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java.lang.Objectcom.badlogic.gdx.graphics.g2d.SpriteBatch
public class SpriteBatch
A SpriteBatch is used to draw 2D rectangles that reference a texture (region). The class will batch the drawing commands and optimize them for processing by the GPU.
To draw something with a SpriteBatch one has to first call the begin()
method which will setup appropriate
render states. When you are done with drawing you have to call end()
which will actually draw the things
you specified.
All drawing commands of the SpriteBatch operate in screen coordinates. The screen coordinate system has an x-axis pointing to the right, an y-axis pointing upwards and the origin is in the lower left corner of the screen. You can also provide your own transformation and projection matrices if you so wish.
A SpriteBatch is managed. In case the OpenGL context is lost all OpenGL resources a SpriteBatch uses internally get invalidated. A context is lost when a user switches to another application or receives an incoming call on Android. A SpriteBatch will be automatically reloaded after the OpenGL context is restored.
A SpriteBatch is a pretty heavy object so you should only ever have one in your program.
A SpriteBatch works with OpenGL ES 1.x and 2.0. In the case of a 2.0 context it will use its own custom shader to draw all
provided sprites. You can set your own custom shader via setShader(ShaderProgram)
.
A SpriteBatch has to be disposed if it is no longer used.
Field Summary | |
---|---|
static int |
C1
|
static int |
C2
|
static int |
C3
|
static int |
C4
|
int |
maxSpritesInBatch
the maximum number of sprites rendered in one batch so far |
int |
renderCalls
number of render calls since last begin() |
int |
totalRenderCalls
number of rendering calls ever, will not be reset, unless it's done manually |
static int |
U1
|
static int |
U2
|
static int |
U3
|
static int |
U4
|
static int |
V1
|
static int |
V2
|
static int |
V3
|
static int |
V4
|
static int |
X1
|
static int |
X2
|
static int |
X3
|
static int |
X4
|
static int |
Y1
|
static int |
Y2
|
static int |
Y3
|
static int |
Y4
|
Constructor Summary | |
---|---|
SpriteBatch()
Constructs a new SpriteBatch. |
|
SpriteBatch(int size)
Constructs a SpriteBatch with the specified size and (if GL2) the default shader. |
|
SpriteBatch(int size,
int buffers)
Constructs a SpriteBatch with the specified size and number of buffers and (if GL2) the default shader. |
|
SpriteBatch(int size,
int buffers,
ShaderProgram defaultShader)
Constructs a new SpriteBatch. |
|
SpriteBatch(int size,
ShaderProgram defaultShader)
Constructs a new SpriteBatch. |
Method Summary | |
---|---|
void |
begin()
Sets up the SpriteBatch for drawing. |
static ShaderProgram |
createDefaultShader()
Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified. |
void |
disableBlending()
Disables blending for drawing sprites. |
void |
dispose()
Disposes all resources associated with this SpriteBatch |
void |
draw(Texture texture,
float[] spriteVertices,
int offset,
int length)
Draws a rectangle using the given vertices. |
void |
draw(Texture texture,
float x,
float y)
Draws a rectangle with the bottom left corner at x,y having the width and height of the texture. |
void |
draw(Texture texture,
float x,
float y,
float width,
float height)
Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height. |
void |
draw(Texture texture,
float x,
float y,
float width,
float height,
float u,
float v,
float u2,
float v2)
Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. |
void |
draw(Texture texture,
float x,
float y,
float originX,
float originY,
float width,
float height,
float scaleX,
float scaleY,
float rotation,
int srcX,
int srcY,
int srcWidth,
int srcHeight,
boolean flipX,
boolean flipY)
Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. |
void |
draw(Texture texture,
float x,
float y,
float width,
float height,
int srcX,
int srcY,
int srcWidth,
int srcHeight,
boolean flipX,
boolean flipY)
Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. |
void |
draw(Texture texture,
float x,
float y,
int srcX,
int srcY,
int srcWidth,
int srcHeight)
Draws a rectangle with the bottom left corner at x,y having the given width and height in pixels. |
void |
draw(TextureRegion region,
float x,
float y)
Draws a rectangle with the bottom left corner at x,y having the width and height of the region. |
void |
draw(TextureRegion region,
float x,
float y,
float width,
float height)
Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height. |
void |
draw(TextureRegion region,
float x,
float y,
float originX,
float originY,
