Example usage for com.badlogic.gdx.graphics GL10 GL_BLEND

List of usage examples for com.badlogic.gdx.graphics GL10 GL_BLEND

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL10 GL_BLEND.

Prototype

int GL_BLEND

To view the source code for com.badlogic.gdx.graphics GL10 GL_BLEND.

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Usage

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderBlocks(GL10 gl, ArrayList<Block> blocks) {
    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    gl.glColor4f(0.2f, 0.2f, 1, 0.7f);//w w w .  ja  va2 s.c  o  m
    for (int i = 0; i < blocks.size(); i++) {
        Block block = blocks.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(block.position.x, block.position.y, block.position.z);
        blockMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    gl.glColor4f(1, 1, 1, 1);
    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) {
    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    explosionTexture.bind();//from   www.  jav  a2s  .  c  o  m
    for (int i = 0; i < explosions.size(); i++) {
        Explosion explosion = explosions.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z);
        explosionMesh.render(GL10.GL_TRIANGLE_FAN,
                (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4);
        gl.glPopMatrix();
    }
    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderBombExplosions(GL10 gl, ArrayList<Explosion> explosions) {
    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    bombExplosionTexture.bind();//from w  w  w .  ja v  a  2 s  .  com
    for (int i = 0; i < explosions.size(); i++) {
        Explosion explosion = explosions.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z);
        explosionMesh.render(GL10.GL_TRIANGLE_FAN,
                (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4);
        gl.glPopMatrix();
    }
    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.dgcgames.balloonblast.HelpScreen.java

License:Apache License

@Override
public void present(float deltaTime) {
    GLCommon gl = Gdx.gl;//from www  . j  a va 2 s.  c  o m
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();
    guiCam.apply(Gdx.gl10);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 1024, 768);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    //batcher.draw(Assets.arrow, 320, 0, -64, 64);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderShip(GL10 gl, Ship ship, String shipname) {
    if (ship.isExploding)
        return;/*from w ww. j  a  v a 2  s  . com*/

    if (shipname.equals("stickleback")) {
        gl.glDisable(GL10.GL_CULL_FACE);
        shipTexture01.bind();
    } else if (shipname.equals("salx")) {
        shipTexture02.bind();

    } else if (shipname.equals("cynomys")) {
        shipTexture03.bind();
    } else if (shipname.equals("squirrel")) {
        gl.glDisable(GL10.GL_CULL_FACE);
        squirrelTexture.bind();
    }
    gl.glPushMatrix();
    gl.glTranslatef(Ship.position.x, Ship.position.y, Ship.position.z);
    gl.glDisable(GL10.GL_BLEND);
    gl.glRotatef(Ship.yawAngle, 0, 1, 0);
    gl.glRotatef(Ship.pitchAngle, 1, 0, 0);
    if (shipname.equals("stickleback")) {
        shipMesh01.render(GL10.GL_TRIANGLES);

    } else if (shipname.equals("salx")) {
        shipMesh02.render(GL10.GL_TRIANGLES);
    } else if (shipname.equals("cynomys")) {
        shipMesh03.render(GL10.GL_TRIANGLES);
    } else if (shipname.equals("squirrel")) {
        squirrelMesh.render(GL10.GL_TRIANGLES);
    }
    renderJets(gl, shipname, Ship.SHIP_VELOCITY);
    gl.glPopMatrix();
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

