List of usage examples for com.badlogic.gdx.graphics GL10 GL_BLEND
int GL_BLEND
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From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderMissiles(GL10 gl, ArrayList<Missile> missiles) { gl.glColor4f(1, 0, 0, 1);//from www. jav a 2 s . c o m 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 < missiles.size(); i++) { Missile missile = missiles.get(i); gl.glPushMatrix(); gl.glTranslatef(missile.position.x, missile.position.y, missile.position.z); gl.glRotatef(missile.yawAngle, 0, 1, 0); gl.glRotatef(missile.pitchAngle, 1, 0, 0); gl.glScalef(10f, 10f, 10f); 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); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderDusts(GL10 gl, ArrayList<Dust> dusts) { gl.glEnable(GL10.GL_BLEND); // gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_LIGHTING);/*from w w w .j a va 2 s.com*/ gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); dustTexture.bind(); for (int i = 0; i < dusts.size(); i++) { Dust dust = dusts.get(i); if (camera.frustum.pointInFrustum(dust.position)) { gl.glPushMatrix(); gl.glColor4f(dust.colour, dust.colour, dust.colour, 1); gl.glTranslatef(dust.position.x, dust.position.y, dust.position.z); gl.glRotatef(dust.yawAngle + 180, 0, 1, 0); gl.glRotatef(dust.pitchAngle, 1, 0, 0); gl.glScalef(dust.size, dust.size, dust.size); sunMesh.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); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
@SuppressWarnings("unused") private void renderTrails(GL10 gl, ArrayList<Trail> trails) { gl.glColor4f(0, 1, 1, 1);//from w ww . j ava 2 s. com jetTexture.bind(); 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 < trails.size(); i++) { Trail trail = trails.get(i); gl.glPushMatrix(); gl.glRotatef(trail.yawAngle, 0, 1, 0); gl.glRotatef(trail.pitchAngle, 1, 0, 0); gl.glTranslatef(trail.position.x, trail.position.y, trail.position.z); float scale = (Trail.TRAIL_LIFE - trail.life) / 4; gl.glScalef(scale, scale, scale * 2.5f); 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); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glDisable(GL10.GL_CULL_FACE);//from w ww. j av a 2 s . c o m gl.glEnable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDisable(GL10.GL_LIGHTING); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); if (explosion.type == Explosion.NORMAL) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionTexture.bind(); gl.glScalef(10, 10, 10); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / explosion.explosionLiveTime) * 15) * 4, 4); } else if (explosion.type == Explosion.SWANSONG) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); swansongTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glScalef(explosion.scale * 10, explosion.scale * 10, explosion.scale * 10); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.RANKUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.LEVELUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 4), .5f, //1 - (explosion.aliveTime / 2), .5f - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.SplashRenderer.java
License:Open Source License
private void renderInsideStation(Application app) { GL10 gl = app.getGraphics().getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight()); gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_DITHER);//from ww w.j a va 2s. co m gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); setStaticProjectionAndCamera(app.getGraphics(), app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderSky(gl); renderPlanet(gl, "sun", true, 1737f, Splash.planetmove - 150, 0, -2500, app); renderSky(gl); gl.glDisable(GL10.GL_DITHER); gl.glDisable(GL10.GL_CULL_FACE); //do alpha models after this renderStaticShip(gl, app); renderSun(gl, 70000f, -1600, 0, -4500, app); gl.glDisable(GL10.GL_TEXTURE_2D); renderHud(gl); }
From source file:com.interakt.ar.outdoor.browsing.BrowsingRenderer.java
License:Apache License
