List of usage examples for com.badlogic.gdx.graphics GL10 GL_DEPTH_BUFFER_BIT
int GL_DEPTH_BUFFER_BIT
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From source file:airfoil.Main.java
License:Open Source License
@Override public void render() { if (this.alive) { GLCommon gl = Gdx.gl;/*w w w . j a va 2s . co m*/ gl.glViewport(0, 0, this.width, this.height); gl.glClearColor(ColorClear.r, ColorClear.g, ColorClear.b, ColorClear.a); gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL20.GL_DEPTH_TEST); gl.glDepthFunc(GL20.GL_LESS); /* */ this.renderMeshLines(this.database.getMesh(this.geometry)); } }
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);/*from w ww .j a v a 2 s . com*/ 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: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();/* w w w . j ava 2 s . com*/ 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 w ww . j a v a2 s. c o m 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.QbobViewer.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1);// w ww . j a va 2s. c o m Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); cam.update(); 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 w w w . j a va 2s . co 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); 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(); }
From source file:com.badlogic.gdx.graphics.g3d.test.StillModelViewer.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 w w w .ja v 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 (textures != null) { for (int i = 0; i < textures.length; i++) { Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0 + i); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); textures[i].bind(); if (i > 0) { switch (i) { case 1: setCombiners(GL11.GL_ADD_SIGNED); break; case 2: setCombiners(GL10.GL_MODULATE); break; default: setCombiners(GL10.GL_MODULATE); } } } } angle += 45 * Gdx.graphics.getDeltaTime(); Gdx.gl10.glRotatef(angle, 0, 1, 0); model.render(); if (textures != null) { for (int i = 0; i < textures.length; i++) { Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0 + i); 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(); fps.log(); }
From source file:com.badlogic.gdx.graphics.g3d.test.StillModelViewerGL20.java
License:Apache License
@Override public void render() { 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_CULL_FACE);/*from ww w . ja va 2 s .co m*/ instance.getTransform().rotate(0, 1, -0.1f, 35 * Gdx.graphics.getDeltaTime()); instance2.getTransform().rotate(0, 1, 0.1f, -15 * Gdx.graphics.getDeltaTime()); cam.update(); protoRenderer.begin(); protoRenderer.draw(model, instance); protoRenderer.draw(model, instance2); protoRenderer.end(); batch.begin(); font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30); batch.end(); fps.log(); }
From source file:com.badlogic.gdx.graphics.g3d.test.Viewer.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1); 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_TEXTURE_2D); Gdx.gl.glEnable(GL10.GL_LIGHTING);/*from w ww . j ava 2 s.co m*/ Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL); cam.update(); cam.apply(Gdx.gl10); 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); angle += 45 * Gdx.graphics.getDeltaTime(); long processingTime = 0; for (int i = 0; i < NUM_INSTANCES; i++) { // Gdx.gl10.glPushMatrix(); // Gdx.gl10.glTranslatef(0, 0, i * -50); // Gdx.gl10.glRotatef(angle, 0, 1, 0); model.setAnimation(animation, time, true); model.render(); // Gdx.gl10.glPopMatrix(); } Gdx.gl.glDisable(GL10.GL_LIGHTING); Gdx.gl.glDisable(GL10.GL_DEPTH_TEST); Gdx.gl.glDisable(GL10.GL_TEXTURE_2D); renderSkeleton(); Gdx.app.log("Skinning", "took: " + processingTime / 1000000000.0f + " secs"); batch.begin(); font.draw(batch, "Touch to switch Animation, Animation: " + animation + ", FPS: " + Gdx.graphics.getFramesPerSecond(), 10, 30); batch.end(); if (Gdx.input.justTouched()) { currAnimIdx++; if (currAnimIdx == animNames.size()) currAnimIdx = 0; animation = animNames.get(currAnimIdx); time = 0; } time += Gdx.graphics.getDeltaTime() / 10; if (time > model.skeleton.animations.get(animation).totalDuration) { time = 0; } }
From source file:com.badlogic.gdx.physics.bullet.demo.screens.SimulationScreen.java
@Override public final void render(float graphicsDelta) { // Physics/*from w w w . j a v a 2 s .co m*/ hookRenderPrePhysics(graphicsDelta); final float physicsDelta = stepPhysics(); hookRenderPostPhysics(graphicsDelta, physicsDelta); // Clear frame and enable model styles Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); hookRenderPostClear(graphicsDelta, physicsDelta); // Apply perspective player camera perspectiveCamera.apply(Gdx.gl10); Gdx.gl10.glEnable(GL10.GL_DITHER); Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl10.glEnable(GL10.GL_CULL_FACE); Gdx.gl10.glEnable(GL10.GL_BLEND); Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // Position lights so lighting calculations for objects are correct positionLights(graphicsDelta, physicsDelta); renderDynamicsWorld(); hookRenderScene(graphicsDelta, physicsDelta); // Apply orthographic OSD camera osdCamera.apply(Gdx.gl10); // Disable face culling so we draw everything Gdx.gl10.glDisable(GL10.GL_CULL_FACE); // Render OSD disableLights(); osdSpriteBatch.begin(); osdFont.setColor(1, 1, 1, 1f); osdFont.draw(osdSpriteBatch, getOSDText(), 10, 10 + osdFont.getCapHeight()); osdSpriteBatch.end(); hookRenderOSD(graphicsDelta, physicsDelta); }