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

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

Introduction

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

Prototype

int GL_DEPTH_TEST

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

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Usage

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);
}