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

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

Introduction

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

Prototype

int GL_DEPTH_BUFFER_BIT

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

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Usage

From source file:com.badlogic.gdx.tests.DecalTransform.java

License:Apache License

@Override
public void render() {
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl10.glLoadIdentity();/*from   w ww  .j  a v a 2  s.c  o  m*/
    Gdx.gl10.glScalef(0.02f, 0.02f, 1);

    int n = 0;

    float elapsed = Gdx.graphics.getDeltaTime();
    float translate = timePassed > 0.5 ? (float) Math.random() - timePassed / 2
            : (float) Math.random() / 2 + timePassed / 2;
    translate *= (-0.5 + Math.random());

    cam.update();
    cam.apply(Gdx.gl10);

    Action a = keyActions.get(key);

    for (int i = 0; i < DECAL_COUNT; i++) {
        batch.add(sprites[n]);
        if (a != null) {
            a.perform(sprites[n]);
        }
    }

    batch.flush();

    timePassed += elapsed;
    if (timePassed > 1.0f) {
        timePassed = 0;
    }

}

From source file:com.badlogic.gdx.tests.HelloWorld.java

License:Apache License

@Override
public void create() {
    gl = Gdx.gl10;/*from  ww w.  j  a  va  2  s.c  o m*/
    gl.glDisable(GL10.GL_DEPTH_TEST);
    //      gl.glEnable(GL10.GL_DEPTH_TEST);
    //      gl.glDisable(GL10.GL_TEXTURE_2D);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glClearColor(0, 0, 0, 1);

    font = new BitmapFont();
    font.setColor(Color.RED);
    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    spriteBatch = new SpriteBatch();
}

From source file:com.badlogic.gdx.tests.HelloWorld.java

License:Apache License

@Override
public void render() {
    int centerX = Gdx.graphics.getWidth() / 2;
    int centerY = Gdx.graphics.getHeight() / 2;

    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    // more fun but confusing :)
    //textPosition.add(textDirection.tmp().mul(Gdx.graphics.getDeltaTime()).mul(60));
    textPosition.x += textDirection.x * Gdx.graphics.getDeltaTime() * 60;
    textPosition.y += textDirection.y * Gdx.graphics.getDeltaTime() * 60;

    if (textPosition.x < 0) {
        textDirection.x = -textDirection.x;
        textPosition.x = 0;/*www.  j  a v  a  2 s  .c  o m*/
    }
    if (textPosition.x > Gdx.graphics.getWidth()) {
        textDirection.x = -textDirection.x;
        textPosition.x = Gdx.graphics.getWidth();
    }
    if (textPosition.y < 0) {
        textDirection.y = -textDirection.y;
        textPosition.y = 0;
    }
    if (textPosition.y > Gdx.graphics.getHeight()) {
        textDirection.y = -textDirection.y;
        textPosition.y = Gdx.graphics.getHeight();
    }

    spriteBatch.begin();
    //      spriteBatch.setColor(Color.WHITE);
    spriteBatch.draw(texture, centerX - texture.getWidth() / 2, centerY - texture.getHeight() / 2, 0, 0,
            texture.getWidth(), texture.getHeight());
    font.draw(spriteBatch, "Hello World!", (int) textPosition.x, (int) textPosition.y);
    spriteBatch.end();
}

From source file:com.badlogic.rtm.LevelRenderer.java

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.gl10;//from  w  ww. j ava  2  s  . c o m

    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_TEXTURE_2D);

    camera.update();
    camera.apply(gl);

    tiles.bind();
    gl.glColor4f(1, 1, 1, 1);
    floorMesh.render(GL10.GL_TRIANGLES);
    wallMesh.render(GL10.GL_TRIANGLES);

    batch.begin();
    batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond() + ", delta:" + Gdx.graphics.getDeltaTime(), 10,
            25);
    batch.end();

    processInput();
}

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

License:Apache License

public void render(Application app, Simulation simulation) {
    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());

    renderBackground(gl);/*from  w ww .  ja va2 s . c  o  m*/
    renderEarth(gl);

    gl.glDisable(GL10.GL_DITHER);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);

    //setProjectionAndCamera(app.getGraphics(), simulation.ship, app);
    setProjectionAndCameraAugmentedReality(app.getGraphics(), simulation, app);

    setLighting(gl);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    renderMoon(gl, simulation.ship);
    renderShip(gl, simulation.ship, app);
    renderAliens(gl, simulation.aliens);

    gl.glDisable(GL10.GL_TEXTURE_2D);
    renderBlocks(gl, simulation.blocks);

    gl.glDisable(GL10.GL_LIGHTING);

