本文整理了Java中com.badlogic.gdx.graphics.glutils.FrameBuffer.<init>()
方法的一些代码示例,展示了FrameBuffer.<init>()
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.<init>()
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:<init>
[英]Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached.
[中]创建具有给定维度的新帧缓冲区,并可能附加深度缓冲区。
代码示例来源:origin: libgdx/libgdx
@Override
public FrameBuffer build () {
return new FrameBuffer(this);
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public FrameBuffer build () {
return new FrameBuffer(this);
}
}
代码示例来源:origin: libgdx/libgdx
/** @deprecated Experimental, likely to change, do not use! */
public DirectionalShadowLight (int shadowMapWidth, int shadowMapHeight, float shadowViewportWidth, float shadowViewportHeight,
float shadowNear, float shadowFar) {
fbo = new FrameBuffer(Format.RGBA8888, shadowMapWidth, shadowMapHeight, true);
cam = new OrthographicCamera(shadowViewportWidth, shadowViewportHeight);
cam.near = shadowNear;
cam.far = shadowFar;
halfHeight = shadowViewportHeight * 0.5f;
halfDepth = shadowNear + 0.5f * (shadowFar - shadowNear);
textureDesc = new TextureDescriptor();
textureDesc.minFilter = textureDesc.magFilter = Texture.TextureFilter.Nearest;
textureDesc.uWrap = textureDesc.vWrap = Texture.TextureWrap.ClampToEdge;
}
代码示例来源:origin: libgdx/libgdx
/** @deprecated Experimental, likely to change, do not use! */
public DirectionalShadowLight (int shadowMapWidth, int shadowMapHeight, float shadowViewportWidth, float shadowViewportHeight,
float shadowNear, float shadowFar) {
fbo = new FrameBuffer(Format.RGBA8888, shadowMapWidth, shadowMapHeight, true);
cam = new OrthographicCamera(shadowViewportWidth, shadowViewportHeight);
cam.near = shadowNear;
cam.far = shadowFar;
halfHeight = shadowViewportHeight * 0.5f;
halfDepth = shadowNear + 0.5f * (shadowFar - shadowNear);
textureDesc = new TextureDescriptor();
textureDesc.minFilter = textureDesc.magFilter = Texture.TextureFilter.Nearest;
textureDesc.uWrap = textureDesc.vWrap = Texture.TextureWrap.ClampToEdge;
}
代码示例来源:origin: libgdx/libgdx
protected void init1 () {
frameBuffers[FIRST_PASS] = new FrameBuffer(Pixmap.Format.RGBA8888, allocator.getWidth(), allocator.getHeight(), true);
}
代码示例来源:origin: libgdx/libgdx
protected void init2 () {
frameBuffers[SECOND_PASS] = new FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight(), true);
passShaderProviders[SECOND_PASS] = new Pass2ShaderProvider(new Pass2Shader.Config(this));
}
代码示例来源:origin: libgdx/libgdx
@Override
public void create () {
mesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(Usage.ColorPacked, 4,
"a_Color"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
float c1 = Color.toFloatBits(255, 0, 0, 255);
float c2 = Color.toFloatBits(255, 0, 0, 255);
float c3 = Color.toFloatBits(0, 0, 255, 255);
mesh.setVertices(new float[] {-0.5f, -0.5f, 0, c1, 0, 0, 0.5f, -0.5f, 0, c2, 1, 0, 0, 0.5f, 0, c3, 0.5f, 1});
stencilMesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(
Usage.ColorPacked, 4, "a_Color"), new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
stencilMesh.setVertices(new float[] {-0.5f, 0.5f, 0, c1, 0, 0, 0.5f, 0.5f, 0, c2, 1, 0, 0, -0.5f, 0, c3, 0.5f, 1});
texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
spriteBatch = new SpriteBatch();
frameBuffer = new FrameBuffer(Format.RGB565, 128, 128, false);
stencilFrameBuffer = new FrameBuffer(Format.RGB565, 128, 128, true, true);
createShader(Gdx.graphics);
}
代码示例来源:origin: libgdx/libgdx
@Override
public void create () {
fb = new FrameBuffer(Format.RGBA8888, 200, 100, false);
ffb = new FloatFrameBuffer(200, 100, false);
代码示例来源:origin: libgdx/libgdx
public void create () {
ShaderProgram.pedantic = false;
/*
* shader = new ShaderProgram(Gdx.files.internal("data/shaders/default.vert").readString(), Gdx.files.internal(
* "data/shaders/depthtocolor.frag").readString()); if (!shader.isCompiled()) { Gdx.app.log("EdgeDetectionTest",
* "couldn't compile scene shader: " + shader.getLog()); }
*/
batchShader = new ShaderProgram(Gdx.files.internal("data/shaders/batch.vert").readString(), Gdx.files.internal(
"data/shaders/convolution.frag").readString());
if (!batchShader.isCompiled()) {
Gdx.app.log("EdgeDetectionTest", "couldn't compile post-processing shader: " + batchShader.getLog());
}
ObjLoader objLoader = new ObjLoader();
scene = objLoader.loadModel(Gdx.files.internal("data/scene.obj"));
sceneInstance = new ModelInstance(scene);
modelBatch = new ModelBatch();
fbo = new FrameBuffer(Format.RGB565, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(0, 0, 10);
cam.lookAt(0, 0, 0);
cam.far = 30;
batch = new SpriteBatch();
batch.setShader(batchShader);
fboRegion = new TextureRegion(fbo.getColorBufferTexture());
fboRegion.flip(false, true);
logger = new FPSLogger();
calculateOffsets();
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
@Override
public FrameBuffer build () {
return new FrameBuffer(this);
}
}
代码示例来源:origin: stackoverflow.com
fbo = new FrameBuffer();
fbo.begin();
// draw your stuff
// ...
