Class SpriteRenderer

java.lang.Object
com.codename1.gaming.SpriteRenderer
All Implemented Interfaces:
Renderer

public class SpriteRenderer extends Object implements Renderer

Draws a Scene of Sprites on the GPU, implementing the com.codename1.gpu com.codename1.gpu.Renderer contract so it can be hosted in a com.codename1.gpu.RenderView (which GameView does for you).

Each frame it sets up an orthographic camera that maps one world unit to one pixel with the origin at the top left and y pointing down, then draws every visible sprite as a textured quad: a shared unit quad mesh scaled/rotated/ translated by a per sprite model matrix, with a com.codename1.gpu.Material.Type#SPRITE material (alpha blended, depth test off) whose texture is the sprite's image and whose color is the sprite's tint. Images are uploaded to com.codename1.gpu.Textures lazily and cached.

Use it directly for a custom host, or let GameView create and drive one:

SpriteRenderer r = new SpriteRenderer();
r.getScene().add(mySprite);
RenderView view = new RenderView(r).setContinuous(true);
form.add(BorderLayout.CENTER, view);
  • Constructor Details

    • SpriteRenderer

      public SpriteRenderer()
      Creates a renderer with a fresh empty Scene.
    • SpriteRenderer

      public SpriteRenderer(Scene scene)
      Creates a renderer drawing the given scene.
  • Method Details

    • getScene

      public Scene getScene()
      The scene this renderer draws; add and remove sprites here.
    • setClearColor

      public void setClearColor(int argb)
      The ARGB color the framebuffer is cleared to each frame.
    • getClearColor

      public int getClearColor()
    • onInit

      public void onInit(GraphicsDevice device)
      Description copied from interface: Renderer

      Invoked once after the GPU context and its GraphicsDevice have been created and are current. Allocate buffers, textures and materials here.

      Parameters
      • device: the graphics device bound to this view
      Specified by:
      onInit in interface Renderer
    • onResize

      public void onResize(GraphicsDevice device, int width, int height)
      Description copied from interface: Renderer

      Invoked when the drawable surface size changes, including once after initialization. Reconfigure projection matrices and viewports here.

      Parameters
      • device: the graphics device bound to this view

      • width: the new drawable width in pixels

      • height: the new drawable height in pixels

      Specified by:
      onResize in interface Renderer
    • onFrame

      public void onFrame(GraphicsDevice device)
      Description copied from interface: Renderer

      Invoked once per frame to render the scene. Issue draw calls against the supplied device.

      Parameters
      • device: the graphics device bound to this view
      Specified by:
      onFrame in interface Renderer
    • onDispose

      public void onDispose(GraphicsDevice device)
      Description copied from interface: Renderer

      Invoked when the GPU context is being torn down (for example when the view is removed from the UI). Release any resources that are not owned by the device. May be invoked with a null device when the context was lost.

      Parameters
      • device: the graphics device bound to this view, or null if the context was already lost
      Specified by:
      onDispose in interface Renderer