本文整理匯總了Java中com.badlogic.gdx.graphics.Texture.TextureFilter.Nearest方法的典型用法代碼示例。如果您正苦於以下問題:Java TextureFilter.Nearest方法的具體用法?Java TextureFilter.Nearest怎麽用?Java TextureFilter.Nearest使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類com.badlogic.gdx.graphics.Texture.TextureFilter
的用法示例。
在下文中一共展示了TextureFilter.Nearest方法的8個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: read
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
@Override
public void read (Json json, JsonValue jsonData) {
super.read(json, jsonData);
if (jsonData.has("width"))
width = jsonData.getFloat("width");
if (jsonData.has("height"))
height = jsonData.getFloat("height");
if (jsonData.has("texture"))
texturePath = jsonData.getString("texture");
if (jsonData.has("srcX")) {
useCustomSrc = true;
srcX = jsonData.getInt("srcX");
}
if (jsonData.has("srcY"))
srcY = jsonData.getInt("srcY");
if (jsonData.has("srcWidth"))
srcWidth = jsonData.getInt("srcWidth");
if (jsonData.has("srcHeight"))
srcHeight = jsonData.getInt("srcHeight");
if (jsonData.has("originX"))
originX = jsonData.getFloat("originX");
if (jsonData.has("originY"))
originY = jsonData.getFloat("originY");
if (jsonData.has("minFilter"))
minFilter = jsonData.getString("minFilter").equals("Linear") ? TextureFilter.Linear : TextureFilter.Nearest;
if (jsonData.has("magFilter"))
magFilter = jsonData.getString("magFilter").equals("Linear") ? TextureFilter.Linear : TextureFilter.Nearest;
if (jsonData.has("tint"))
setColor(JsonUtil.readColorFromJson(jsonData, "tint"));
if (jsonData.has("uWrap")) {
String uWrapStrings = jsonData.getString("uWrap");
uWrap = uWrapStrings.equals("ClampToEdge") ? TextureWrap.ClampToEdge
: uWrapStrings.equals("Repeat") ? TextureWrap.Repeat : TextureWrap.MirroredRepeat;
}
if (jsonData.has("vWrap")) {
String vWrapStrings = jsonData.getString("vWrap");
vWrap = vWrapStrings.equals("ClampToEdge") ? TextureWrap.ClampToEdge
: vWrapStrings.equals("Repeat") ? TextureWrap.Repeat : TextureWrap.MirroredRepeat;
}
}
示例2: toGdxFilter
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
/**
* Converts {@link GLScaleFilter} to its equivalent {@link TextureFilter}.
*/
public static TextureFilter toGdxFilter(GLScaleFilter filter) {
switch (filter) {
case NEAREST: return TextureFilter.Nearest;
case NEAREST_MIPMAP: return TextureFilter.MipMapNearestLinear;
case LINEAR: return TextureFilter.Linear;
case LINEAR_MIPMAP: return TextureFilter.MipMapLinearLinear;
}
throw new IllegalArgumentException("Unsupported filter type: " + filter);
}
示例3: Cubemap
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
/** Construct a Cubemap with the specified {@link TextureData}'s for the sides */
public Cubemap (TextureData positiveX, TextureData negativeX, TextureData positiveY, TextureData negativeY,
TextureData positiveZ, TextureData negativeZ) {
super(GL20.GL_TEXTURE_CUBE_MAP);
minFilter = TextureFilter.Nearest;
magFilter = TextureFilter.Nearest;
uWrap = TextureWrap.ClampToEdge;
vWrap = TextureWrap.ClampToEdge;
data = new FacedCubemapData(positiveX, negativeX, positiveY, negativeY, positiveZ, negativeZ);
load(data);
}
示例4: drawFont
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
private int drawFont (BitmapFont font, String description, boolean linearFiltering, boolean useShader, float smoothing, int x) {
int y = 10;
float maxWidth = 0;
spriteBatch.setShader(null);
descriptionFont.drawMultiLine(spriteBatch, description, x, y);
spriteBatch.flush();
y += 10 + 2 * descriptionFont.getLineHeight();
// set filters for each page
TextureFilter minFilter = linearFiltering ? TextureFilter.MipMapLinearNearest : TextureFilter.Nearest;
TextureFilter magFilter = linearFiltering ? TextureFilter.Linear : TextureFilter.Nearest;
for (int i = 0; i < font.getRegions().length; i++) {
font.getRegion(i).getTexture().setFilter(minFilter, magFilter);
}
if (useShader) {
spriteBatch.setShader(distanceFieldShader);
} else {
spriteBatch.setShader(null);
}
for (float scale : SCALES) {
font.setScale(scale);
maxWidth = Math.max(maxWidth, font.getBounds(TEXT).width);
if (useShader) {
distanceFieldShader.setSmoothing(smoothing / scale);
}
font.draw(spriteBatch, TEXT, x, y + scale * getBaselineShift(font));
y += font.getLineHeight();
spriteBatch.flush();
}
return (int)Math.ceil(maxWidth);
}
示例5: SmartTexture
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
public SmartTexture( GdxTexture bitmap ) {
this( bitmap, TextureFilter.Nearest, TextureWrap.ClampToEdge );
}
示例6: packImagesToTextureAtlas
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
/**
* Pack the images from Folder into a Atlas and Load the Image from Atlas
*/
private void packImagesToTextureAtlas(String ImagePath, boolean reziseHeight) {
if (isPacking)