@Override public void render() { if (mode == Mode.normal) { mode = Mode.prepare;/*from www . j a v a2s. com*/ if (deviceCameraControl != null) { deviceCameraControl.prepareCameraAsync(); } } Gdx.gl10.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); if (mode == Mode.prepare) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); if (deviceCameraControl != null) { if (deviceCameraControl.isReady()) { deviceCameraControl.startPreviewAsync(); mode = Mode.preview; } } } else if (mode == Mode.preview) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } else { // mode = normal Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl10.glEnable(GL10.GL_TEXTURE); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl10.glEnable(GL10.GL_LINE_SMOOTH); Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL); Gdx.gl10.glClearDepthf(1.0F); Gdx.gl10.glEnable(GL10.GL_ALPHA_TEST); Gdx.gl10.glDisable(GL10.GL_COLOR_MATERIAL); Gdx.gl10.glAlphaFunc(GL10.GL_GREATER, 0.0f); Gdx.gl10.glEnable(GL10.GL_BLEND); Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); if (!stopRendering) { if (canRender.tryAcquire()) { ((LibGDXPerspectiveCamera) geoMode.getCamera()).render(); geoMode.render(); canRender.release(); } radar.draw(); } }
From source file:com.interakt.ar.outdoor.tagging.TaggingRenderer.java
License:Apache License
@Override public void render() { if (mode == Mode.normal) { mode = Mode.prepare;// ww w . j a v a 2 s . c o m if (deviceCameraControl != null) { deviceCameraControl.prepareCameraAsync(); } } Gdx.gl10.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); if (mode == Mode.prepare) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); if (deviceCameraControl != null) { if (deviceCameraControl.isReady()) { deviceCameraControl.startPreviewAsync(); mode = Mode.preview; } } } else if (mode == Mode.preview) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } else { // mode = normal Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl10.glEnable(GL10.GL_TEXTURE); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl10.glEnable(GL10.GL_LINE_SMOOTH); Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL); Gdx.gl10.glClearDepthf(1.0F); Gdx.gl10.glEnable(GL10.GL_ALPHA_TEST); Gdx.gl10.glDisable(GL10.GL_COLOR_MATERIAL); Gdx.gl10.glAlphaFunc(GL10.GL_GREATER, 0.0f); Gdx.gl10.glEnable(GL10.GL_BLEND); Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); Gdx.gl10.glClearDepthf(1.0F); if (canRender.tryAcquire()) { ((LibGDXPerspectiveCamera) taggingMode.getCamera()).render(); taggingMode.render(); canRender.release(); } }
From source file:com.jwatson.omnigame.graphics.CustomBatch.java
License:Apache License
/** Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to * {@link #begin()} *//*from ww w.j a v a 2s . co m*/ public void end() { if (!drawing) throw new IllegalStateException("CustomBatch.begin must be called before end."); if (idx > 0) renderMesh(); lastTexture = null; idx = 0; drawing = false; GLCommon gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND); if (Gdx.graphics.isGL20Available()) { if (customShader != null) customShader.end(); else shader.end(); } else { gl.glDisable(GL10.GL_TEXTURE_2D); } }
From source file:com.kimmyj.lwp.example.LiveWallpaperProgram.java
License:Apache License
public void render() { update();/*w w w . j a v a 2 s . c o m*/ Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); Gdx.gl.glViewport(0, 0, width, height); if (triggerUpdateScreen) { triggerUpdateScreen = false; mCamera.setToOrtho(false, width, height); mBatch.setProjectionMatrix(mCamera.combined); mEffect.setPosition(width / 2, height / 2); } mCamera.update(); mEffect.update(Gdx.graphics.getDeltaTime() / 1.6f); mBatch.begin(); mEffect.draw(mBatch); mBatch.end(); }
From source file:com.kingx.dungeons.graphics.cube.CubeRenderer.java
License:Apache License
/** * Finishes off rendering. Enables depth writes, disables blending and * texturing. Must always be called after a call to {@link #begin()} *//*from w w w . j a va2 s.c om*/ public void end() { if (!drawing) throw new IllegalStateException("SpriteBatch.begin must be called before end."); if (idx > 0) renderMesh(); idx = 0; drawing = false; GLCommon gl = Gdx.gl; gl.glDepthMask(true); if (isBlendingEnabled()) gl.glDisable(GL10.GL_BLEND); if (customShader != null) customShader.end(); else shader.end(); }