float width,
float height,
float scaleX,
float scaleY,
float rotation)
Draws a rectangle with the bottom left corner at x,y and stretching the region to cover the given width and height. |
void |
draw(TextureRegion region,
float x,
float y,
float originX,
float originY,
float width,
float height,
float scaleX,
float scaleY,
float rotation,
boolean clockwise)
Draws a rectangle with the texture coordinates rotated 90 degrees. |
void |
enableBlending()
Enables blending for sprites |
void |
end()
Finishes off rendering. |
void |
flush()
Causes any pending sprites to be rendered, without ending the SpriteBatch. |
Color |
getColor()
|
Matrix4 |
getProjectionMatrix()
Returns the current projection matrix. |
Matrix4 |
getTransformMatrix()
Returns the current transform matrix. |
boolean |
isBlendingEnabled()
|
void |
setBlendFunction(int srcFunc,
int dstFunc)
Sets the blending function to be used when rendering sprites. |
void |
setColor(Color tint)
Sets the color used to tint images when they are added to the SpriteBatch. |
void |
setColor(float color)
|
void |
setColor(float r,
float g,
float b,
float a)
|
void |
setProjectionMatrix(Matrix4 projection)
Sets the projection matrix to be used by this SpriteBatch. |
void |
setShader(ShaderProgram shader)
Sets the shader to be used in a GLES 2.0 environment. |
void |
setTransformMatrix(Matrix4 transform)
Sets the transform matrix to be used by this SpriteBatch. |
Methods inherited from class java.lang.Object |
---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Field Detail |
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public int renderCalls
begin()
public int totalRenderCalls
public int maxSpritesInBatch
public static final int X1
public static final int Y1
public static final int C1
public static final int U1
public static final int V1
public static final int X2
public static final int Y2
public static final int C2
public static final int U2
public static final int V2
public static final int X3
public static final int Y3
public static final int C3
public static final int U3
public static final int V3
public static final int X4
public static final int Y4
public static final int C4
public static final int U4
public static final int V4
Constructor Detail |
---|
public SpriteBatch()
public SpriteBatch(int size)
SpriteBatch(int, ShaderProgram)
.
public SpriteBatch(int size, ShaderProgram defaultShader)
Constructs a new SpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with respect to the screen resolution.
The size parameter specifies the maximum size of a single batch in number of sprites
The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
the ones expect for shaders set with setShader(ShaderProgram)
. See the createDefaultShader()
method.
size
- the batch size in number of spritesdefaultShader
- the default shader to use. This is not owned by the SpriteBatch and must be disposed separately.public SpriteBatch(int size, int buffers)
SpriteBatch(int, int, ShaderProgram)
.
public SpriteBatch(int size, int buffers, ShaderProgram defaultShader)
Constructs a new SpriteBatch. Sets the projection matrix to an orthographic projection with y-axis point upwards, x-axis point to the right and the origin being in the bottom left corner of the screen. The projection will be pixel perfect with respect to the screen resolution.
The size parameter specifies the maximum size of a single batch in number of sprites
The defaultShader specifies the shader to use. Note that the names for uniforms for this default shader are different than
the ones expect for shaders set with setShader(ShaderProgram)
. See the createDefaultShader()
method.
size
- the batch size in number of spritesbuffers
- the number of buffers to use. only makes sense with VBOs. This is an expert function.defaultShader
- the default shader to use. This is not owned by the SpriteBatch and must be disposed separately.Method Detail |
---|
public static ShaderProgram createDefaultShader()
public void begin()
setProjectionMatrix(Matrix4)
and setTransformMatrix(Matrix4)
.
public void end()
begin()
public void setColor(Color tint)
Color.WHITE
.
public void setColor(float r, float g, float b, float a)
setColor(Color)
public void setColor(float color)
setColor(Color)
,
Color.toFloatBits()
public Color getColor()
public void draw(Texture texture, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation, int srcX, int srcY, int srcWidth, int srcHeight, boolean flipX, boolean flipY)
Texture
given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in
texels. FlipX and flipY specify whether the texture portion should be fliped horizontally or vertically.
