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Example 91 with TextureRegion

use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.

the class NinePatchTest method newMidlessPatch.

// Make a ninepatch with no middle band, just top three and bottom three.
static NinePatch newMidlessPatch() {
    final int patchSize = 8;
    final int fullPatchHeight = patchSize * 2;
    final int fullPatchWidth = patchSize * 3;
    final int pixmapDim = MathUtils.nextPowerOfTwo(Math.max(fullPatchWidth, fullPatchHeight));
    Pixmap testPatch = new Pixmap(pixmapDim, pixmapDim, Pixmap.Format.RGBA8888);
    testPatch.setColor(1, 1, 1, 0);
    testPatch.fill();
    for (int x = 0; x < fullPatchWidth; x += patchSize) {
        for (int y = 0; y < fullPatchHeight; y += patchSize) {
            testPatch.setColor(x / (float) fullPatchWidth, y / (float) fullPatchHeight, 1.0f, 1.0f);
            testPatch.fillRectangle(x, y, patchSize, patchSize);
        }
    }
    return new NinePatch(new TextureRegion(new Texture(testPatch), fullPatchWidth, fullPatchHeight), patchSize, patchSize, patchSize, patchSize);
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) NinePatch(com.badlogic.gdx.graphics.g2d.NinePatch) Texture(com.badlogic.gdx.graphics.Texture) Pixmap(com.badlogic.gdx.graphics.Pixmap)

Example 92 with TextureRegion

use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.

the class ComplexActionTest method create.

@Override
public void create() {
    stage = new Stage();
    Action complexAction = forever(sequence(parallel(rotateBy(180, 2), scaleTo(1.4f, 1.4f, 2), alpha(0.7f, 2)), parallel(rotateBy(180, 2), scaleTo(1.0f, 1.0f, 2), alpha(1.0f, 2))));
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);
    texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    final Image img1 = new Image(new TextureRegion(texture));
    img1.setSize(100, 100);
    img1.setOrigin(50, 50);
    img1.setPosition(50, 50);
    final Image img2 = new Image(new TextureRegion(texture));
    img2.setSize(50, 50);
    img2.setOrigin(50, 50);
    img2.setPosition(150, 150);
    stage.addActor(img1);
    stage.addActor(img2);
    img1.addAction(complexAction);
// img2.action(complexAction.copy());
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) Action(com.badlogic.gdx.scenes.scene2d.Action) Stage(com.badlogic.gdx.scenes.scene2d.Stage) Image(com.badlogic.gdx.scenes.scene2d.ui.Image) Texture(com.badlogic.gdx.graphics.Texture)

Example 93 with TextureRegion

use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.

the class SuperKoalio method renderKoala.

private void renderKoala(float deltaTime) {
    // based on the koala state, get the animation frame
    TextureRegion frame = null;
    switch(koala.state) {
        case Standing:
            frame = stand.getKeyFrame(koala.stateTime);
            break;
        case Walking:
            frame = walk.getKeyFrame(koala.stateTime);
            break;
        case Jumping:
            frame = jump.getKeyFrame(koala.stateTime);
            break;
    }
    // draw the koala, depending on the current velocity
    // on the x-axis, draw the koala facing either right
    // or left
    Batch batch = renderer.getBatch();
    batch.begin();
    if (koala.facesRight) {
        batch.draw(frame, koala.position.x, koala.position.y, Koala.WIDTH, Koala.HEIGHT);
    } else {
        batch.draw(frame, koala.position.x + Koala.WIDTH, koala.position.y, -Koala.WIDTH, Koala.HEIGHT);
    }
    batch.end();
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) Batch(com.badlogic.gdx.graphics.g2d.Batch)

Example 94 with TextureRegion

use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.

the class MainShader method bindSpotShadows.

public void bindSpotShadows(final Attributes attributes) {
    final SpotLightsAttribute sla = attributes.get(SpotLightsAttribute.class, SpotLightsAttribute.Type);
    final Array<SpotLight> spots = sla == null ? null : sla.lights;
    if (spotLightsLoc >= 0) {
        for (int i = 0; i < spotLights.length; i++) {
            if (spots == null || spots.size <= i) {
                continue;
            }
            int idx = spotShadowsLoc + i * spotShadowsSize;
            // Shadow
            ObjectMap<SpotLight, LightProperties> spotCameras = shadowSystem.getSpotCameras();
            SpotLight sl = spots.get(i);
            if (shadowSystem.hasLight(sl)) {
                // UVTransform
                final TextureRegion tr = spotCameras.get(sl).region;
                Camera cam = spotCameras.get(sl).camera;
                if (cam != null) {
                    program.setUniformf(idx + spotShadowsUvTransformOffset, tr.getU(), tr.getV(), tr.getU2() - tr.getU(), tr.getV2() - tr.getV());
                    // ProjViewTrans
                    idx = spotShadowMapProjViewTransLoc + i * spotShadowMapProjViewTransSize;
                    program.setUniformMatrix(idx, spotCameras.get(sl).camera.combined);
                }
            }
            if (spotLightsSize <= 0)
                break;
        }
    }
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) LightProperties(com.badlogic.gdx.tests.g3d.shadows.system.BaseShadowSystem.LightProperties) SpotLightsAttribute(com.badlogic.gdx.graphics.g3d.attributes.SpotLightsAttribute) Camera(com.badlogic.gdx.graphics.Camera) SpotLight(com.badlogic.gdx.graphics.g3d.environment.SpotLight)

Example 95 with TextureRegion

use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.

the class BaseShadowSystem method processViewport.

/** 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();
    }
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) ShadowMapRegion(com.badlogic.gdx.tests.g3d.shadows.utils.ShadowMapAllocator.ShadowMapRegion) PerspectiveCamera(com.badlogic.gdx.graphics.PerspectiveCamera) Camera(com.badlogic.gdx.graphics.Camera) OrthographicCamera(com.badlogic.gdx.graphics.OrthographicCamera)

Aggregations

TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)115 Texture (com.badlogic.gdx.graphics.Texture)57 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)22 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)18 Stage (com.badlogic.gdx.scenes.scene2d.Stage)18 Sprite (com.badlogic.gdx.graphics.g2d.Sprite)13 GdxRuntimeException (com.badlogic.gdx.utils.GdxRuntimeException)13 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)11 NinePatch (com.badlogic.gdx.graphics.g2d.NinePatch)11 AtlasSprite (com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasSprite)11 AtlasRegion (com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion)10 Image (com.badlogic.gdx.scenes.scene2d.ui.Image)10 Skin (com.badlogic.gdx.scenes.scene2d.ui.Skin)10 Pixmap (com.badlogic.gdx.graphics.Pixmap)8 Color (com.badlogic.gdx.graphics.Color)7 ShapeRenderer (com.badlogic.gdx.graphics.glutils.ShapeRenderer)7 TextureRegionDrawable (com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable)7 Test (org.junit.Test)7 FileHandle (com.badlogic.gdx.files.FileHandle)6 TextureAtlas (com.badlogic.gdx.graphics.g2d.TextureAtlas)6