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Java Format.Luminance8方法代码示例

本文整理汇总了Java中com.jme3.texture.Image.Format.Luminance8方法的典型用法代码示例。如果您正苦于以下问题:Java Format.Luminance8方法的具体用法?Java Format.Luminance8怎么用?Java Format.Luminance8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.jme3.texture.Image.Format的用法示例。


在下文中一共展示了Format.Luminance8方法的12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: generateNormalMap

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Generates a normal map from a base texture. The normal map is based
 * on a displacement map that is automatically generated beforehand. Both
 * maps are printed as images.
 * 
 * @param tex The texture used as base.
 * @param flipX Used to flip the texture.
 * @param flipY Used to flip the texture.
 * @param normalStrength Edges becomes more accented with a higher normalStrength.
 */
public void generateNormalMap(Texture tex, boolean flipX, boolean flipY, float normalStrength){
    this.normalStrength = normalStrength;
    float[] disp = generateDispMap(tex,flipX,flipY);
    byte[] normals = generateNormMap(disp);
    byte[] dispByte = new byte[disp.length];
    for(int i = 0; i < disp.length; i++){
        dispByte[i] = (byte) (disp[i]*255);
    }
    //Don't print another displacement map if image uses a grayscale format.
    if(tex.getImage().getFormat() != Format.Luminance8 && 
            tex.getImage().getFormat() != Format.Luminance16F){
        printImage(dispByte,1,tex);
    }
    printImage(normals,3,tex);
}
 
开发者ID:shamanDevel,项目名称:ProceduralTerrain,代码行数:26,代码来源:NormDispGenerator.java

示例2: UDGrassProvider

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
public UDGrassProvider(GrassLoader grassLoader){
    this.grassLoader = grassLoader;
    int size = grassLoader.getTileSize();
    byte[] array = new byte[size*size];
    for(int i = 0; i < array.length; i++){
        array[i] = (byte)127;
    }
    ByteBuffer buf = BufferUtils.createByteBuffer(array.length);
    Image image = new Image(Format.Luminance8,size,size,buf);
    Texture tex = new Texture2D();
    tex.setImage(image);
    tex.setName("UDGrassTex");
    map = new DensityMap(tex,size);
}
 
开发者ID:shamanDevel,项目名称:ProceduralTerrain,代码行数:15,代码来源:UDGrassProvider.java

示例3: makecheckerpattern

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
    * Makes the checkered pattern image.
    * 
    * A sequence of bytes is written to a buffer and interpreted as an 8-bit
    * grayscale image.
    * 
    * @param reverse When true, the image will be inverse of normal (black
    * texels will be white and vice versa).
    * @return Image object for this texture.
    * 
    * @author ccfreak2k
    */
   private Image makecheckerpattern(boolean reverse) {
// I forgot how to flatten 2D loops into 1D arrays :(
byte check_pattern[] = new byte[screen_x*screen_y];
boolean white = false;
int k = 0;

if (reverse) {
    white = !white;
}

for (int i = 0; i < screen_y; i++) {
    for (int j = 0; j < screen_x; j++) {
	white = !white;
	if (white) {
	    check_pattern[k] = (byte)0xFF;
	} else {
	    check_pattern[k] = (byte)0x00;
	}
	k++;
    }
    white = !white;
}
ByteBuffer tempData = BufferUtils.createByteBuffer(screen_x*screen_y);
       tempData.put(check_pattern).flip();
       return new Image(Format.Luminance8, screen_x, screen_y, tempData);
   }
 
开发者ID:ccfreak2k,项目名称:LcdScreenTest,代码行数:39,代码来源:Main.java

示例4: initialize

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
public void initialize(RenderManager rm, ViewPort vp){
    if (!enabled)
        return;

    renderer = rm.getRenderer();
    renderManager = rm;
    viewPort = vp;

    // loadInitial()
    fsQuad = new Picture("HDR Fullscreen Quad");

    Format lumFmt = Format.Luminance8;
    scene64FB = new FrameBuffer(64, 64, 1);
    scene64 = new Texture2D(64, 64, lumFmt);
    scene64FB.setColorTexture(scene64);
    scene64.setMagFilter(fbMagFilter);
    scene64.setMinFilter(fbMinFilter);

    scene8FB = new FrameBuffer(8, 8, 1);
    scene8 = new Texture2D(8, 8, lumFmt);
    scene8FB.setColorTexture(scene8);
    scene8.setMagFilter(fbMagFilter);
    scene8.setMinFilter(fbMinFilter);

    scene1FB[0] = new FrameBuffer(1, 1, 1);
    scene1[0] = new Texture2D(1, 1, lumFmt);
    scene1FB[0].setColorTexture(scene1[0]);

    scene1FB[1] = new FrameBuffer(1, 1, 1);
    scene1[1] = new Texture2D(1, 1, lumFmt);
    scene1FB[1].setColorTexture(scene1[1]);

    // prepare tonemap shader
    tone = new Material(manager, "Common/MatDefs/Hdr/ToneMap.j3md");
    tone.setFloat("A", 0.18f);
    tone.setFloat("White", 100);

    // load();
    int w = vp.getCamera().getWidth();
    int h = vp.getCamera().getHeight();
    reshape(vp, w, h);

    
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:45,代码来源:HDRRenderer.java

示例5: TextureGeneratorWood

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorWood(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorWood.java

示例6: TextureGeneratorMusgrave

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorMusgrave(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorMusgrave.java

示例7: TextureGeneratorNoise

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorNoise(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorNoise.java

示例8: TextureGeneratorStucci

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorStucci(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorStucci.java

示例9: TextureGeneratorVoronoi

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorVoronoi(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorVoronoi.java

示例10: TextureGeneratorDistnoise

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorDistnoise(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorDistnoise.java

示例11: TextureGeneratorClouds

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorClouds(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorClouds.java

示例12: TextureGeneratorBlend

import com.jme3.texture.Image.Format; //导入方法依赖的package包/类
/**
 * Constructor stores the given noise generator.
 * @param noiseGenerator
 *            the noise generator
 */
public TextureGeneratorBlend(NoiseGenerator noiseGenerator) {
    super(noiseGenerator, Format.Luminance8);
}
 
开发者ID:chototsu,项目名称:MikuMikuStudio,代码行数:9,代码来源:TextureGeneratorBlend.java


注:本文中的com.jme3.texture.Image.Format.Luminance8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。