texture
- the Texturex
- the x-coordinate in screen spacey
- the y-coordinate in screen spaceoriginX
- the x-coordinate of the scaling and rotation origin relative to the screen space coordinatesoriginY
- the y-coordinate of the scaling and rotation origin relative to the screen space coordinateswidth
- the width in pixelsheight
- the height in pixelsscaleX
- the scale of the rectangle around originX/originY in xscaleY
- the scale of the rectangle around originX/originY in yrotation
- the angle of counter clockwise rotation of the rectangle around originX/originYsrcX
- the x-coordinate in texel spacesrcY
- the y-coordinate in texel spacesrcWidth
- the source with in texelssrcHeight
- the source height in texelsflipX
- whether to flip the sprite horizontallyflipY
- whether to flip the sprite verticallypublic void draw(Texture texture, float x, float y, float width, float height, int srcX, int srcY, int srcWidth, int srcHeight, boolean flipX, boolean flipY)
Texture
given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in texels. FlipX
and flipY specify whether the texture portion should be fliped horizontally or vertically.
texture
- the Texturex
- the x-coordinate in screen spacey
- the y-coordinate in screen spacewidth
- the width in pixelsheight
- the height in pixelssrcX
- the x-coordinate in texel spacesrcY
- the y-coordinate in texel spacesrcWidth
- the source with in texelssrcHeight
- the source height in texelsflipX
- whether to flip the sprite horizontallyflipY
- whether to flip the sprite verticallypublic void draw(Texture texture, float x, float y, int srcX, int srcY, int srcWidth, int srcHeight)
Texture
given by srcX, srcY and srcWidth, srcHeight are used. These coordinates and sizes are given in texels.
texture
- the Texturex
- the x-coordinate in screen spacey
- the y-coordinate in screen spacesrcX
- the x-coordinate in texel spacesrcY
- the y-coordinate in texel spacesrcWidth
- the source with in texelssrcHeight
- the source height in texelspublic void draw(Texture texture, float x, float y, float width, float height, float u, float v, float u2, float v2)
Texture
given by u, v and u2, v2 are used. These coordinates and sizes are given in texture size percentage. The
rectangle will have the given tint Color
.
texture
- the Texturex
- the x-coordinate in screen spacey
- the y-coordinate in screen spacewidth
- the width in pixelsheight
- the height in pixelspublic void draw(Texture texture, float x, float y)
texture
- the Texturex
- the x-coordinate in screen spacey
- the y-coordinate in screen spacepublic void draw(Texture texture, float x, float y, float width, float height)
public void draw(Texture texture, float[] spriteVertices, int offset, int length)
getColor()
from the SpriteBatch is not applied.
public void draw(TextureRegion region, float x, float y)
public void draw(TextureRegion region, float x, float y, float width, float height)
public void draw(TextureRegion region, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation)
public void draw(TextureRegion region, float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY, float rotation, boolean clockwise)
clockwise
- If true, the texture coordinates are rotated 90 degrees clockwise. If false, they are rotated 90 degrees
counter clockwise.public void flush()
public void disableBlending()
public void enableBlending()
public void setBlendFunction(int srcFunc, int dstFunc)
srcFunc
- the source function, e.g. GL11.GL_SRC_ALPHA. If set to -1, SpriteBatch won't change the blending function.dstFunc
- the destination function, e.g. GL11.GL_ONE_MINUS_SRC_ALPHApublic void dispose()
dispose
in interface Disposable
public Matrix4 getProjectionMatrix()
public Matrix4 getTransformMatrix()
public void setProjectionMatrix(Matrix4 projection)
begin()
/end()
block.
the current batch is flushed to the gpu.
projection
- the projection matrixpublic void setTransformMatrix(Matrix4 transform)
begin()
/end()
block.
the current batch is flushed to the gpu.
transform
- the transform matrixpublic void setShader(ShaderProgram shader)
ShaderProgram.POSITION_ATTRIBUTE
, ShaderProgram.COLOR_ATTRIBUTE
and ShaderProgram.TEXCOORD_ATTRIBUTE
which gets "0" appened to indicate the use of the first texture unit. The combined transform and projection matrx is is
uploaded via a mat4 uniform called "u_projTrans". The texture sampler is passed via a uniform called "u_texture".
Call this method with a null argument to use the default shader.
This method will flush the batch before setting the new shader, you can call it in between begin()
and
end()
.
shader
- the ShaderProgram
or null to use the default shader.public boolean isBlendingEnabled()
|
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