/**
 * @param gl//from ww  w .  j av  a  2 s.c  o m
 * @param shipname
 * @param velocity
 */
private void renderJets(GL10 gl, String shipname, float velocity) {
    float noise = (float) Math.random();
    float length = velocity / 50;
    gl.glEnable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
    jetTexture.bind();
    // gl.glPushMatrix();
    for (int i = 0; i < Stardust3d.shipdefs.size(); i++) {
        String currentShipdef = Stardust3d.shipdefs.get(i).getModel().substring(0,
                Stardust3d.shipdefs.get(i).getModel().length() - 4);
        if (Stardust3d.DEEPDEBUG)
            System.out.println("shipdef " + currentShipdef);
        if (currentShipdef.equals(shipname)) {
            if (Stardust3d.shipdefs.get(i).getJet1x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet1x(), Stardust3d.shipdefs.get(i).getJet1y(),
                        Stardust3d.shipdefs.get(i).getJet1z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
                gl.glScalef(.5f, .5f, 1 / (1f + length + noise));
                gl.glTranslatef(-Stardust3d.shipdefs.get(i).getJet1x(), -Stardust3d.shipdefs.get(i).getJet1y(),
                        -Stardust3d.shipdefs.get(i).getJet1z());
                // gl.glScalef(1, 1, 1);
            }
            if (Stardust3d.shipdefs.get(i).getJet2x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet2x(), Stardust3d.shipdefs.get(i).getJet2y(),
                        Stardust3d.shipdefs.get(i).getJet2z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet3x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet3x(), Stardust3d.shipdefs.get(i).getJet3y(),
                        Stardust3d.shipdefs.get(i).getJet3z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet4x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet4x(), Stardust3d.shipdefs.get(i).getJet4y(),
                        Stardust3d.shipdefs.get(i).getJet4z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet5x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet5x(), Stardust3d.shipdefs.get(i).getJet5y(),
                        Stardust3d.shipdefs.get(i).getJet5z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
        }
    }
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_LIGHTING);
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderActorShip(GL10 gl, Actor actor, String shipname) {
    if (shipname.equals("stickleback")) {
        gl.glDisable(GL10.GL_CULL_FACE);
        shipTexture01.bind();/*  ww w  .j  av  a  2s.  c o m*/
    } else if (shipname.equals("salx")) {
        shipTexture02.bind();
    } else if (shipname.equals("cynomys")) {
        shipTexture03.bind();
    } else if (shipname.equals("squirrel")) {
        gl.glDisable(GL10.GL_CULL_FACE);
        squirrelTexture.bind();
    }
    gl.glPushMatrix();
    gl.glDisable(GL10.GL_BLEND);
    gl.glRotatef(actor.yawangle, 0, 1, 0);
    gl.glRotatef(actor.pitchangle, 1, 0, 0);
    if (shipname.equals("stickleback")) {
        shipMesh01.render(GL10.GL_TRIANGLES);
    } else if (shipname.equals("salx")) {
        shipMesh02.render(GL10.GL_TRIANGLES);
    } else if (shipname.equals("cynomys")) {
        shipMesh03.render(GL10.GL_TRIANGLES);
    } else if (shipname.equals("squirrel")) {
        squirrelMesh.render(GL10.GL_TRIANGLES);
    }

    renderJets(gl, shipname, actor.velocity);
    gl.glPopMatrix();
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderHangar(GL10 gl, Ship ship, Application app) {
    if (ship.isExploding)
        return;/*from   w  w w  . j av  a  2 s  . c  om*/
    // render hangar
    hangarTexture.bind();
    gl.glPushMatrix();
    hangarMesh.render(GL10.GL_TRIANGLES);

    // do forcefield
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);

    gl.glDisable(GL10.GL_LIGHTING);

    forcefieldMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_CULL_FACE);
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderActors(GL10 gl) {

    for (int i = 0; i < Stardust3d.actorsList.size(); i++) {
        try {//from   w  w  w . java 2  s .c o  m
            Actor actor = Stardust3d.actorsList.get(i);

            if (actor != null && !(actor.shipname.equals("dead")) && actor.getHitpoints() > 0
                    && actor.getStatus() == 1) {
                // only do for ships in space

                if (actor.getStatus() == 1 && actor.position.dst(Ship.position) < 5000) {
                    if ((actor.visible)) {
                        gl.glPushMatrix();
                        gl.glTranslatef(actor.position.x, actor.position.y, actor.position.z);