    //renderShots(gl, simulation.shots);
    //renderRays(gl, simulation.mRays, true);
    renderAlienRays(gl, simulation.mAlienRays);
    renderPlayerRays(gl, simulation.mShipRays);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    renderExplosions(gl, simulation.explosions);
    renderBombExplosions(gl, simulation.bombExplosions);

    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_TEST);

    spriteBatch.setProjectionMatrix(viewMatrix);
    spriteBatch.setTransformMatrix(transformMatrix);
    spriteBatch.begin();
    if (simulation.ship.lives != lastLives || simulation.score != lastScore || simulation.wave != lastWave) {
        status = "lives: " + simulation.ship.lives + " wave: " + simulation.wave + " score: "
                + simulation.score;
        lastLives = simulation.ship.lives;
        lastScore = simulation.score;
        lastWave = simulation.wave;
    }
    spriteBatch.enableBlending();
    spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
    font.draw(spriteBatch, status, 0, 320);
    spriteBatch.end();

    alienAngle += app.getGraphics().getDeltaTime() * 90;
    if (alienAngle > 360)
        alienAngle -= 360;
}

From source file:com.davidykay.shootout.screens.GameLoop.java

License:Apache License

@Override
public void render(Application app) {
    app.getGraphics().getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    renderer.render(app, simulation);
}

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

License:Open Source License

private void renderSolarSystem(Application app, Simulation simulation) {
    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());

    // renderBackground(gl);

    gl.glDisable(GL10.GL_DITHER);/* ww w.  j a va  2 s.co  m*/
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);

    setProjectionAndCamera(app.getGraphics(), Simulation.ship, app, gl);
    setLighting(gl);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    // renderRoids(gl);
    // camera.unproject(GameLoop.touchPoint.set(Gdx.input.getX(),
    // Gdx.input.getY(), 0));

    // render earth
    // renderPlanet(gl, "earth", true, 63780f, 200000, 0, 50000);
    // render mars
    renderPlanet(gl, "sun", true, 33970, 0, 0, 50000);
    // render sun
    renderSun(gl, 69550f, 0, 0, -500000, app);
    // render jupiter
    // renderPlanet(gl, "earth", false, 714920f, -4000000, 0, 50000);
    // render moon
    // renderMoon(gl, 17370f, 100000, 0, -50000);

    // renderDrones(gl, simulation.drones, app, Simulation.ship);
    renderSky(gl, Simulation.ship, app);
    renderActors(gl);

    // do alpha models after this

    // render station
    renderStation(gl, "station01", true, 1000f, 0, 0, 0);
    // render myship
    renderShip(gl, Simulation.ship, Stardust3d.myCharacter.getShipname());
    renderDusts(gl, Simulation.dusts);
    renderShots(gl, simulation.shots);
    renderMissiles(gl, simulation.missiles);
    // renderTrails(gl, simulation.trails);
    gl.glDisable(GL10.GL_TEXTURE_2D);
    // renderBlocks(gl, simulation.blocks);

    // gl.glDisable(GL10.GL_LIGHTING);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    renderExplosions(gl, Simulation.explosions);

    renderHud(simulation, gl);
    stationAngle += app.getGraphics().getDeltaTime() * 1;
    if (stationAngle > 360)
        stationAngle -= 360;

    invaderAngle += app.getGraphics().getDeltaTime() * 10;
    if (invaderAngle > 360)
        invaderAngle -= 360;
}

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

License:Open Source License

private void renderInsideStation(Application app, Simulation simulation) {
    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.glDisable(GL10.GL_DITHER);/*from w ww .  j ava 2  s .  co  m*/
    gl.glEnable(GL10.GL_DEPTH_TEST);
    setStaticProjectionAndCamera(app.getGraphics(), app, gl);
    setLighting(gl);
    gl.glEnable(GL10.GL_TEXTURE_2D);
    renderStaticShip(gl, Simulation.ship, app, Stardust3d.myCharacter.getShipname());
    // renderDrones(gl, simulation.drones, app, Simulation.ship);
    gl.glDisable(GL10.GL_DITHER);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    // do alpha models after this

    renderHangar(gl, Simulation.ship, app);
    gl.glDisable(GL10.GL_TEXTURE_2D);
    renderHud(simulation, gl);

}

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);//from   w  ww. j  a v a  2s .  c  o m
    gl.glDisable(GL10.GL_DITHER);
    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.digitale.screens.GameLoop.java

License:Open Source License

@Override
public void render(float delta) {
    Gdx.app.getGraphics().getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    renderer.render(Gdx.app, simulation);
}