本文整理了Java中com.badlogic.gdx.graphics.glutils.FrameBuffer.getHeight()
方法的一些代码示例,展示了FrameBuffer.getHeight()
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.getHeight()
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:getHeight
暂无
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: 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);
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
Gdx.gl20.glViewport(0, 0, frameBuffer.getWidth(), frameBuffer.getHeight());
Gdx.gl20.glClearColor(1f, 1f, 0f, 1);
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_STENCIL_BUFFER_BIT);
代码示例来源:origin: langurmonkey/gaiasky
public TextureWidget(FrameBuffer fb) {
super();
this.fb = fb;
this.width = fb.getWidth();
this.height = fb.getHeight();
}
代码示例来源:origin: dingjibang/GDX-RPG
/** An instance of this object can also be used to manipulate some other externally-allocated buffers, applying just the same
* ping-ponging behavior.
*
* If this instance of the object was owning the resources, they will be preserved and will be restored by a {@link #reset()}
* call.
*
* @param buffer1 the first buffer
* @param buffer2 the second buffer */
public void set (FrameBuffer buffer1, FrameBuffer buffer2) {
if (ownResources) {
ownedResult = bufResult;
ownedSource = bufSrc;
ownedW = width;
ownedH = height;
}
this.buffer1 = buffer1;
this.buffer2 = buffer2;
width = this.buffer1.getWidth();
height = this.buffer1.getHeight();
rebind();
}
代码示例来源:origin: manuelbua/uracer-kotd
/** An instance of this object can also be used to manipulate some other externally-allocated buffers, applying just the same
* ping-ponging behavior.
*
* If this instance of the object was owning the resources, they will be preserved and will be restored by a {@link #reset()}
* call.
*
* @param buffer1 the first buffer
* @param buffer2 the second buffer */
public void set (FrameBuffer buffer1, FrameBuffer buffer2) {
if (ownResources) {
ownedResult = bufResult;
ownedSource = bufSrc;
ownedW = width;
ownedH = height;
}
this.buffer1 = buffer1;
this.buffer2 = buffer2;
width = this.buffer1.getWidth();
height = this.buffer1.getHeight();
rebind();
}
代码示例来源:origin: manuelbua/libgdx-contribs
/** An instance of this object can also be used to manipulate some other externally-allocated buffers, applying just the same
* ping-ponging behavior.
*
* If this instance of the object was owning the resources, they will be preserved and will be restored by a {@link #reset()}
* call.
*
* @param buffer1 the first buffer
* @param buffer2 the second buffer */
public void set (FrameBuffer buffer1, FrameBuffer buffer2) {
if (ownResources) {
ownedResult = bufResult;
ownedSource = bufSrc;
ownedW = width;
ownedH = height;
}
this.buffer1 = buffer1;
this.buffer2 = buffer2;
width = this.buffer1.getWidth();
height = this.buffer1.getHeight();
rebind();
}
代码示例来源:origin: manuelbua/libgdx-contribs
@Override
public void render (FrameBuffer src, FrameBuffer dest) {
if (dest != null) {
camblur.setViewport(dest.getWidth(), dest.getHeight());
} else {
camblur.setViewport(width, height);
}
restoreViewport(dest);
camblur.setInput(src).setOutput(dest).render();
};
}
代码示例来源:origin: dingjibang/GDX-RPG
@Override
public void render (FrameBuffer src, FrameBuffer dest) {
if (dest != null) {
camblur.setViewport(dest.getWidth(), dest.getHeight());
} else {
camblur.setViewport(width, height);
}
restoreViewport(dest);
camblur.setInput(src).setOutput(dest).render();
};
}
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 src, FrameBuffer dest) {
if (dest != null) {
camblur.setViewport(dest.getWidth(), dest.getHeight());
} else {
camblur.setViewport(width, height);
}
restoreViewport(dest);
camblur.setInput(src).setOutput(dest).render();
};
}
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: bladecoder/bladecoder-adventure-engine
fboBatch.setColor(Color.WHITE);
OrthographicCamera camera = new OrthographicCamera();
camera.setToOrtho(false, fbo.getWidth(), fbo.getHeight());
fboBatch.setProjectionMatrix(camera.combined);
fbo.begin();
fboBatch.begin();
fboBatch.draw(r, 0, 0, fbo.getWidth(), fbo.getHeight());
fboBatch.end();
TextureRegion tex = ScreenUtils.getFrameBufferTexture(0, 0, fbo.getWidth(), fbo.getHeight());
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();
}
}
}
代码示例来源:origin: manuelbua/uracer-kotd
@Override
public void render (FrameBuffer src, FrameBuffer dest) {
restoreViewport(dest);
if (dest != null) {
motionFilter.setInput(src).setOutput(dest).render();
fbo = dest;
} else {
if (fbo == null) {
// Init frame buffer
fbo = new FrameBuffer(Format.RGBA8888, src.getWidth(), src.getHeight(), false);
}
motionFilter.setInput(src).setOutput(fbo).render();
// Copy fbo to screen
copyFilter.setInput(fbo).setOutput(dest).render();
}
// Set last frame
motionFilter.setLastFrameTexture(fbo.getColorBufferTexture());
}
代码示例来源:origin: manuelbua/libgdx-contribs
@Override
public void render (FrameBuffer src, FrameBuffer dest) {
restoreViewport(dest);
if (dest != null) {
motionFilter.setInput(src).setOutput(dest).render();
fbo = dest;
} else {
if (fbo == null) {
// Init frame buffer
fbo = new FrameBuffer(Format.RGBA8888, src.getWidth(), src.getHeight(), false);
}
motionFilter.setInput(src).setOutput(fbo).render();
// Copy fbo to screen
copyFilter.setInput(fbo).setOutput(dest).render();
}
// Set last frame
motionFilter.setLastFrameTexture(fbo.getColorBufferTexture());
}
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