فهرست منبع

[libgdx] Added PngExportTest.

Nathan Sweet 3 سال پیش
والد
کامیت
6d990fd1d1
1فایلهای تغییر یافته به همراه138 افزوده شده و 0 حذف شده
  1. 138 0
      spine-libgdx/spine-libgdx-tests/src/com/esotericsoftware/spine/PngExportTest.java

+ 138 - 0
spine-libgdx/spine-libgdx-tests/src/com/esotericsoftware/spine/PngExportTest.java

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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);
+	}
+}