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

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

Introduction

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

Prototype

int GL_COLOR_BUFFER_BIT

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

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Usage

From source file:app.badlogicgames.superjumper.GameScreen.java

License:Apache License

public void draw() {
    GLCommon gl = Gdx.gl;/*from   w  ww . j  a va2 s . co  m*/
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    renderer.render();

    guiCam.update();
    batcher.setProjectionMatrix(guiCam.combined);
    batcher.enableBlending();
    batcher.begin();
    switch (state) {
    case GAME_READY:
        presentReady();
        break;
    case GAME_RUNNING:
        presentRunning();
        break;
    case GAME_PAUSED:
        presentPaused();
        break;
    case GAME_LEVEL_END:
        presentLevelEnd();
        break;
    case GAME_OVER:
        presentGameOver();
        break;
    }
    batcher.end();
}

From source file:app.badlogicgames.superjumper.HelpScreen.java

License:Apache License

public void draw() {
    GLCommon gl = Gdx.gl;/*from www. j  a  v a2 s .  co m*/
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();

    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 320, 480);
    batcher.end();

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

    gl.glDisable(GL10.GL_BLEND);
}

From source file:app.badlogicgames.superjumper.HighscoresScreen.java

License:Apache License

public void draw() {
    GLCommon gl = Gdx.gl;//from  w w  w .j a v a2 s.co m
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();

    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    batcher.draw(Assets.highScoresRegion, 10, 360 - 16, 300, 33);

    float y = 230;
    for (int i = 4; i >= 0; i--) {
        Assets.font.draw(batcher, highScores[i], xOffset, y);
        y += Assets.font.getLineHeight();
    }

    batcher.draw(Assets.arrow, 0, 0, 64, 64);
    batcher.end();
}

From source file:app.badlogicgames.superjumper.MainMenuScreen.java

License:Apache License

public void draw() {
    GLCommon gl = Gdx.gl;//  w ww  .  j a  v a  2 s .  com
    gl.glClearColor(1, 0, 0, 1);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();
    batcher.setProjectionMatrix(guiCam.combined);

    batcher.disableBlending();
    batcher.begin();
    batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    batcher.draw(Assets.logo, 160 - 274 / 2, 480 - 10 - 142, 274, 142);
    batcher.draw(Assets.mainMenu, 10, 200 - 110 / 2, 300, 110);
    batcher.draw(Assets.multiplayer, 160 - 64, 100, 128, 32);
    batcher.draw(Settings.soundEnabled ? Assets.soundOn : Assets.soundOff, 0, 0, 64, 64);
    batcher.end();

    if (System.nanoTime() - last > 2000000000) {
        Gdx.app.log("SuperJumper",
                "version: " + Gdx.app.getVersion() + ", memory: " + Gdx.app.getJavaHeap() + ", "
                        + Gdx.app.getNativeHeap() + ", native orientation:" + Gdx.input.getNativeOrientation()
                        + ", orientation: " + Gdx.input.getRotation() + ", accel: "
                        + (int) Gdx.input.getAccelerometerX() + ", " + (int) Gdx.input.getAccelerometerY()
                        + ", " + (int) Gdx.input.getAccelerometerZ() + ", apr: " + (int) Gdx.input.getAzimuth()
                        + ", " + (int) Gdx.input.getPitch() + ", " + (int) Gdx.input.getRoll());
        last = System.nanoTime();
    }
}

From source file:app.badlogicgames.superjumper.multiplayer.StartMultiplayerScreen.java

