[libgdx] Added PngExportTest.

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Nathan Sweet 2022-05-01 12:10:36 -04:00
parent c47aa8eade
commit 6d990fd1d1

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.PixmapIO;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.FrameBuffer;
import com.badlogic.gdx.utils.ScreenUtils;
import com.esotericsoftware.spine.Animation.MixBlend;
import com.esotericsoftware.spine.Animation.MixDirection;
import com.esotericsoftware.spine.utils.TwoColorPolygonBatch;
/** Demonstrates rendering an animation to a frame buffer (FBO) and then writing each frame as a PNG. */
public class PngExportTest extends ApplicationAdapter {
OrthographicCamera camera;
TwoColorPolygonBatch batch;
SkeletonRenderer renderer;
BitmapFont font;
TextureAtlas atlas;
Skeleton skeleton;
FrameBuffer fbo;
TextureRegion fboRegion;
boolean drawFbo = true;
public void create () {
camera = new OrthographicCamera();
batch = new TwoColorPolygonBatch();
renderer = new SkeletonRenderer();
renderer.setPremultipliedAlpha(true);
font = new BitmapFont();
font.setColor(Color.BLACK);
// Load the atlas and skeleton.
atlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy-pma.atlas"));
SkeletonJson json = new SkeletonJson(atlas);
json.setScale(0.66f);
SkeletonData skeletonData = json.readSkeletonData(Gdx.files.internal("spineboy/spineboy-ess.json"));
// Create a skeleton instance, set the position of its root bone, and update its world transform.
skeleton = new Skeleton(skeletonData);
skeleton.setPosition(250, 20);
skeleton.updateWorldTransform();
// Create an FBO and a texture region.
fbo = new FrameBuffer(Pixmap.Format.RGBA8888, 512, 512, false);
fboRegion = new TextureRegion(fbo.getColorBufferTexture());
// Create a pixmap of the same size.
Pixmap pixmap = new Pixmap(fbo.getWidth(), fbo.getHeight(), Format.RGBA8888);
// Configure the camera and batch for rendering to the FBO's size.
camera.setToOrtho(true, fbo.getWidth(), fbo.getHeight());
camera.update();
batch.getProjectionMatrix().set(camera.combined);
// Start rendering to the FBO.
fbo.begin();
// Pose the skeleton at regular intervals throughout the animation.
Animation animation = skeletonData.findAnimation("run");
float fps = 1 / 15f, time = 0;
int frame = 1;
while (time < animation.getDuration()) {
animation.apply(skeleton, time, time, false, null, 1, MixBlend.first, MixDirection.in);
skeleton.updateWorldTransform();
// Render the skeleton to the FBO.
ScreenUtils.clear(0, 0, 0, 0);
batch.begin();
renderer.draw(batch, skeleton);
batch.end();
// Copy the FBO to the pixmap and write it to a PNG file.
String name = animation.getName() + "_" + frame + ".png";
System.out.println(name);
Gdx.gl.glPixelStorei(GL20.GL_PACK_ALIGNMENT, 1); // Have glReadPixels use byte alignment for each pixel row.
Gdx.gl.glReadPixels(0, 0, fbo.getWidth(), fbo.getHeight(), GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, pixmap.getPixels());
PixmapIO.writePNG(new FileHandle(name), pixmap);
frame++;
time += fps;
}
pixmap.dispose();
fbo.end();
// Terminate without showing a window.
System.exit(0);
}
static public void main (String[] args) throws Exception {
Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
config.setInitialVisible(false);
new Lwjgl3Application(new PngExportTest(), config);
}
}