Example usage for com.badlogic.gdx Gdx gl

List of usage examples for com.badlogic.gdx Gdx gl

Introduction

In this page you can find the example usage for com.badlogic.gdx Gdx gl.

Prototype

GL20 gl

To view the source code for com.badlogic.gdx Gdx gl.

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Usage

From source file:com.pantagruelsteeth.SpiderEncountersGame.java

License:Open Source License

@Override
public void render() {
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    stage.act(Gdx.graphics.getDeltaTime());
    stage.draw();
}

From source file:com.paperscape.game.Menu.java

License:Creative Commons License

@Override
public void render(float delta) {

    //makes the whole screen a colour, (red, green, blue, alpha) how much of each?, 0-1F, 1F = white, alpha = transparency
    Gdx.gl.glClearColor(1F, 1F, 1F, 1F);
    //clears the canvas ready for drawing
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    //update the camera on the screen
    GameAssets.camera.update();/*w  w  w  .  j  ava  2s. c o  m*/
    //continuously checking for touches or inputs
    generalUpdate(GameAssets.game, GameAssets.touch, GameAssets.camera);

    checkButtons();

    //------------------------------------
    /*Sprite Batch*/
    //resize the sprite batch depending on screen size
    GameAssets.batch.setProjectionMatrix(GameAssets.camera.combined);
    //resize the shape renderer depending on screen size
    GameAssets.shapeRenderer.setProjectionMatrix(GameAssets.camera.combined);

    //code that draws sprites to the screen goes after this
    GameAssets.batch.begin();
    menuManager.draw(GameAssets.batch);
    GameAssets.batch.end();

    /*
    //used to check the position of objects
    GameAssets.shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
    menuManager.renderEnemies(GameAssets.shapeRenderer);
    GameAssets.shapeRenderer.end();
    */

}

From source file:com.paulogaspar.ninja.screens.Credits.java

@Override
public void render(float delta) {
    Gdx.gl.glClearColor(0.61f, 0.64f, 0.5f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    update(delta);//www  .  ja  va2s .c  om
    if (changed_screen)
        return;
    draw();
}

From source file:com.pearl.main.screen.transition.ScreenTransitionSlide.java

License:Apache License

@Override
public void render(SpriteBatch batch, Texture currScreen, Texture nextScreen, float alpha) {
    float w = currScreen.getWidth();
    float h = currScreen.getHeight();
    float x = 0;/*from w  w  w .ja  v  a 2 s  . co  m*/
    float y = 0;
    if (easing != null)
        alpha = easing.apply(alpha);

    // calculate position offset
    switch (direction) {
    case LEFT:
        x = -w * alpha;
        if (!slideOut)
            x += w;
        break;
    case RIGHT:
        x = w * alpha;
        if (!slideOut)
            x -= w;
        break;
    case UP:
        y = h * alpha;
        if (!slideOut)
            y -= h;
        break;
    case DOWN:
        y = -h * alpha;
        if (!slideOut)
            y += h;
        break;
    }

    // drawing order depends on slide type ('in' or 'out')
    Texture texBottom = slideOut ? nextScreen : currScreen;
    Texture texTop = slideOut ? currScreen : nextScreen;

    // finally, draw both screens
    Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    batch.begin();
    batch.draw(texBottom, 0, 0, 0, 0, w, h, 1, 1, 0, 0, 0, currScreen.getWidth(), currScreen.getHeight(), false,
            true);
    batch.draw(texTop, x, y, 0, 0, w, h, 1, 1, 0, 0, 0, nextScreen.getWidth(), nextScreen.getHeight(), false,
            true);
    batch.end();
}

From source file:com.perfectplay.org.SkyBox.java

License:Open Source License

public void reloadCubemap() {
    g_cubeTexture = createGLHandle();//  www  .  j av a 2s. c o m
    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, g_cubeTexture);

