本文整理了Java中com.badlogic.gdx.graphics.glutils.FrameBuffer.begin()
方法的一些代码示例,展示了FrameBuffer.begin()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。FrameBuffer.begin()
方法的具体详情如下:
包路径:com.badlogic.gdx.graphics.glutils.FrameBuffer
类名称:FrameBuffer
方法名:begin
暂无
代码示例来源:origin: libgdx/libgdx
/** Begin pass n.
* @param n Pass number */
protected void beginPass (int n) {
frameBuffers[n].begin();
};
代码示例来源:origin: libgdx/libgdx
public void begin () {
final int w = fbo.getWidth();
final int h = fbo.getHeight();
fbo.begin();
Gdx.gl.glViewport(0, 0, w, h);
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);
Gdx.gl.glScissor(1, 1, w - 2, h - 2);
}
代码示例来源:origin: libgdx/libgdx
public void begin () {
final int w = fbo.getWidth();
final int h = fbo.getHeight();
fbo.begin();
Gdx.gl.glViewport(0, 0, w, h);
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);
Gdx.gl.glScissor(1, 1, w - 2, h - 2);
}
代码示例来源:origin: stackoverflow.com
m_fbo.begin();
代码示例来源:origin: libgdx/libgdx
public void render () {
angle += 45 * Gdx.graphics.getDeltaTime();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
cam.update();
matrix.setToRotation(0, 1, 0, angle);
cam.combined.mul(matrix);
fbo.begin();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
modelBatch.begin(cam);
modelBatch.render(sceneInstance);
modelBatch.end();
fbo.end();
batch.begin();
batch.disableBlending();
batchShader.setUniformi("u_filterSize", filter.length);
batchShader.setUniform1fv("u_filter", filter, 0, filter.length);
batchShader.setUniform2fv("u_offsets", offsets, 0, offsets.length);
batch.draw(fboRegion, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
batch.end();
logger.log();
}
}
代码示例来源:origin: libgdx/libgdx
public void render () {
Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
fb.begin();
fbshader.begin();
fbshader.setUniformf("u_viewport", fb.getWidth(), fb.getHeight());
fbshader.setUniformf("u_color", 0.0f, 1.0f, 0.0f);
quad.render(fbshader, GL20.GL_TRIANGLES);
fbshader.end();
fb.end();
ffb.begin();
fbshader.begin();
fbshader.setUniformf("u_viewport", ffb.getWidth(), ffb.getHeight());
fbshader.setUniformf("u_color", 1.0f, 0.0f, 0.0f);
quad.render(fbshader, GL20.GL_TRIANGLES);
fbshader.end();
ffb.end();
shader.begin();
fb.getColorBufferTexture().bind(0);
ffb.getColorBufferTexture().bind(1);
shader.setUniformMatrix("u_worldView", screenCamera.combined);
shader.setUniformi("u_fbtex", 0);
shader.setUniformi("u_ffbtex", 1);
screenQuad.render(shader, GL20.GL_TRIANGLES);
shader.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
frameBuffer.begin();
Gdx.gl20.glViewport(0, 0, frameBuffer.getWidth(), frameBuffer.getHeight());
Gdx.gl20.glClearColor(0f, 1f, 0f, 1);
frameBuffer.end();
stencilFrameBuffer.begin();
Gdx.gl20.glViewport(0, 0, frameBuffer.getWidth(), frameBuffer.getHeight());
Gdx.gl20.glClearColor(1f, 1f, 0f, 1);
代码示例来源:origin: libgdx/libgdx
frameBuffer.begin();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
代码示例来源:origin: org.mini2Dx/mini2Dx-core
@Override
public void apply(GameContainer gc, Graphics g) {
if(frameBuffer == null) {
return;
}
frameBuffer.begin();
if(!clearBuffer) {
return;
}
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
}
代码示例来源:origin: manuelbua/libgdx-contribs
public final void render () {
if (outputBuffer != null) {
outputBuffer.begin();
realRender();
outputBuffer.end();
} else {
realRender();
}
}
代码示例来源:origin: langurmonkey/gaiasky
protected void postprocessRender(PostProcessBean ppb, FrameBuffer fb, boolean postproc, ICamera camera, int rw, int rh) {
ppb.render(fb);
// Render camera
if (fb != null && postproc) {
fb.begin();
}
camera.render(rw, rh);
if (fb != null && postproc) {
fb.end();
}
}
代码示例来源:origin: dingjibang/GDX-RPG
public final void render () {
if (outputBuffer != null) {
outputBuffer.begin();
realRender();
outputBuffer.end();
} else {
realRender();
}
}
代码示例来源:origin: manuelbua/uracer-kotd
public final void render () {
if (outputBuffer != null) {
outputBuffer.begin();
realRender();
outputBuffer.end();
} else {
realRender();
}
}
代码示例来源:origin: bladecoder/bladecoder-adventure-engine
/**
* Render the 3D model into the texture
*/
private void renderTex() {
updateViewport();
fb.begin();
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
drawModel();
fb.end((int) VIEWPORT.x, (int) VIEWPORT.y, (int) VIEWPORT.width, (int) VIEWPORT.height);
}
代码示例来源:origin: mstojcevich/Radix
protected void rerender() {
mmPrerenderFbo.begin();
batch.begin();
Gdx.gl.glClearColor(0, 0, 0, 1);
for (MainMenuButton button : buttons) {
button.drawLabel();
button.render();
}
batch.end();
mmPrerenderFbo.end();
}
代码示例来源:origin: manuelbua/uracer-kotd
/** Clear the specified buffer. */
public static void clear (FrameBuffer buffer, Color clearColor, float clearDepth, boolean useDepth) {
Gdx.gl20.glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
buffer.begin();
{
if (useDepth) {
Gdx.gl20.glClearDepthf(clearDepth);
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
} else {
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
}
buffer.end();
}
代码示例来源:origin: mbrlabs/Mundus
protected void begin(Viewport viewport) {
fbo.begin();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
HdpiUtils.glViewport(viewport.getScreenX(), viewport.getScreenY(), viewport.getScreenWidth(),
viewport.getScreenHeight());
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
public void begin () {
final int w = fbo.getWidth();
final int h = fbo.getHeight();
fbo.begin();
Gdx.gl.glViewport(0, 0, w, h);
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);
Gdx.gl.glScissor(1, 1, w - 2, h - 2);
}
代码示例来源:origin: manuelbua/uracer-kotd
@Override
public void render (FrameBuffer dest) {
boolean hasDest = (dest != null);
if (hasDest) {
ui.getViewport().update(dest.getWidth(), dest.getHeight(), true);
dest.begin();
} else {
ui.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
}
draw();
if (hasDest) {
dest.end();
}
}
}
代码示例来源:origin: manuelbua/uracer-kotd
public void render (FrameBuffer dest) {
if (!enabled) return;
ui.act(URacer.Game.getLastDeltaSecs() /* Config.Physics.Dt */);
boolean hasDest = (dest != null);
if (hasDest) {
ui.getViewport().update(dest.getWidth(), dest.getHeight(), true);
dest.begin();
} else {
ui.getViewport().update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
}
ui.draw();
if (hasDest) {
dest.end();
}
}
}
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