return;
isPacking = true;
de.longri.cachebox3.utils.texturepacker.Settings textureSettings = new de.longri.cachebox3.utils.texturepacker.Settings();
textureSettings.pot = true;
textureSettings.paddingX = 2;
textureSettings.paddingY = 2;
textureSettings.duplicatePadding = true;
textureSettings.edgePadding = true;
textureSettings.rotation = false;
textureSettings.minWidth = 16;
textureSettings.minHeight = 16;
textureSettings.maxWidth = 2048;
textureSettings.maxHeight = 2048;
textureSettings.stripWhitespaceX = false;
textureSettings.stripWhitespaceY = false;
textureSettings.alphaThreshold = 0;
textureSettings.filterMin = TextureFilter.Nearest;
textureSettings.filterMag = TextureFilter.Nearest;
textureSettings.wrapX = TextureWrap.ClampToEdge;
textureSettings.wrapY = TextureWrap.ClampToEdge;
textureSettings.format = Format.RGBA8888;
textureSettings.alias = true;
textureSettings.outputFormat = "png";
textureSettings.jpegQuality = 0.9f;
textureSettings.ignoreBlankImages = true;
textureSettings.fast = false;
textureSettings.debug = false;
String inputFolder = Utils.GetDirectoryName(ImagePath);
String outputFolder = Settings.ImageCacheFolder.getValue();
String Name = getCachedAtlasName(inputFolder);
try {
TexturePacker_Base.process(textureSettings, inputFolder, outputFolder, Name);
} catch (Exception e) {
e.printStackTrace();
ImageLoadError = true;
}
Sprite spt = tryToLoadFromCreatedAtlas(ImagePath);
if (spt != null)
setSprite(spt, reziseHeight);
isPacking = false;
}
示例7: genAtlas
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
private void genAtlas() {
String outdir = Ctx.project.getAssetPath() + Project.ATLASES_PATH;
List<String> res = Ctx.project.getResolutions();
String name = this.name.getText();
String fMin = filterMin.getText();
String fMag = filterMag.getText();
TextureFilter filterMin = null, filterMag = null;
if (fMin.equals("Linear"))
filterMin = TextureFilter.Linear;
else if (fMin.equals("Nearest"))
filterMin = TextureFilter.Nearest;
else if (fMin.equals("MipMap"))
filterMin = TextureFilter.MipMap;
else if (fMin.equals("MipMapLinearLinear"))
filterMin = TextureFilter.MipMapLinearLinear;
else if (fMin.equals("MipMapLinearNearest"))
filterMin = TextureFilter.MipMapLinearNearest;
else if (fMin.equals("MipMapNearestLinear"))
filterMin = TextureFilter.MipMapNearestLinear;
else if (fMin.equals("MipMapNearestNearest"))
filterMin = TextureFilter.MipMapNearestNearest;
if (fMag.equals("Linear"))
filterMag = TextureFilter.Linear;
else if (fMag.equals("Nearest"))
filterMag = TextureFilter.Nearest;
else if (fMag.equals("MipMap"))
filterMag = TextureFilter.MipMap;
else if (fMag.equals("MipMapLinearLinear"))
filterMag = TextureFilter.MipMapLinearLinear;
else if (fMag.equals("MipMapLinearNearest"))
filterMag = TextureFilter.MipMapLinearNearest;
else if (fMag.equals("MipMapNearestLinear"))
filterMag = TextureFilter.MipMapNearestLinear;
else if (fMag.equals("MipMapNearestNearest"))
filterMag = TextureFilter.MipMapNearestNearest;
for (String r : res) {
float scale = Float.parseFloat(r);
try {
ImageUtils.createAtlas(dir.getText(), outdir + "/" + r, name + ".atlas", scale, filterMin, filterMag,
outputFormat.getText());
} catch (IOException e) {
EditorLogger.error(e.getMessage());
Message.showMsgDialog(getStage(), "Error creating atlas", e.getMessage());
return;
}
}
Message.hideMsg();
}
示例8: load
import com.badlogic.gdx.graphics.Texture.TextureFilter; //導入方法依賴的package包/類
public static void load() {
if (Thread.currentThread() != Shadow.thread) {
Gdx.app.postRunnable(new Runnable() {
public void run() {
load();
}
});
return;
}
//atlasPacker = new PixmapPacker(1024, 1024, Pixmap.Format.RGBA8888, 2, true);
//atlas = atlasPacker.generateTextureAtlas(TextureFilter.MipMapNearestNearest, TextureFilter.Nearest, true);
FreeTypeFontParameter params = new FreeTypeFontParameter();
params.size = 0;
params.flip = false;
//TODO generate glyphs on our own when using a shared PixmapPacker
//params.packer = atlasPacker;
params.packer = null;
params.minFilter = TextureFilter.Nearest;
params.magFilter = TextureFilter.Nearest;
params.genMipMaps = true;
FreeTypeFontGenerator gen_bold = new FreeTypeFontGenerator(Gdx.files.internal(path_bold));
params.size = 16;
bold_small = gen_bold.generateFont(params);
params.size = 32;
bold_normal = gen_bold.generateFont(params);
params.size = 64;
bold_large = gen_bold.generateFont(params);
gen_bold.dispose();
FreeTypeFontGenerator gen_light = new FreeTypeFontGenerator(Gdx.files.internal(path_light));
params.size = 16;
light_small = gen_light.generateFont(params);
params.size = 32;
light_normal = gen_light.generateFont(params);
params.size = 64;
light_large = gen_light.generateFont(params);
gen_light.dispose();
}