
} shader.end();
return shader;
}
示例11: render
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public void render() {
boolean needed = rayHandler.lightRenderedLastFrame > 0;
if (lightMapDrawingDisabled)
return;
frameBuffer.getColorBufferTexture().bind(0);
// at last lights are rendered over scene
if (rayHandler.shadows) {
final Color c = rayHandler.ambientLight;
ShaderProgram shader = shadowShader;
if (RayHandler.isDiffuse) {
shader = diffuseShader;
shader.begin();
rayHandler.diffuseBlendFunc.apply();
shader.setUniformf("ambient", c.r, c.g, c.b, c.a);
} else {
shader.begin();
rayHandler.shadowBlendFunc.apply();
shader.setUniformf("ambient", c.r * c.a, c.g * c.a,
c.b * c.a, 1f - c.a);
}
// shader.setUniformi("u_texture", 0);
lightMapMesh.render(shader, GL20.GL_TRIANGLE_FAN);
shader.end();
} else if (needed) {
rayHandler.simpleBlendFunc.apply();
withoutShadowShader.begin();
// withoutShadowShader.setUniformi("u_texture", 0);
lightMapMesh.render(withoutShadowShader, GL20.GL_TRIANGLE_FAN);
withoutShadowShader.end();
}
Gdx.gl20.glDisable(GL20.GL_BLEND);
}
示例12: applyToShader
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void applyToShader(ShaderProgram program) {
final int texNum = 3;
fbo().getColorBufferTexture().bind(texNum);
program.setUniformi("u_depthMapDir", texNum);
program.setUniformMatrix("u_lightTrans", camera().combined);
program.setUniformf("u_type", 1);
}
示例13: applyToShader
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
@Override
public void applyToShader(ShaderProgram shader) {
super.applyToShader(shader);
shader.setUniformf("u_light.cutoffAngle", light.cutoffAngle);
shader.setUniformf("u_light.exponent", light.exponent);
final int textureNum = 9;
fbo.getColorBufferTexture().bind(textureNum);
shader.setUniformi("u_type", 1);
shader.setUniformi("u_depthMapDir", textureNum);
}
示例14: addUniformsArray
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
protected void addUniformsArray (ShaderProgram program, String key, Object[] values) {
if (values == null || values.length == 0)
return;
Object val = values[0];
String cls = val.getClass().getName();
if (cls.equals("java.lang.Integer"))
switch (values.length) {
case 1:
program.setUniformi(key, (Integer)values[0]);
break;
case 2:
program.setUniformi(key, (Integer)values[0], (Integer)values[1]);
break;
case 3:
program.setUniformi(key, (Integer)values[0], (Integer)values[1], (Integer)values[2]);
break;
case 4:
program.setUniformi(key, (Integer)values[0], (Integer)values[1], (Integer)values[2], (Integer)values[3]);
break;
}
else if (cls.equals("java.lang.Float"))
switch (values.length) {
case 1:
program.setUniformf(key, (Float)values[0]);
break;
case 2:
program.setUniformf(key, (Float)values[0], (Float)values[1]);
break;
case 3:
program.setUniformf(key, (Float)values[0], (Float)values[1], (Float)values[2]);
break;
case 4:
program.setUniformf(key, (Float)values[0], (Float)values[1], (Float)values[2], (Float)values[3]);
break;
}
else
throw new GdxRuntimeException("Class " + cls + " as uniform: not implemented yet!");
}
示例15: run
import com.badlogic.gdx.graphics.glutils.ShaderProgram; //导入方法依赖的package包/类
public void run (ShaderProgram program) {
int texId = sm.getCurrentTextureId();
fbo.begin();
program.begin();
getResult().bind(texId);
program.setUniformi("u_texture", texId);
program.setUniformf("u_viewport", width, height);
addUniforms(program);
quad.render(program, GL20.GL_TRIANGLES);
if (saveBytes)
data = getFrameBufferPixels(0, 0, width, height, false, data);
program.end();
fbo.end();
}