[英]Drawing individual pixels LibGDX
我正在使用Java中的LibGDX編寫程序,我希望每隔10幀用屏幕上的新像素更新屏幕。 我嘗試過使用像素圖,但似乎無法正常工作。 這是我的代碼:
package com.mhsjlw.heat;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
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.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Heat extends ApplicationAdapter {
SpriteBatch batch;
Texture img;
private OrthographicCamera camera;
FlirClient flir = new FlirClient("x.x.x.x.x", 2525);
int[] palette = FlirPalette.IRONBOW_PALETTE;
byte[] frame = new byte[4800];
@Override
public void create() {
flir.run();
camera = new OrthographicCamera();
camera.setToOrtho(false, 80, 60);
Pixmap pixmap = new Pixmap( 80, 60, Format.RGB888);
pixmap.drawPixel(1, 1);
}
@Override
public void render() {
camera.update();
Pixmap pixmap = new Pixmap( 80, 60, Format.RGB888);
while(true) {
frame = flir.getFrame();
for (int row=0; row<60; row++) {
for (int col=0; col<0; col++) {
int ndx = row * 80 + col;
pixmap.drawPixel(col, row, FlirPalette.getRgb888(frame[ndx], palette));
}
}
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
每當我運行它,它只會返回一個黑屏。 提前致謝。
您的代碼中存在一個問題:您在render
有一段while(true)
但從不break
。
不過,這不是唯一的問題。 您正在為Pixmap
繪制像素,但您永遠不會渲染Pixmap
本身。 您需要從Pixmap
創建Texture
:
package com.mhsjlw.heat;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
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.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
public class Heat extends ApplicationAdapter {
private SpriteBatch batch;
private Texture img;
private OrthographicCamera camera;
private FlirClient flir = new FlirClient("69.165.165.194", 2525);
private int[] palette = FlirPalette.IRONBOW_PALETTE;
private byte[] frame = new byte[4800];
@Override
public void create() {
flir.run();
camera = new OrthographicCamera();
camera.setToOrtho(false, 80, 60);
batch = new SpriteBatch();
//this is useless here
Pixmap pixmap = new Pixmap( 80, 60, Format.RGB888);
pixmap.drawPixel(1, 1);
}
@Override
public void render() {
camera.update();
Pixmap pixmap = new Pixmap( 80, 60, Format.RGB888);
while(true) { //add a condition!
frame = flir.getFrame();
for (int row=0; row<60; row++) {
for (int col=0; col<0; col++) {
int ndx = row * 80 + col;
pixmap.drawPixel(col, row, FlirPalette.getRgb888(frame[ndx], palette));
}
}
img = new Texture(pixmap); //create Texture from Pixmap
pixmap.dispose(); //do not leak memory
batch.begin();
batch.draw(img, 100, 100); //draw pixmap texture
batch.end();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
我已經評論了我已經改變的東西(除了課程開頭的private
修飾符),但是代碼的一些有問題的部分保持不變。
你應該為你的while
循環添加一個條件,它目前是無限的。 此外,每次運行代碼時都不應該創建新的Pixmap
,這不僅設計糟糕而且浪費時間。
如果我錯過了什么,我會更新我的答案。
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