本文整理了Java中com.badlogic.gdx.Graphics.getBackBufferWidth()
方法的一些代码示例,展示了Graphics.getBackBufferWidth()
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。Graphics.getBackBufferWidth()
方法的具体详情如下:
包路径:com.badlogic.gdx.Graphics
类名称:Graphics
方法名:getBackBufferWidth
暂无
代码示例来源:origin: libgdx/libgdx
/**
* Converts an x-coordinate given in logical screen coordinates to
* backbuffer coordinates.
*/
public static int toBackBufferX(int logicalX) {
return (int)(logicalX * Gdx.graphics.getBackBufferWidth() / (float)Gdx.graphics.getWidth());
}
代码示例来源:origin: libgdx/libgdx
/**
* Converts an x-coordinate given in logical screen coordinates to
* backbuffer coordinates.
*/
public static int toBackBufferX(int logicalX) {
return (int)(logicalX * Gdx.graphics.getBackBufferWidth() / (float)Gdx.graphics.getWidth());
}
代码示例来源:origin: libgdx/libgdx
/**
* Converts an x-coordinate given in backbuffer coordinates to
* logical screen coordinates.
*/
public static int toLogicalX(int backBufferX) {
return (int)(backBufferX * Gdx.graphics.getWidth() / (float)Gdx.graphics.getBackBufferWidth());
}
代码示例来源:origin: libgdx/libgdx
/**
* Converts an x-coordinate given in backbuffer coordinates to
* logical screen coordinates.
*/
public static int toLogicalX(int backBufferX) {
return (int)(backBufferX * Gdx.graphics.getWidth() / (float)Gdx.graphics.getBackBufferWidth());
}
代码示例来源:origin: libgdx/libgdx
/** Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4. The byte[] will
* always contain RGBA8888 data. Because of differences in screen and image origins the framebuffer contents should be flipped
* along the Y axis if you intend save them to disk as a bitmap. Flipping is not a cheap operation, so use this functionality
* wisely.
*
* @param flipY whether to flip pixels along Y axis */
public static byte[] getFrameBufferPixels (boolean flipY) {
final int w = Gdx.graphics.getBackBufferWidth();
final int h = Gdx.graphics.getBackBufferHeight();
return getFrameBufferPixels(0, 0, w, h, flipY);
}
代码示例来源:origin: libgdx/libgdx
/** Returns the default framebuffer contents as a {@link TextureRegion} with a width and height equal to the current screen
* size. The base {@link Texture} always has {@link MathUtils#nextPowerOfTwo} dimensions and RGBA8888 {@link Format}. It can be
* accessed via {@link TextureRegion#getTexture}. The texture is not managed and has to be reloaded manually on a context loss.
* The returned TextureRegion is flipped along the Y axis by default. */
public static TextureRegion getFrameBufferTexture () {
final int w = Gdx.graphics.getBackBufferWidth();
final int h = Gdx.graphics.getBackBufferHeight();
return getFrameBufferTexture(0, 0, w, h);
}
代码示例来源:origin: libgdx/libgdx
/** Returns the default framebuffer contents as a {@link TextureRegion} with a width and height equal to the current screen
* size. The base {@link Texture} always has {@link MathUtils#nextPowerOfTwo} dimensions and RGBA8888 {@link Format}. It can be
* accessed via {@link TextureRegion#getTexture}. The texture is not managed and has to be reloaded manually on a context loss.
* The returned TextureRegion is flipped along the Y axis by default. */
public static TextureRegion getFrameBufferTexture () {
final int w = Gdx.graphics.getBackBufferWidth();
final int h = Gdx.graphics.getBackBufferHeight();
return getFrameBufferTexture(0, 0, w, h);
}
代码示例来源:origin: libgdx/libgdx
@Override
public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
// Value must be float type to work !
shader.set(inputID, (float)Gdx.graphics.getBackBufferWidth(), (float)Gdx.graphics.getBackBufferHeight());
}
};
代码示例来源:origin: libgdx/libgdx
/** Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4. The byte[] will
* always contain RGBA8888 data. Because of differences in screen and image origins the framebuffer contents should be flipped
* along the Y axis if you intend save them to disk as a bitmap. Flipping is not a cheap operation, so use this functionality
* wisely.
