Example usage for com.badlogic.gdx.graphics GL20 GL_NEAREST

List of usage examples for com.badlogic.gdx.graphics GL20 GL_NEAREST

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL20 GL_NEAREST.

Prototype

int GL_NEAREST

To view the source code for com.badlogic.gdx.graphics GL20 GL_NEAREST.

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Usage

From source file:com.badlogic.gdx.tests.gles2.MipMap2D.java

License:Apache License

public void render() {
    Gdx.gl20.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);

    Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0);
    texture.bind();// ww  w .  ja va 2 s .  c om
    shader.begin();
    shader.setUniformf("s_texture", 0);

    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
    shader.setUniformf("u_offset", -0.6f);
    mesh.render(shader, GL20.GL_TRIANGLES);

    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_2D, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_LINEAR_MIPMAP_LINEAR);
    shader.setUniformf("u_offset", 0.6f);
    mesh.render(shader, GL20.GL_TRIANGLES);

    shader.end();
}

From source file:com.lyeeedar.Roguelike3D.Graphics.Models.SkyBox.java

License:Open Source License

public SkyBox(String texture) {

    this.texture[0] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_px.png"));
    this.texture[1] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_nx.png"));
    this.texture[2] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_py.png"));
    this.texture[3] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_ny.png"));
    this.texture[4] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_pz.png"));
    this.texture[5] = new Pixmap(Gdx.files.internal("data/textures/" + texture + "_nz.png"));

    IntBuffer buffer = BufferUtils.newIntBuffer(1);
    buffer.position(0);//from   w ww  .ja  v a  2s . c om
    buffer.limit(buffer.capacity());
    Gdx.gl20.glGenTextures(1, buffer);
    textureId = buffer.get(0);

    Gdx.gl20.glActiveTexture(SKYBOX_TEXTURE_ACTIVE_UNIT);
    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, textureId);

    for (int i = 0; i < 6; i++) {
        glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, this.texture[i]);
    }

    float[] vertices = { -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f,
            -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, };

    for (int i = 0; i < vertices.length; i++) {
        vertices[i] *= 10;
    }

    short[] indices = { 0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1 };

    mesh = new Mesh(true, 24, 14, new VertexAttribute(Usage.Position, 3, "a_position"));

    mesh.setVertices(vertices);
    mesh.setIndices(indices);

    final String vertexShader = Gdx.files.internal("data/shaders/model/skybox.vertex.glsl").readString();
    final String fragmentShader = Gdx.files.internal("data/shaders/model/skybox.fragment.glsl").readString();
    ShaderProgram.pedantic = true;
    shader = new ShaderProgram(vertexShader, fragmentShader);

    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_NEAREST);

    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);

}

From source file:com.perfectplay.org.SkyBox.java

License:Open Source License

public void reloadCubemap() {
    g_cubeTexture = createGLHandle();// ww  w.  j  a  v a 2  s  . c  o  m
    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, g_cubeTexture);

    Pixmap temp = manager.get(textures[0], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[1], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[2], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[3], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[4], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[5], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());

    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, g_cubeTexture);

    Gdx.gl20.glTexParameterf(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_LINEAR);
    Gdx.gl20.glTexParameterf(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);
}