List of usage examples for com.badlogic.gdx Gdx gl
GL20 gl
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From source file:com.badlogic.drop.MainMenuScreen.java
@Override public void render(float Delta) { Gdx.gl.glClearColor(0, 0.2f, 0.2f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update();/*from w w w.ja v a 2s . c o m*/ game.batch.setProjectionMatrix(camera.combined); game.batch.begin(); game.batch.draw(logo, 270, 85); game.font.draw(game.batch, "Welcome to the JPong! The Classic Remade!", 255, 235); game.font.draw(game.batch, "Click any where to Begin!", 310, 200); game.font.draw(game.batch, "This software is licensed under the terms of the CC-BY-NC-ND License", 170, 25); game.batch.end(); if (Gdx.input.isTouched()) { game.setScreen(new Pong(game)); } }
From source file:com.badlogic.gdx.ai.tests.BehaviorTreeViewer.java
License:Apache License
@Override public void render(float delta) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (treeStatus == RUNNING) { delay += delta;/*ww w . ja va2 s .c o m*/ if (delay > runDelaySlider.getValue()) { delay = 0; step(); } } else if (treeStatus == STEP) { step(); treeStatus = SUSPENDED; } stage.act(delta); stage.draw(); }
From source file:com.badlogic.gdx.ai.tests.btree.BehaviorTreeViewer.java
License:Apache License
@Override public void act(float delta) { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (treeStatus == BT_RUNNING) { runDelayAccumulator += delta;//from w w w. j ava2s . c o m if (runDelayAccumulator > runDelaySlider.getValue()) { runDelayAccumulator = 0; step(); } } else if (treeStatus == BT_STEP) { step(); treeStatus = BT_SUSPENDED; } super.act(delta); }
From source file:com.badlogic.gdx.backends.android.CardBoardGraphics.java
License:Apache License
/** This instantiates the GL10, GL11 and GL20 instances. Includes the check for certain devices that pretend to support GL11 but * fuck up vertex buffer objects. This includes the pixelflinger which segfaults when buffers are deleted as well as the * Motorola CLIQ and the Samsung Behold II. * * @param gl *//*www . ja v a 2s. c om*/ private void setupGL() { if (gl20 != null) return; gl20 = new AndroidGL20(); Gdx.gl = gl20; Gdx.gl20 = gl20; Gdx.app.log(LOG_TAG, "OGL renderer: " + gl20.glGetString(GL10.GL_RENDERER)); Gdx.app.log(LOG_TAG, "OGL vendor: " + gl20.glGetString(GL10.GL_VENDOR)); Gdx.app.log(LOG_TAG, "OGL version: " + gl20.glGetString(GL10.GL_VERSION)); Gdx.app.log(LOG_TAG, "OGL extensions: " + gl20.glGetString(GL10.GL_EXTENSIONS)); }
From source file:com.badlogic.gdx.backends.android.CardBoardGraphics.java
License:Apache License
@Override public boolean supportsExtension(String extension) { if (extensions == null) extensions = Gdx.gl.glGetString(GL10.GL_EXTENSIONS); return extensions.contains(extension); }
From source file:com.badlogic.gdx.graphics.g3d.test.KeyframedModelViewer.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); cam.update();/* ww w. j av a 2 s.c o m*/ cam.apply(Gdx.gl10); drawAxes(); if (hasNormals) { Gdx.gl.glEnable(GL10.GL_LIGHTING); Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL); Gdx.gl.glEnable(GL10.GL_LIGHT0); Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0); Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0); } if (texture != null) { Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); texture.bind(); } angle += 45 * Gdx.graphics.getDeltaTime(); animTime += Gdx.graphics.getDeltaTime(); if (animTime >= anim.totalDuration) { animTime = 0; } model.setAnimation(anim.name, animTime, false); for (int i = 0; i < 20; i++) { Gdx.gl10.glPushMatrix(); Gdx.gl10.glTranslatef(0, 0, -100 + i * 10); model.render(); Gdx.gl10.glPopMatrix(); } if (texture != null) { Gdx.gl.glDisable(GL10.GL_TEXTURE_2D); } if (hasNormals) { Gdx.gl.glDisable(GL10.GL_LIGHTING); } batch.begin(); font.setColor(Color.RED); font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30); batch.end(); }
From source file:com.badlogic.gdx.graphics.g3d.test.MD2Viewer.java
@Override public void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); cam.update();//from ww w.j a v a2 s.com cam.apply(Gdx.gl10); angle += 45 * Gdx.graphics.getDeltaTime(); Gdx.gl10.glRotatef(angle, 0, 1, 0); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); texture.bind(); model.subMeshes[0].mesh.setVertices(model.subMeshes[0].animations.get("all").keyframes[0].vertices); model.subMeshes[0].mesh.render(GL10.GL_TRIANGLES); }
From source file:com.badlogic.gdx.graphics.g3d.test.PrototypeRendererGL20.java
License:Apache License
