本文整理汇总了Java中com.bitfire.postprocessing.PostProcessor.isStateEnabled方法的典型用法代码示例。如果您正苦于以下问题:Java PostProcessor.isStateEnabled方法的具体用法?Java PostProcessor.isStateEnabled怎么用?Java PostProcessor.isStateEnabled使用的例子?那么恭喜您, 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.bitfire.postprocessing.PostProcessor
的用法示例。
在下文中一共展示了PostProcessor.isStateEnabled方法的4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: render
import com.bitfire.postprocessing.PostProcessor; //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2: render
import com.bitfire.postprocessing.PostProcessor; //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 ) {
Gdx.gl.glBlendFunc( sfactor, dfactor );
}
// mix original scene and blurred threshold, modulate via
// set(Base|Bloom)(Saturation|Intensity)
combine.setOutput( dest ).setInput( texsrc, pingPongBuffer.getResultTexture() ).render();
}
示例3: render
import com.bitfire.postprocessing.PostProcessor; //导入方法依赖的package包/类
@Override
public void render (FrameBuffer src, FrameBuffer dest) {
// the original scene
Texture in = src.getColorBufferTexture();
boolean blendingWasEnabled = PostProcessor.isStateEnabled(GL20.GL_BLEND);
Gdx.gl.glDisable(GL20.GL_BLEND);
Texture out = null;
if (doblur) {
pingPongBuffer.begin();
{
// crt pass
crt.setInput(in).setOutput(pingPongBuffer.getSourceBuffer()).render();
// blur pass
blur.render(pingPongBuffer);
}
pingPongBuffer.end();
out = pingPongBuffer.getResultTexture();
} else {
// crt pass
crt.setInput(in).setOutput(buffer).render();
out = buffer.getColorBufferTexture();
}
if (blending || blendingWasEnabled) {
Gdx.gl.glEnable(GL20.GL_BLEND);
}
if (blending) {
Gdx.gl.glBlendFunc(sfactor, dfactor);
}
restoreViewport(dest);
// do combine pass
combine.setOutput(dest).setInput(in, out).render();
}
示例4: render
import com.bitfire.postprocessing.PostProcessor; //导入方法依赖的package包/类
@Override
public void render( FrameBuffer src, FrameBuffer dest ) {
// the original scene
Texture in = src.getColorBufferTexture();
boolean blendingWasEnabled = PostProcessor.isStateEnabled( GL20.GL_BLEND );
Gdx.gl.glDisable( GL10.GL_BLEND );
Texture out = null;
if( doblur ) {
pingPongBuffer.begin();
{
// crt pass
crt.setInput( in ).setOutput( pingPongBuffer.getSourceBuffer() ).render();
// blur pass
blur.render( pingPongBuffer );
}
pingPongBuffer.end();
out = pingPongBuffer.getResultTexture();
} else {
// crt pass
crt.setInput( in ).setOutput( buffer ).render();
out = buffer.getColorBufferTexture();
}
if( blending || blendingWasEnabled ) {
Gdx.gl.glEnable( GL20.GL_BLEND );
}
if( blending ) {
Gdx.gl.glBlendFunc( sfactor, dfactor );
}
// do combine pass
combine.setOutput( dest ).setInput( in, out ).render();
}