Example usage for com.badlogic.gdx.graphics.g2d SpriteBatch SpriteBatch

List of usage examples for com.badlogic.gdx.graphics.g2d SpriteBatch SpriteBatch

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g2d SpriteBatch SpriteBatch.

Prototype

public SpriteBatch(int size, ShaderProgram defaultShader) 

Source Link

Document

Constructs a new SpriteBatch.

Usage

From source file:com.cyphercove.doublehelix.FilmGrain.java

License:Apache License

public FilmGrain(Texture noiseTexture, Texture borderTexture, Texture scanlineTexture, boolean forBloom) {
    this.forBloom = forBloom;

    this.noiseTexture = noiseTexture;
    this.borderTexture = borderTexture;
    this.scanlineTexture = scanlineTexture;

    String prefix = forBloom ? "filmgrain_bloom" : "filmgrain";

    String vertexShaderSrc = Gdx.files.internal(prefix + "_vs.glsl").readString();
    String fragmentShaderSrc = Gdx.files.internal(prefix + "_fs.glsl").readString();
    filmGrainShaderProgram = new ShaderProgram(vertexShaderSrc, fragmentShaderSrc);

    if (!forBloom) {
        batch = new SpriteBatch(1, filmGrainShaderProgram);
        batch.setProjectionMatrix(new Matrix4().idt());
    }/*w w  w.  ja v a2 s  . c  o  m*/

    u_grainInverse = filmGrainShaderProgram.getUniformLocation("u_grainInverse");
    u_grainOffset = filmGrainShaderProgram.getUniformLocation("u_grainOffset");
    u_flicker = filmGrainShaderProgram.getUniformLocation("u_flicker");
    u_noiseTexture = filmGrainShaderProgram.getUniformLocation("u_noiseTexture");
    u_scanLineTexture = filmGrainShaderProgram.getUniformLocation("u_scanLineTexture");
    u_scanLineInverse = filmGrainShaderProgram.getUniformLocation("u_scanLineInverse");
    if (forBloom) {
        u_borderTexture = filmGrainShaderProgram.getUniformLocation("u_borderTexture");
        u_flipped = filmGrainShaderProgram.getUniformLocation("u_flipped");
    }
}

From source file:com.forerunnergames.peril.client.ui.SpriteBatchFactory.java

License:Open Source License

public static SpriteBatch create(final AssetManager assetManager) {
    Arguments.checkIsNotNull(assetManager, "assetManager");

    if (GraphicsSettings.USE_OPENGL_CORE_PROFILE) {
        return new SpriteBatch(GraphicsSettings.SPRITES_IN_BATCH,
                assetManager.get(AssetSettings.SPRITE_BATCH_SHADER_PROGRAM_ASSET_DESCRIPTOR));
    } else {/*from w w  w  . ja  v a 2  s .  c om*/
        return new SpriteBatch(GraphicsSettings.SPRITES_IN_BATCH);
    }
}

From source file:de.bioviz.ui.BioViz.java

License:Open Source License

@Override
public void create() {
    messageCenter = new MessageCenter(this);

    float w = Gdx.graphics.getWidth();
    float h = Gdx.graphics.getHeight();

    camera = new OrthographicCamera(1, h / w);
    batch = new BioVizSpriteBatch(new SpriteBatch(1000, BioViz.createDefaultShader()));

    inputProcessor = new BioVizInputProcessor(this);
    Gdx.input.setInputProcessor(inputProcessor);

    logger.trace("BioViz started");
}

From source file:org.illarion.engine.backend.gdx.GdxGraphics.java

License:Open Source License

/**
 * Create a new instance of the graphics engine that is using libGDX to render.
 *
 * @param gdxGraphics the libGDX graphics instance that is used
 *///from w w  w .j a  v  a  2s  .  c  o  m
GdxGraphics(@Nonnull final GdxEngine engine, @Nonnull final com.badlogic.gdx.Graphics gdxGraphics) {
    this.gdxGraphics = gdxGraphics;
    this.engine = engine;
    shapeRenderer = new ShapeRenderer();
    spriteBatch = new SpriteBatch(1000, 10);
    tempColor1 = new com.badlogic.gdx.graphics.Color();
    tempColor2 = new com.badlogic.gdx.graphics.Color();
    tempColor3 = new com.badlogic.gdx.graphics.Color();
    tempColor4 = new com.badlogic.gdx.graphics.Color();
    tempRegion = new TextureRegion();
    tempEngineRectangle = new Rectangle();

    camera = new OrthographicCamera();
    camera.zoom = 1.f;
    camera.setToOrtho(true);
}