private void renderBlended() { Gdx.gl.glEnable(GL10.GL_BLEND); final Array<Drawable> transparentDrawables = drawableManager.drawablesBlended; transparentDrawables.sort();//from www .j a va 2s . c o m // find N nearest lights per model // draw all models from opaque queue int lastSrcBlend = -1; int lastDstBlend = -1; for (int i = 0, size = transparentDrawables.size; i < size; i++) { final Drawable drawable = transparentDrawables.get(i); final Vector3 center = drawable.sortCenter; lightManager.calculateLights(center.x, center.y, center.z); final Matrix4 modelMatrix = drawable.transform; normalMatrix.set(modelMatrix); if (drawable.isAnimated) ((AnimatedModel) (drawable.model)).setAnimation(drawable.animation, drawable.animationTime, drawable.isLooping); final SubMesh subMeshes[] = drawable.model.getSubMeshes(); boolean matrixChanged = true; for (int j = 0; j < subMeshes.length; j++) { final SubMesh subMesh = subMeshes[j]; final Material material = drawable.materials.get(j); // bind new shader if material can't use old one final boolean shaderChanged = bindShader(material); if (shaderChanged || matrixChanged) { currentShader.setUniformMatrix("u_normalMatrix", normalMatrix, false); currentShader.setUniformMatrix("u_modelMatrix", modelMatrix, false); matrixChanged = false; } for (int k = 0, len = material.getNumberOfAttributes(); k < len; k++) { final MaterialAttribute atrib = material.getAttribute(k); // yet another instanceof. TODO is there any better way to do this? maybe stuffing this to material if (atrib instanceof BlendingAttribute) { final BlendingAttribute blending = (BlendingAttribute) atrib; if (blending.blendSrcFunc != lastSrcBlend || blending.blendDstFunc != lastDstBlend) { atrib.bind(currentShader); lastSrcBlend = blending.blendSrcFunc; lastDstBlend = blending.blendDstFunc; } } else if (atrib instanceof TextureAttribute) { // special case for textures. really important to batch these final TextureAttribute texAtrib = (TextureAttribute) atrib; if (!texAtrib.texturePortionEquals(lastTexture[texAtrib.unit])) { lastTexture[texAtrib.unit] = texAtrib; texAtrib.bind(currentShader); } else { // need to be done, shader textureAtribute name could be changed. currentShader.setUniformi(texAtrib.name, texAtrib.unit); } } else if (atrib instanceof GpuSkinningAttribute) { final GpuSkinningAttribute gpuAtrib = (GpuSkinningAttribute) atrib; gpuAtrib.setModelMatrix(modelMatrix); gpuAtrib.bind(currentShader); } else { atrib.bind(currentShader); } } // finally render current submesh subMesh.getMesh().render(currentShader, subMesh.primitiveType); } } Gdx.gl.glDisable(GL10.GL_BLEND); }
From source file:com.badlogic.gdx.graphics.g3d.test.QbobViewer.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); cam.update();//w w w . j a va 2 s . c om cam.apply(Gdx.gl10); Gdx.gl.glEnable(GL10.GL_CULL_FACE); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); diffuse.bind(); diffuse.setFilter(TextureFilter.MipMap, TextureFilter.Linear); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE1); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); lightMaps[0].bind(); lightMaps[0].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[0].render(); lightMaps[1].bind(); lightMaps[1].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[1].render(); lightMaps[2].bind(); lightMaps[2].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[2].render(); lightMaps[3].bind(); lightMaps[3].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[3].render(); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE1); Gdx.gl.glDisable(GL10.GL_TEXTURE_2D); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0); Gdx.gl.glDisable(GL10.GL_CULL_FACE); Gdx.gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); Gdx.gl.glDisable(GL10.GL_BLEND); animTime += Gdx.graphics.getDeltaTime(); if (animTime > anim.totalDuration - anim.frameDuration) animTime = 0; animModel.setAnimation(anim.name, animTime, true); Gdx.gl10.glPushMatrix(); Gdx.gl10.glTranslatef(cam.position.x, cam.position.y, 6); animModel.render(); Gdx.gl10.glPopMatrix(); Gdx.gl.glDisable(GL10.GL_DEPTH_TEST); batch.begin(); font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 10, 20); batch.end(); fps.log(); }
From source file:com.badlogic.gdx.graphics.g3d.test.SkeletonModelViewer.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); cam.update();//from www. j av a 2 s .c om cam.apply(Gdx.gl10); drawAxes(); if (hasNormals) { Gdx.gl.glEnable(GL10.GL_LIGHTING); Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL); Gdx.gl.glEnable(GL10.GL_LIGHT0); Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0); Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0); } if (texture != null) { Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl.glEnable(GL10.GL_BLEND); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); } angle += 45 * Gdx.graphics.getDeltaTime(); Gdx.gl10.glRotatef(angle, 0, 1, 0); animTime += Gdx.graphics.getDeltaTime() / 10; if (animTime > anim.totalDuration) { animTime = 0; } model.setAnimation(anim.name, animTime, false); model.render(); if (texture != null) { Gdx.gl.glDisable(GL10.GL_TEXTURE_2D); } if (hasNormals) { Gdx.gl.glDisable(GL10.GL_LIGHTING); } batch.begin(); font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30); batch.end(); }