use of com.badlogic.gdx.graphics.glutils.FrameBuffer in project Entitas-Java by Rubentxu.
the class RenderTransition method loadResources.
@Override
public void loadResources() {
int w = Gdx.graphics.getWidth();
int h = Gdx.graphics.getHeight();
nextFbo = new FrameBuffer(Pixmap.Format.RGBA8888, w, h, true);
currFbo = new FrameBuffer(Pixmap.Format.RGBA8888, w, h, true);
}
use of com.badlogic.gdx.graphics.glutils.FrameBuffer in project libgdx by libgdx.
the class EdgeDetectionTest method create.
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();
}
use of com.badlogic.gdx.graphics.glutils.FrameBuffer in project libgdx by libgdx.
the class FrameBufferTest method create.
@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, false, true);
createShader(Gdx.graphics);
}
use of com.badlogic.gdx.graphics.glutils.FrameBuffer in project libgdx by libgdx.
the class FloatTextureTest method create.
@Override
public void create() {
fb = new FrameBuffer(Format.RGBA8888, 200, 100, false);
ffb = new FloatFrameBuffer(200, 100, false);
// @off
String vertexShader = "attribute vec4 a_position; " + "varying vec2 v_position; " + "void main(){ " + " v_position = a_position.xy; " + " gl_Position = vec4(a_position.x, a_position.y, 0.0, 1.0); " + "}";
String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "uniform vec3 u_color;" + "uniform vec2 u_viewport; " + "void main(void){ " + " vec2 uv = gl_FragCoord.xy/u_viewport; " + // <--- // regular (non-float) texture loses precision here, res == 0 for every fragment
" float res = mix(0.0, 0.0001, uv.x); " + " gl_FragColor = vec4(u_color, res); " + "}";
fbshader = new ShaderProgram(vertexShader, fragmentShader);
vertexShader = "attribute vec4 a_position; " + "attribute vec4 a_color; " + "attribute vec2 a_texCoords; " + "uniform mat4 u_worldView; " + "varying vec4 v_color; " + "varying vec2 v_texCoords; " + "void main() " + "{ " + " v_color = a_color; " + " v_texCoords = a_texCoords; " + " gl_Position = u_worldView * a_position; " + "}";
fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying vec2 v_texCoords; " + "uniform sampler2D u_fbtex, u_ffbtex; " + "vec4 getValue(vec4 col) {" + " if (col.a > 0.00005)" + " return vec4(col.rgb, 1.0);" + " else" + " return vec4(0.0, 0.0, 0.0, 1.0);" + "}" + "void main() " + "{ " + " if (v_texCoords.y < 0.45)" + " gl_FragColor = getValue(texture2D(u_fbtex, v_texCoords)); " + " else if (v_texCoords.y > 0.55)" + " gl_FragColor = getValue(texture2D(u_ffbtex, v_texCoords)); " + "}";
// @on
shader = new ShaderProgram(vertexShader, fragmentShader);
createQuad();
screenCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
createScreenQuad();
}
use of com.badlogic.gdx.graphics.glutils.FrameBuffer in project libgdx by libgdx.
the class ClassicalShadowSystem method init2.
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));
}
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