License:Apache License

public void draw() {
    GLCommon gl = Gdx.gl;/*from   www .ja va2 s .c  o  m*/
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();

    batcher.setProjectionMatrix(guiCam.combined);
    batcher.disableBlending();
    batcher.begin();
    batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();

    float y = 230;
    for (int i = msg.length - 1; i >= 0; i--) {
        float width = Assets.font.getBounds(msg[i]).width;
        Assets.font.draw(batcher, msg[i], 160 - width / 2, y);
        y += Assets.font.getLineHeight();
    }

    batcher.draw(Assets.arrow, 0, 0, 64, 64);
    batcher.end();
}

From source file:app.badlogicgames.superjumper.RegisterScreen.java

License:Apache License

public void draw() {
    GLCommon gl = Gdx.gl;//from  w  ww .  ja v a2s.com
    gl.glClearColor(1, 0, 0, 1);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();
    batcher.setProjectionMatrix(guiCam.combined);

    batcher.disableBlending();
    batcher.begin();
    batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();

    batcher.draw(Assets.enterName, 10, 400, 128, 32);
    Assets.font.draw(batcher, ": " + Util.NAME, 140, 400 + Assets.font.getLineHeight());
    batcher.draw(Assets.enterEmail, 10, 350, 128, 32);
    Assets.font.draw(batcher, ": " + Util.EMAIL, 140, 350 + Assets.font.getLineHeight());
    batcher.draw(Assets.enterPass, 10, 300, 128, 32);
    Assets.font.draw(batcher, ": " + Util.PASSWORD, 140, 300 + Assets.font.getLineHeight());
    batcher.draw(Assets.submit, 160 - 64, 100, 128, 32);
    Assets.font.draw(batcher, notification, 10, 50);
    batcher.end();

    if (System.nanoTime() - last > 2000000000) {
        Gdx.app.log("SuperJumper",
                "version: " + Gdx.app.getVersion() + ", memory: " + Gdx.app.getJavaHeap() + ", "
                        + Gdx.app.getNativeHeap() + ", native orientation:" + Gdx.input.getNativeOrientation()
                        + ", orientation: " + Gdx.input.getRotation() + ", accel: "
                        + (int) Gdx.input.getAccelerometerX() + ", " + (int) Gdx.input.getAccelerometerY()
                        + ", " + (int) Gdx.input.getAccelerometerZ() + ", apr: " + (int) Gdx.input.getAzimuth()
                        + ", " + (int) Gdx.input.getPitch() + ", " + (int) Gdx.input.getRoll());
        last = System.nanoTime();
    }
}

From source file:application.concretion.GameScreenController.java

License:Open Source License

@Override
public void render() {
    //   log.log();
    // Clean the screen
    Gdx.gl.glClearColor(1, 1, 1, 1);//  w w w.  j  a va 2  s  . c  o  m
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_STENCIL_BUFFER_BIT);

    // Update and draw the screen
    currentScreen.update(Gdx.graphics.getDeltaTime());
    currentScreen.draw(Gdx.graphics.getDeltaTime());

    // Check if the current screen is done and set the next screen if return
    // null means that is not done
    nextScreen = currentScreen.nextScreen();
    if (nextScreen != null) {
        // Dispose the resources of the current screen
        currentScreen.dispose();
        // Set the next screen
        currentScreen = nextScreen;
    }
}

From source file:apps101.libgdx_demo.Game.java

License:Open Source License

@Override
public void render() {
    Gdx.gl.glClearColor(0.199f, 0.398f, 0.598f, 0.4f); // OpenGL code to make the screen blue
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // OpenGL code to clear the screen
    camera.update();//from w ww.  j a  v  a  2s. c o m

    /** Render the smileyface image and helloworld image **/
    batch.setProjectionMatrix(camera.combined);
    batch.begin();
    batch.draw(smileyface, rect_smiley.x, rect_smiley.y);
    batch.draw(helloworld, rect_hello.x, rect_hello.y);
    batch.end();

    /** Simple technique to detect user input on the touch screen **/
    if (Gdx.input.isTouched()) {
        Vector3 touchPos = new Vector3();
        touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
        camera.unproject(touchPos);

        /** center the smiley face on the touch (x,y) coordinates **/
        rect_smiley.x = touchPos.x - 128 / 2;
        rect_smiley.y = touchPos.y - 128 / 2;
    }
}

