本文整理了Java中com.badlogic.gdx.graphics.glutils.FrameBuffer.getColorBufferTexture()
方法的一些代码示例,展示了FrameBuffer.getColorBufferTexture()
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.getColorBufferTexture()
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:getColorBufferTexture
暂无
代码示例来源:origin: libgdx/libgdx
@Override
public TextureDescriptor getDepthMap () {
textureDesc.texture = fbo.getColorBufferTexture();
return textureDesc;
}
代码示例来源:origin: libgdx/libgdx
@Override
public TextureDescriptor getDepthMap () {
textureDesc.texture = fbo.getColorBufferTexture();
return textureDesc;
}
代码示例来源:origin: libgdx/libgdx
public Texture getTexture (int n) {
if (n >= getPassQuantity()) throw new GdxRuntimeException("Can't get texture " + n);
return frameBuffers[n].getColorBufferTexture();
}
代码示例来源:origin: libgdx/libgdx
/** Set viewport according to allocator.
* @param lp LightProperties to process.
* @param cameraViewport Set camera viewport if true. */
protected void processViewport (LightProperties lp, boolean cameraViewport) {
Camera camera = lp.camera;
ShadowMapRegion r = allocator.nextResult(currentLight);
if (r == null) return;
TextureRegion region = lp.region;
region.setTexture(frameBuffers[currentPass].getColorBufferTexture());
// We don't use HdpiUtils
// gl commands related to shadow map size and not to screen size
Gdx.gl.glViewport(r.x, r.y, r.width, r.height);
Gdx.gl.glScissor(r.x + 1, r.y + 1, r.width - 2, r.height - 2);
region.setRegion(r.x, r.y, r.width, r.height);
if (cameraViewport) {
camera.viewportHeight = r.height;
camera.viewportWidth = r.width;
camera.update();
}
}
代码示例来源:origin: stackoverflow.com
m_fboRegion = new TextureRegion(m_fbo.getColorBufferTexture());
m_fboRegion.flip(false, true);
代码示例来源:origin: libgdx/libgdx
spriteBatch.draw(frameBuffer.getColorBufferTexture(), 0, 0, 256, 256, 0, 0, frameBuffer.getColorBufferTexture().getWidth(),
frameBuffer.getColorBufferTexture().getHeight(), false, true);
spriteBatch.draw(stencilFrameBuffer.getColorBufferTexture(), 256, 256, 256, 256, 0, 0, frameBuffer.getColorBufferTexture()
.getWidth(), frameBuffer.getColorBufferTexture().getHeight(), false, true);
spriteBatch.end();
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: 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/box2dlights
/**
* Expert functionality
*
* @return Texture that contain lightmap texture that can be used as light
* texture in your shaders
*/
public Texture getLightMapTexture() {
return lightMap.frameBuffer.getColorBufferTexture();
}
代码示例来源:origin: com.badlogicgames.box2dlights/box2dlights
/**
* Expert functionality
*
* @return Texture that contain lightmap texture that can be used as light
* texture in your shaders
*/
public Texture getLightMapTexture() {
return lightMap.frameBuffer.getColorBufferTexture();
}
代码示例来源:origin: manuelbua/libgdx-contribs
/** When needed graphics memory could be invalidated so buffers should be rebuilt. */
public void rebind () {
texture1 = buffer1.getColorBufferTexture();
texture2 = buffer2.getColorBufferTexture();
}
代码示例来源:origin: dingjibang/GDX-RPG
public Combine setInput (FrameBuffer buffer1, FrameBuffer buffer2) {
this.inputTexture = buffer1.getColorBufferTexture();
this.inputTexture2 = buffer2.getColorBufferTexture();
return this;
}
代码示例来源:origin: manuelbua/uracer-kotd
public Combine setInput (FrameBuffer buffer1, FrameBuffer buffer2) {
this.inputTexture = buffer1.getColorBufferTexture();
this.inputTexture2 = buffer2.getColorBufferTexture();
return this;
}
代码示例来源:origin: manuelbua/uracer-kotd
/** When needed graphics memory could be invalidated so buffers should be rebuilt. */
public void rebind () {
texture1 = buffer1.getColorBufferTexture();
texture2 = buffer2.getColorBufferTexture();
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
@Override
public TextureDescriptor getDepthMap () {
textureDesc.texture = fbo.getColorBufferTexture();
return textureDesc;
}
代码示例来源:origin: manuelbua/libgdx-contribs
public T setInput (FrameBuffer input) {
return setInput(input.getColorBufferTexture());
}
代码示例来源:origin: manuelbua/uracer-kotd
@Override
public void render () {
from.getColorBufferTexture().bind(0);
to.getColorBufferTexture().bind(1);
fade.begin();
fade.setUniformf("Ratio", factor);
quad.render(fade);
fade.end();
}
代码示例来源:origin: manuelbua/uracer-kotd
@Override
public void render () {
from.getColorBufferTexture().bind(0);
to.getColorBufferTexture().bind(1);
fade.begin();
fade.setUniformf("Ratio", factor);
quad.render(fade);
fade.end();
}
代码示例来源:origin: langurmonkey/gaiasky
@Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
if (fb != null) {
batch.draw(fb.getColorBufferTexture(), getX(), getY(), width, height);
}
}
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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