    Pixmap temp = manager.get(textures[0], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[1], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[2], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[3], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[4], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());
    temp = manager.get(textures[5], Pixmap.class);
    Gdx.gl.glTexImage2D(GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, temp.getGLInternalFormat(), temp.getWidth(),
            temp.getHeight(), 0, temp.getGLFormat(), temp.getGLType(), temp.getPixels());

    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, g_cubeTexture);

    Gdx.gl20.glTexParameterf(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MAG_FILTER, GL20.GL_LINEAR);
    Gdx.gl20.glTexParameterf(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_MIN_FILTER, GL20.GL_NEAREST);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_S, GL20.GL_CLAMP_TO_EDGE);
    Gdx.gl20.glTexParameteri(GL20.GL_TEXTURE_CUBE_MAP, GL20.GL_TEXTURE_WRAP_T, GL20.GL_CLAMP_TO_EDGE);
}

From source file:com.perfectplay.org.SkyBox.java

License:Open Source License

public void render(PerspectiveCamera camera) {
    invView.set(camera.view);//  w  ww .  j  a  v  a  2 s  .c  o m

    // Remove translation
    invView.val[Matrix4.M03] = 0;
    invView.val[Matrix4.M13] = 0;
    invView.val[Matrix4.M23] = 0;

    invView.inv().tra();

    mvp.set(camera.projection);
    mvp.mul(invView);

    Gdx.gl.glEnable(GL20.GL_CULL_FACE);
    Gdx.gl.glCullFace(GL20.GL_FRONT);
    Gdx.gl.glFrontFace(GL20.GL_CCW);

    Gdx.gl20.glDisable(GL20.GL_BLEND);
    Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST);
    Gdx.gl20.glDepthMask(false);

    Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0);
    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, g_cubeTexture);

    program.begin();

    program.setUniformMatrix("u_mvpMatrix", mvp);
    program.setUniformi("s_cubemap", 0);

    cube.render(program, GL20.GL_TRIANGLE_STRIP);

    program.end();

    Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(true);
}

From source file:com.perfectplay.org.SkyBox.java

License:Open Source License

protected static int createGLHandle() {
    buffer.position(0);
    buffer.limit(buffer.capacity());
    Gdx.gl.glGenTextures(1, buffer);
    return buffer.get(0);
}

From source file:com.perfectplay.org.SkyBox.java

License:Open Source License

public void dispose() {
    for (int i = 0; i < 6; i++) {
        if (manager.isLoaded(textures[i])) {
            manager.unload(textures[i]);
        }//w  ww.  j  a va2 s . c  om
    }
    cube.dispose();

    IntBuffer buffer = BufferUtils.newIntBuffer(1);
    buffer.put(0, g_cubeTexture);
    Gdx.gl.glDeleteTextures(1, buffer);
}

From source file:com.pixelscientists.gdx.inventory.InventoryScreen.java

License:Open Source License

@Override
public void render(float delta) {
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 0f);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    if (Gdx.input.isKeyPressed(Input.Keys.ANY_KEY)) {
        inventoryActor.setVisible(true);
    }/*from  ww w  .  j ava 2 s .com*/

    stage.act(delta);
    stage.draw();
}

From source file:com.pixelscientists.gdx.splash.SplashScreen.java

License:Open Source License

@Override
public void render(float deltaTime) {
    if (LibgdxUtils.assets.update() && minimumShowTime <= 0) {
        LibgdxUtils.game.setScreen(new InventoryScreen());
    }//  w  ww. ja  va  2  s.c  om

    Gdx.gl.glClearColor(0.15f, 0.15f, 0.15f, 0f);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    LibgdxUtils.spriteBatch.setProjectionMatrix(camera.combined);
    LibgdxUtils.spriteBatch.begin();
    LibgdxUtils.spriteBatch.draw(splash, 0, 0);
    LibgdxUtils.spriteBatch.end();

    minimumShowTime -= deltaTime;
}