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