List of usage examples for com.badlogic.gdx.graphics GL10 GL_DEPTH_TEST
int GL_DEPTH_TEST
To view the source code for com.badlogic.gdx.graphics GL10 GL_DEPTH_TEST.
Click Source Link
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 w w . j ava 2s. 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.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 v a 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
/** * @param simulation/* ww w . ja v a 2s . c om*/ * @param gl */ private void renderHud(Simulation simulation, GL10 gl) { gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); spriteBatch.begin(); if (Ship.STATUS == 1) { hurtflash(gl); renderReticules(simulation); if (Ship.docking) { float textlength = fontnormal.getBounds("Docking in " + (5 - (Simulation.docktick / 10))).width; fontnormal.draw(spriteBatch, "Docking in " + (5 - (Simulation.docktick / 10)), (width / 2) - (textlength / 2), (height / 2) + 64); } } else { if (Ship.undocking) { float textlength = fontnormal.getBounds("Undocking in " + (4 - (Simulation.docktick / 10))).width; fontnormal.draw(spriteBatch, "Undocking in " + (4 - (Simulation.docktick / 10)), (width / 2) - (textlength / 2), (height / 2) + 64); } } // GameLoop.touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0); spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); if (GameLoop.androidVersion != 0) { renderButtonsAndroid(simulation); } else { renderButtonsPC(simulation); } renderChat(); renderScreens(); spriteBatch.end(); spriteBatch.begin(); spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); spriteBatch.end(); stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f)); stage.draw(); if (Stardust3d.DEBUG) Table.drawDebug(stage); }
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 w w .j a v a 2s. c om 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
/** * @param simulation/* w w w . j a v a 2s. c o m*/ * @param gl */ private void renderHud(GL10 gl) { gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); int width = Gdx.app.getGraphics().getWidth(); int height = Gdx.app.getGraphics().getHeight(); //spriteBatch.setProjectionMatrix(viewMatrix); //spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin(); spriteBatch.enableBlending(); spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); /*A minimum of dataset B maximum of dataset a is from where you would like normalised data set to start b is where you would like normalised data set to end x is the value you are trying to normalise a + (x-A)*(b-a)/(B-A) */ float length = 0 + (progress - 0) * ((Gdx.graphics.getWidth() / 10) * 8 - 0) / (1 - 0); spriteBatch.setColor(0, 0, 1, 1); spriteBatch.draw(progressBarTexture, Gdx.graphics.getWidth() / 10, 110, (Gdx.graphics.getWidth() / 10) * 8, 30); spriteBatch.setColor(0, 1, 1, 1); spriteBatch.draw(progressBarTexture, (Gdx.graphics.getWidth() / 10) + 2, 112, length, 26); spriteBatch.setColor(1, 1, 1, 1); font.draw(spriteBatch, "Version:" + Stardust3d.version, 10, 10); font.draw(spriteBatch, "Loading " + String.format("%.0f", progress * 100) + "%", 100, 100); if (Splash.fadeIn) { spriteBatch.setColor(0, 0, 0, Splash.fadeTimer); spriteBatch.draw(xfadeTexture, 0, 0, width, height); } if (Splash.fadeOut) { spriteBatch.setColor(1, 1, 1, Splash.fadeTimer); spriteBatch.draw(xfadeTexture, 0, 0, width, height); } spriteBatch.setColor(1, 1, 1, 1); if (Stardust3d.Error == Stardust3d.NETWORK_DOWN && netErrorShown == false) { stage.addActor(Actors .bottomToast("Connection to internet failed, Please check your network is working.", 5, skin)); netErrorShown = true; } spriteBatch.end(); }
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 av 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.interakt.ar.outdoor.browsing.BrowsingRenderer.java
License:Apache License
@Override public void render() { if (mode == Mode.normal) { mode = Mode.prepare;/* w w w. j av a 2s . c om*/ 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;/*from w ww. jav a2 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.kimmyj.lwp.example.LiveWallpaperProgram.java
License:Apache License
public void render() { update();//from w w w.j av a2s .co 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:org.interreg.docexplore.reader.book.ParchmentMini.java
License:Open Source License
public void renderWidget() { GL10 gl = Gdx.gl10;//from w w w. j ava2s . c om gl.glDisable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_LIGHTING); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_STENCIL_TEST); gl.glColor4f(0, 0, 0, .25f * fullAlpha * alpha); GfxUtils.fillQuad(x - .5f * w, y - .5f * w, 0, 0, x + w + .5f * w, y + h + .5f * w, 1, 1); super.renderWidget(); float px = engine.camera.position.x + .5f; float ch = (float) (engine.book.pages.size() / engine.book.aspectRatio); float py = -engine.camera.position.y / ch; float pw = (float) (engine.camera.position.z * .8f); float ph = pw * Gdx.graphics.getHeight() / (ch * Gdx.graphics.getWidth()); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_LIGHTING); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_STENCIL_TEST); gl.glColor4f(.5f, .5f, 1f, .75f * fullAlpha * alpha); GfxUtils.fillQuad(x + (px - .5f * pw) * w, y + (py - .5f * ph) * h, 0, 0, x + (px + .5f * pw) * w, y + (py + .5f * ph) * h, 1, 1); }