fbo.end();
代码示例来源:origin: manuelbua/libgdx-contribs
/** Creates a new ping-pong buffer and owns the resources. */
public PingPongBuffer (int width, int height, Format frameBufferFormat, boolean hasDepth) {
ownResources = true;
owned1 = new FrameBuffer(frameBufferFormat, width, height, hasDepth);
owned2 = new FrameBuffer(frameBufferFormat, width, height, hasDepth);
set(owned1, owned2);
}
代码示例来源:origin: dingjibang/GDX-RPG
/** Creates a new ping-pong buffer and owns the resources. */
public PingPongBuffer (int width, int height, Format frameBufferFormat, boolean hasDepth) {
ownResources = true;
owned1 = new FrameBuffer(frameBufferFormat, width, height, hasDepth);
owned2 = new FrameBuffer(frameBufferFormat, width, height, hasDepth);
set(owned1, owned2);
}
代码示例来源:origin: manuelbua/uracer-kotd
/** Creates a new ping-pong buffer and owns the resources. */
public PingPongBuffer (int width, int height, Format frameBufferFormat, boolean hasDepth) {
ownResources = true;
owned1 = new FrameBuffer(frameBufferFormat, width, height, hasDepth);
owned2 = new FrameBuffer(frameBufferFormat, width, height, hasDepth);
set(owned1, owned2);
}
代码示例来源:origin: langurmonkey/gaiasky
private FrameBuffer getFrameBuffer(int w, int h, int extra) {
int key = getKey(w, h, extra);
if (!fbcm.containsKey(key)) {
fbcm.put(key, new FrameBuffer(Format.RGB888, w, h, true));
}
return fbcm.get(key);
}
代码示例来源:origin: langurmonkey/gaiasky
public FrameBuffer getFrameBuffer(int w, int h) {
String key = getKey(w, h);
if (!fbmap.containsKey(key)) {
FrameBuffer fb = new FrameBuffer(Format.RGB888, w, h, true);
fbmap.put(key, fb);
}
return fbmap.get(key);
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
/** @deprecated Experimental, likely to change, do not use! */
public DirectionalShadowLight (int shadowMapWidth, int shadowMapHeight, float shadowViewportWidth, float shadowViewportHeight,
float shadowNear, float shadowFar) {
fbo = new FrameBuffer(Format.RGBA8888, shadowMapWidth, shadowMapHeight, true);
cam = new OrthographicCamera(shadowViewportWidth, shadowViewportHeight);
cam.near = shadowNear;
cam.far = shadowFar;
halfHeight = shadowViewportHeight * 0.5f;
halfDepth = shadowNear + 0.5f * (shadowFar - shadowNear);
textureDesc = new TextureDescriptor();
textureDesc.minFilter = textureDesc.magFilter = Texture.TextureFilter.Nearest;
textureDesc.uWrap = textureDesc.vWrap = Texture.TextureWrap.ClampToEdge;
}
代码示例来源:origin: jmrapp1/SpaceInvaders
public void resize(int width, int height) {
fbo = new FrameBuffer(Format.RGBA8888, width, height, false);
finalShader.begin();
finalShader.setUniformf("resolution", width, height);
finalShader.end();
}
代码示例来源:origin: mstojcevich/Radix
@Override
public void init() {
render = new FrameBuffer(Pixmap.Format.RGBA8888, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
renderTexture = render.getColorBufferTexture();
}
代码示例来源:origin: LonamiWebs/Klooni1010
@Override
public void resize(int width, int height) {
this.width = width;
this.height = height;
if (frameBuffer != null)
frameBuffer.dispose();
frameBuffer = new FrameBuffer(Pixmap.Format.RGB565, width, height, false);
bufferTexture = new TextureRegion(frameBuffer.getColorBufferTexture());
bufferTexture.flip(false, true);
}
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