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

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

Introduction

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

Prototype

int GL_DITHER

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

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Usage

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 a2  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);
}

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  a  v a  2  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.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);
    gl.glEnable(GL10.GL_DEPTH_TEST);//from   w  ww  .j a v  a2s  .  co m
    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);
    gl.glEnable(GL10.GL_DEPTH_TEST);/*from  w ww.  ja va  2 s  . co m*/
    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);/*ww w .j  av  a  2  s.  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:se.claremont.android.wallpaper.ClaremontWallpaper.java

License:Apache License

@Override
public void render() {

    ////from  w  w w .j  a  v a 2s .  co m
    // Set GL state
    //
    GL10 gl = Gdx.graphics.getGL10();
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glDisable(GL10.GL_DITHER);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glEnable(GL10.GL_COLOR_MATERIAL);
    gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_LIGHT0);

    //
    // Update light position
    //
    lightPosition.put(0, perspectiveCamera.position.x);
    lightPosition.put(1, perspectiveCamera.position.y);
    lightPosition.put(2, perspectiveCamera.position.z);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition);

    //
    // Update camera position/direction
    //
    perspectiveCamera.position.set(perspectiveCameraCurrentPosition);
    perspectiveCamera.direction.set(perspectiveCameraCurrentDirection);
    perspectiveCamera.position.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f);
    perspectiveCamera.direction.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f);
    perspectiveCameraCurrentPosition = perspectiveCamera.position;
    perspectiveCameraCurrentDirection = perspectiveCamera.direction;
    perspectiveCamera.update();
    perspectiveCamera.apply(gl);

    //
    // Render Claremont text model
    //
    gl.glPushMatrix();
    gl.glColor4f(1f, 1f, 1f, 1f);
    gl.glRotatef(0.25f, 1f, 0f, 0f);
    claremontText.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();

    //
    // Render Claremont orb model
    //
    gl.glPushMatrix();
    gl.glColor4f(0.36862745f, 0.63921569f, 0.82352941f, 1f);
    gl.glRotatef(0.25f, 1f, 0f, 0f);
    claremontOrb.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();

}