                        gl.glScalef(1, 1, 1);
                        String actorName = (actor.get_firstname() + actor.get_surname());

                        if (actorName.equals("Hive AIShield Disruptor")) {

                            gl.glRotatef(actor.yawangle, 0, 1, 0);
                            gl.glRotatef(actor.pitchangle, 1, 0, 0);
                            gl.glRotatef(invaderAngle, 0, 0, 1);
                            shieldDisruptorTexture.bind();
                            shieldDisruptorMesh.render(GL10.GL_TRIANGLES);

                            gl.glEnable(GL10.GL_BLEND);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glScalef(.5f, .5f, .5f);
                            gl.glDisable(GL10.GL_CULL_FACE);
                            gl.glDisable(GL10.GL_LIGHTING);
                            gl.glColor4f(.0f, 1f, 0f, 1);

                            swirlyTexture.bind();
                            // gl.glRotatef(-(invaderAngle * 20), 0, 0, 1);
                            coneMesh.render(GL10.GL_TRIANGLES);
                            gl.glColor4f(1f, 1f, 1f, 1f);
                            gl.glDisable(GL10.GL_BLEND);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glEnable(GL10.GL_LIGHTING);
                            gl.glEnable(GL10.GL_CULL_FACE);
                        } else if (actorName.equals("Hive AIScout")) {

                            gl.glRotatef(actor.yawangle, 0, 1, 0);
                            gl.glRotatef(actor.pitchangle, 1, 0, 0);
                            jetTexture.bind();
                            gl.glScalef(1f, 1f, 1f);
                            shieldDisruptorMesh.render(GL10.GL_TRIANGLES);
                            gl.glScalef(20f, 20f, 20f);
                            gl.glDisable(GL10.GL_CULL_FACE);
                            gl.glEnable(GL10.GL_BLEND);
                            gl.glDisable(GL10.GL_LIGHTING);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glColor4f(.0f, .5f, 1f, 1);
                            gl.glRotatef(-actor.yawangle, 0, 1, 0);
                            gl.glRotatef(-actor.pitchangle, 1, 0, 0);
                            swansongTexture.bind();

                            looking = Util.lookAt(Simulation.camera, actor.position);
                            gl.glRotatef(looking.y, 0, 1, 0);
                            gl.glRotatef(-looking.x, 1, 0, 0);

                            sunMesh.render(GL10.GL_TRIANGLES);
                            gl.glColor4f(1f, 1f, 1f, 1f);
                            gl.glDisable(GL10.GL_BLEND);
                            // gl.glBlendFunc(GL10.GL_SRC_ALPHA,
                            // GL10.GL_ONE);
                            gl.glEnable(GL10.GL_LIGHTING);
                            gl.glEnable(GL10.GL_CULL_FACE);

                        } else {
                            renderActorShip(gl, actor, actor.shipname);
                        }
                        gl.glPopMatrix();
                    }
                }
            }
        } catch (IndexOutOfBoundsException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }

    }
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderShots(GL10 gl, ArrayList<Shot> shots) {
    gl.glColor4f(1, 1, 0, 1);/*  www. j  av  a2  s .com*/
    gl.glEnable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
    jetTexture.bind();
    for (int i = 0; i < shots.size(); i++) {
        Shot shot = shots.get(i);
        gl.glPushMatrix();

        gl.glTranslatef(shot.position.x, shot.position.y, shot.position.z);
        gl.glRotatef(shot.yawAngle, 0, 1, 0);
        gl.glRotatef(shot.pitchAngle, 1, 0, 0);
        gl.glScalef(3 + (float) (shot.shotLife) * 1f, (float) (3 + shot.shotLife) * 1f,
                (float) (3 + shot.shotLife) * 1f);
        jetMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    gl.glColor4f(1, 1, 1, 1);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_LIGHTING);
}