*
* @param flipY whether to flip pixels along Y axis */
public static byte[] getFrameBufferPixels (boolean flipY) {
final int w = Gdx.graphics.getBackBufferWidth();
final int h = Gdx.graphics.getBackBufferHeight();
return getFrameBufferPixels(0, 0, w, h, flipY);
}
代码示例来源:origin: libgdx/libgdx
protected void beginRender (boolean lighting) {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
camera.update();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
counter = (counter + Gdx.graphics.getDeltaTime()) % 2.f;
testAttribute1.value = Math.abs(1f - counter);
testAttribute2.value = 1f - testAttribute1.value;
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instances);
modelBatch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
shader.begin();
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
counter = (counter + Gdx.graphics.getDeltaTime()) % 1.f;
blendingAttribute.opacity = 0.25f + Math.abs(0.5f - counter);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelInstance.transform.rotate(Vector3.Y, 30 * Gdx.graphics.getDeltaTime());
modelBatch.begin(camera);
modelBatch.render(background);
modelBatch.render(modelInstance);
modelBatch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
inputController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instance, environment);
modelBatch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
counter = (counter + Gdx.graphics.getDeltaTime()) % 1.f;
blendingAttribute.opacity = 0.25f + Math.abs(0.5f - counter);
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelInstance.transform.rotate(Vector3.Y, 30 * Gdx.graphics.getDeltaTime());
modelBatch.begin(camera);
modelBatch.render(background);
modelBatch.render(modelInstance, environment);
modelBatch.end();
}
代码示例来源:origin: libgdx/libgdx
/** Calls {@link GL20#glViewport(int, int, int, int)}, expecting the coordinates and sizes given in logical coordinates and
* automatically converts them to backbuffer coordinates, which may be bigger on HDPI screens. */
public static void glViewport (int x, int y, int width, int height) {
if (mode == HdpiMode.Logical && (Gdx.graphics.getWidth() != Gdx.graphics.getBackBufferWidth()
|| Gdx.graphics.getHeight() != Gdx.graphics.getBackBufferHeight())) {
Gdx.gl.glViewport(toBackBufferX(x), toBackBufferY(y), toBackBufferX(width), toBackBufferY(height));
} else {
Gdx.gl.glViewport(x, y, width, height);
}
}
代码示例来源:origin: libgdx/libgdx
/** Calls {@link GL20#glScissor(int, int, int, int)}, expecting the coordinates and sizes given in logical coordinates and
* automatically converts them to backbuffer coordinates, which may be bigger on HDPI screens. */
public static void glScissor (int x, int y, int width, int height) {
if (mode == HdpiMode.Logical && (Gdx.graphics.getWidth() != Gdx.graphics.getBackBufferWidth()
|| Gdx.graphics.getHeight() != Gdx.graphics.getBackBufferHeight())) {
Gdx.gl.glScissor(toBackBufferX(x), toBackBufferY(y), toBackBufferX(width), toBackBufferY(height));
} else {
Gdx.gl.glScissor(x, y, width, height);
}
}
代码示例来源:origin: libgdx/libgdx
/** Calls {@link GL20#glViewport(int, int, int, int)}, expecting the coordinates and sizes given in logical coordinates and
* automatically converts them to backbuffer coordinates, which may be bigger on HDPI screens. */
public static void glViewport (int x, int y, int width, int height) {
if (mode == HdpiMode.Logical && (Gdx.graphics.getWidth() != Gdx.graphics.getBackBufferWidth()
|| Gdx.graphics.getHeight() != Gdx.graphics.getBackBufferHeight())) {
Gdx.gl.glViewport(toBackBufferX(x), toBackBufferY(y), toBackBufferX(width), toBackBufferY(height));
} else {
Gdx.gl.glViewport(x, y, width, height);
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
animate();
inputController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glClearColor(0.13f, 0.13f, 0.13f, 1);
modelBatch.begin(cam);
modelBatch.render(instance, environment);
modelBatch.end();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void render () {
if (loading && assets.update()) doneLoading();
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
for (ModelInstance instance : instances)
modelBatch.render(instance, lights);
if (space != null) modelBatch.render(space);
modelBatch.end();
}
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