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Java SpriteBatch.setShader方法代碼示例

本文整理匯總了Java中com.badlogic.gdx.graphics.g2d.SpriteBatch.setShader方法的典型用法代碼示例。如果您正苦於以下問題:Java SpriteBatch.setShader方法的具體用法?Java SpriteBatch.setShader怎麽用?Java SpriteBatch.setShader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com.badlogic.gdx.graphics.g2d.SpriteBatch的用法示例。


在下文中一共展示了SpriteBatch.setShader方法的5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: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
@Override
public void render(SpriteBatch spriteBatch) {
    spriteBatch.disableBlending();
    spriteBatch.setShader(null);
    spriteBatch.draw(menuBackgroundTexture, menuBottomLeftX, menuBottomLeftY);
    bitmapFont.setColor(Color.WHITE);
    bitmapFont.draw(spriteBatch,
            text,
            menuBottomLeftX + 16, menuBottomLeftY + menuHeight - 16);
}
 
開發者ID:gradualgames,項目名稱:ggvm,代碼行數:11,代碼來源:PCMenu.java

示例2: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
public void render(SpriteBatch batch, OrthographicCamera screenCamera) {
    batch.setShader(null);
    batch.setProjectionMatrix(screenCamera.combined);
    batch.begin();
    batch.draw(pixelBufferRegion, 0, 0, screenCamera.viewportWidth, screenCamera.viewportHeight);
    batch.end();
}
 
開發者ID:ZKasica,項目名稱:Planet-Generator,代碼行數:8,代碼來源:PixelBuffer.java

示例3: draw

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
@Override
public void draw(GameTime time, SpriteBatch batch) {
    // draw skybox
    this.skyBox.draw(time, game.getCamera(), batch);

    // set camera projection matrix
    batch.setProjectionMatrix(game.getCamera().getCombined());

    // draw entities
    this.ecs.draw(time, game.getCamera(), batch);

    // reset shader
    batch.setShader(null);
    batch.setProjectionMatrix(game.getCamera().getCombined());

    // draw abilities and so on
    this.ecs.drawUILayer(time, game.getCamera(), batch);

    batch.flush();

    // reset shader, so default shader is used
    batch.setShader(null);

    batch.end();

    this.shapeRenderer.setProjectionMatrix(game.getCamera().getCombined());
    this.shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
    this.shapeRenderer.setColor(Color.BLACK);

    // draw collision boxes
    if (debug) {
        this.collisionManager.drawCollisionBoxes(time, game.getCamera(), shapeRenderer, COLLISION_BOX_COLOR,
                IN_COLLISION_COLOR);
    }

    this.shapeRenderer.end();

    batch.begin();
}
 
開發者ID:opensourcegamedev,項目名稱:SpaceChaos,代碼行數:40,代碼來源:GameScreen.java

示例4: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
public void render(SpriteBatch spriteBatch) {
    generatePalettes();
    paletteTexture.bind(1);

    //Clear main framebuffer.
    Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
    Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    //Fill just the 256x240 viewport area with the current bg color
    shapeRenderer.setProjectionMatrix(camera.combined);
    shapeRenderer.begin();
    shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
    shapeRenderer.setColor(bgColor);
    shapeRenderer.rect(0f, 0f, 256f, 240f);
    shapeRenderer.end();

    if (ggvm.isBackgroundVisible()) {

        sortSprites();
        //Draw foreground sprites to a separate framebuffer, where they can be
        //optionally clipped by background sprites.
        foregroundSpritesFrameBuffer.begin();
            Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
            Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
            Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
            spriteBatch.setShader(shaderProgram);
            spriteBatch.setProjectionMatrix(camera.combined);
            spriteBatch.begin();
                shaderProgram.setUniformi("u_paletteTexture", 1);
                spriteBatch.disableBlending();
                drawSprites(spriteBatch, foregroundSprites, isSprTransparentMask, foregroundSpritesCount);
            spriteBatch.end();
        foregroundSpritesFrameBuffer.end();

        viewPort.apply();
        mainFrameBuffer.begin();
            Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
            Gdx.gl.glClearColor(0f, 0f, 0f, 0f);
            Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
            //Draw background sprites, nametable, then blend
            //the foreground sprites framebuffer to the main framebuffer.
            spriteBatch.begin();
                spriteBatch.enableBlending();
                drawSprites(spriteBatch, backgroundSprites, isBgTransparentMask, backgroundSpritesCount);
                drawNametable(ggvm, spriteBatch);
                spriteBatch.setShader(null);
                spriteBatch.draw(foregroundSpritesTextureRegion, 0, 0);
                rasterEffectManager.render(spriteBatch);
            spriteBatch.end();
        mainFrameBuffer.end();

        viewPort.apply();
        spriteBatch.begin();
            spriteBatch.draw(mainTextureRegion, 0, 0);
        spriteBatch.end();

        if (ggvm.isBackgroundClipping()) {
            shapeRenderer.setProjectionMatrix(camera.combined);
            shapeRenderer.begin();
            shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
            shapeRenderer.setColor(bgColor);
            shapeRenderer.rect(0f, 0f, 8f, 240f);
            shapeRenderer.end();
        }
    }
    fpsLogger.log();
}
 
開發者ID:gradualgames,項目名稱:ggvm,代碼行數:69,代碼來源:RenderManager.java

示例5: render

import com.badlogic.gdx.graphics.g2d.SpriteBatch; //導入方法依賴的package包/類
@Override
public void render(SpriteBatch batch) {
    batch.setShader(planetShader);
    super.render(batch);
    batch.setShader(null);
}
 
開發者ID:ZKasica,項目名稱:Planet-Generator,代碼行數:7,代碼來源:Planet.java


注:本文中的com.badlogic.gdx.graphics.g2d.SpriteBatch.setShader方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。