From source file:aurelienribon.texturepackergui.Canvas.java

License:Apache License

@Override
public void render() {
    if (previousPageRequested) {
        previousPageRequested = false;// w w  w. ja  va 2  s  .c o m
        index = index - 1 < 0 ? sprites.size() - 1 : index - 1;
    }

    if (nextPageRequested) {
        nextPageRequested = false;
        index = index + 1 >= sprites.size() ? 0 : index + 1;
    }

    if (packReloadRequested) {
        packReloadRequested = false;
        index = 0;
        camera.position.set(0, 0, 0);
        camera.update();

        sprites.clear();
        if (atlas != null)
            atlas.dispose();

        if (packFile != null && packFile.exists()) {
            try {
                atlas = new TextureAtlas(packFile);
                List<Texture> textures = new ArrayList<Texture>();

                for (AtlasRegion region : atlas.getRegions()) {
                    if (!textures.contains(region.getTexture()))
                        textures.add(region.getTexture());
                }

                for (Texture tex : textures) {
                    Sprite sp = new Sprite(tex);
                    sp.setOrigin(sp.getWidth() / 2, sp.getHeight() / 2);
                    sp.setPosition(-sp.getOriginX(), -sp.getOriginY());
                    sprites.add(sp);
                }
            } catch (GdxRuntimeException ex) {
                atlas = null;
                sprites.clear();
                callback.atlasError();
            }
        }
    }

    // Render

    Gdx.gl.glClearColor(1, 1, 1, 1);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    float w = Gdx.graphics.getWidth();
    float h = Gdx.graphics.getHeight();
    float tw = bgTex.getWidth();
    float th = bgTex.getHeight();

    batch.getProjectionMatrix().setToOrtho2D(0, 0, w, h);
    batch.begin();
    batch.disableBlending();
    batch.draw(bgTex, 0f, 0f, w, h, 0f, 0f, w / tw, h / th);
    batch.enableBlending();
    batch.end();

    batch.setProjectionMatrix(camera.combined);
    batch.begin();
    if (!sprites.isEmpty())
        sprites.get(index).draw(batch);
    batch.end();

    batch.getProjectionMatrix().setToOrtho2D(0, 0, w, h);
    batch.begin();
    font.setColor(Color.WHITE);
    lblNextPage.draw(batch);
    lblPreviousPage.draw(batch);
    infoLabel.draw(batch);
    if (sprites.isEmpty())
        font.draw(batch, "No page to show", 10, 65);
    else
        font.draw(batch, "Page " + (index + 1) + " / " + sprites.size(), 10, 65);
    font.draw(batch, String.format(Locale.US, "Zoom: %.0f %%", 100f / camera.zoom), 10, 45);
    font.draw(batch, "Fps: " + Gdx.graphics.getFramesPerSecond(), 10, 25);
    batch.end();
}

From source file:com.andlabs.games.ouyatennis.OuyaTennis.java

License:Apache License

@Override
public void render() {
    // Clear the screen, update the camera and make the sprite batch
    // use its matrices.
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    _camera.update();/*from  www  .java2s. c o m*/
    //_camera.apply(Gdx.gl10);
    Gdx.gl.glViewport((int) _viewport.x, (int) _viewport.y, (int) _viewport.width, (int) _viewport.height);

    // Start rendering
    _batch.begin();

    _batch.setProjectionMatrix(_camera.combined);

    // Update and render current state
    if (_currentState != null) {
        _currentState.update(Gdx.graphics.getDeltaTime());
        _currentState.render();
    }

    // Render mouse on top
    if (Gdx.app.getType() != ApplicationType.Android) {
        _mousePos.x = Gdx.input.getX();
        _mousePos.y = Gdx.input.getY();
        _camera.unproject(_mousePos);
        _batch.draw(_imgMouse, _mousePos.x, _mousePos.y);
    }

    _batch.end();

    // Perform pending memory unloading, safely
    performPendingAssetsUnloading();

    // Perform pending state changes, memory safe
    performPendingStateChange();
}