com.badlogic.gdx.graphics.glutils.FrameBuffer.end()方法的使用及代码示例

x33g5p2x  于2022-01-19 转载在 其他  
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本文整理了Java中com.badlogic.gdx.graphics.glutils.FrameBuffer.end()方法的一些代码示例,展示了FrameBuffer.end()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.end()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:end

FrameBuffer.end介绍

暂无

代码示例

代码示例来源:origin: libgdx/libgdx

/** End pass n.
 * @param n Pass number */
protected void endPass (int n) {
  frameBuffers[n].end();
}

代码示例来源:origin: libgdx/libgdx

public void end () {
  Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST);
  fbo.end();
}

代码示例来源:origin: libgdx/libgdx

public void end () {
  Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST);
  fbo.end();
}

代码示例来源:origin: stackoverflow.com

m_fbo.end();

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

mesh.render(meshShader, GL20.GL_TRIANGLES);
meshShader.end();
frameBuffer.end();
stencilFrameBuffer.end();

代码示例来源:origin: libgdx/libgdx

frameBuffer.end();

代码示例来源:origin: dingjibang/GDX-RPG

private void endPending () {
    if (pending1) {
      buffer1.end();
      pending1 = false;
    }

    if (pending2) {
      buffer2.end();
      pending2 = false;
    }
  }
}

代码示例来源:origin: manuelbua/uracer-kotd

private void endPending () {
    if (pending1) {
      buffer1.end();
      pending1 = false;
    }

    if (pending2) {
      buffer2.end();
      pending2 = false;
    }
  }
}

代码示例来源:origin: manuelbua/libgdx-contribs

private void endPending () {
    if (pending1) {
      buffer1.end();
      pending1 = false;
    }

    if (pending2) {
      buffer2.end();
      pending2 = false;
    }
  }
}

代码示例来源:origin: mbrlabs/Mundus

protected void end() {
  fbo.end();
}

代码示例来源:origin: org.mini2Dx/mini2Dx-core

@Override
public void apply(GameContainer gc, Graphics g) {
  if(frameBuffer == null) {
    return;
  }
  g.flush();
  frameBuffer.end();
}

代码示例来源:origin: com.badlogicgames.gdx/gdx

public void end () {
  Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST);
  fbo.end();
}

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: dingjibang/GDX-RPG

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: 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();
}

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