List of usage examples for com.badlogic.gdx.graphics GL10 GL_ONE
int GL_ONE
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From source file:com.badlogic.rtm.LevelRenderer.java
License:Apache License
@Override public void render() { GL10 gl = Gdx.gl10;/* www . j a va2 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.badlydrawngames.veryangryrobots.WorldView.java
License:Apache License
private void drawParticles() { spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); for (Particle particle : particleManager.getParticles()) { if (particle.active) { spriteBatch.setColor(particle.color); spriteBatch.draw(Assets.pureWhiteTextureRegion, particle.x, particle.y, particle.size, particle.size);/*from w w w . ja va 2 s.c o m*/ } } spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); }
From source file:com.badlydrawngames.veryangryrobots.WorldView.java
License:Apache License
private void drawFlyups() { BitmapFont font = Assets.flyupFont;//from ww w.jav a2 s .c o m float scale = font.getScaleX(); font.setScale(1.0f / Assets.pixelDensity); spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); for (Flyup flyup : flyupManager.flyups) { if (flyup.active) { font.draw(spriteBatch, flyup.scoreString, flyup.x, flyup.y); } } spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); font.setScale(scale); }
From source file:com.blindtigergames.werescrewed.graphics.particle.ParticleEmitter.java
License:Apache License
public void draw(SpriteBatch spriteBatch, Camera camera) { if (additive) spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); Particle[] particles = this.particles; boolean[] active = this.active; int activeCount = this.activeCount; for (int i = 0, n = active.length; i < n; i++) { if (active[i])//&& particles[i].getBoundingRectangle( ).overlaps( camera.getBounds( ) ) ) {/*w ww . jav a 2 s . co m*/ particles[i].draw(spriteBatch); } } this.activeCount = activeCount; if (additive) spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); }
From source file:com.blindtigergames.werescrewed.graphics.particle.ParticleEmitter.java
License:Apache License
/** * Updates and draws the particles. This is slightly more efficient than * calling {@link #update(float)} and {@link #draw(SpriteBatch)} separately. */// w ww. j av a 2 s .c o m public void draw(SpriteBatch spriteBatch, float delta, Camera camera) { accumulator += Math.min(delta * 1000, 250); if (accumulator < 1) { draw(spriteBatch, camera); return; } int deltaMillis = (int) accumulator; accumulator -= deltaMillis; if (additive) spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); Particle[] particles = this.particles; boolean[] active = this.active; int activeCount = this.activeCount; for (int i = 0, n = active.length; i < n; i++) { if (active[i]) { Particle particle = particles[i]; //if ( particle.getBoundingRectangle( ).overlaps( camera.getBounds( ) ) ) { if (updateParticle(particle, delta, deltaMillis)) { particle.draw(spriteBatch); } else { active[i] = false; activeCount--; } } } } this.activeCount = activeCount; if (additive) spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); if (delayTimer < delay) { delayTimer += deltaMillis; return; } if (firstUpdate) { firstUpdate = false; addParticle(); } if (durationTimer < duration) durationTimer += deltaMillis; else { if (!continuous || allowCompletion) return; restart(); } emissionDelta += deltaMillis; float emissionTime = emission + emissionDiff * emissionValue.getScale(durationTimer / (float) duration); if (emissionTime > 0) { emissionTime = 1000 / emissionTime; if (emissionDelta >= emissionTime) { int emitCount = (int) (emissionDelta / emissionTime); emitCount = Math.min(emitCount, maxParticleCount - activeCount); emissionDelta -= emitCount * emissionTime; emissionDelta %= emissionTime; addParticles(emitCount); } } if (activeCount < minParticleCount) addParticles(minParticleCount - activeCount); }
From source file:com.bmnb.fly_dragonfly.graphics.GameParticleEmitter.java
License:Apache License
public void draw(SpriteBatch spriteBatch) { if (additive) spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE); Particle[] particles = this.particles; boolean[] active = this.active; int activeCount = this.activeCount; for (int i = 0, n = active.length; i < n; i++) if (active[i]) particles[i].draw(spriteBatch); this.activeCount = activeCount; if (additive) spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); }
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 va2s. 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.GameOver.java
License:Apache License
@Override public void render(Application app) { app.getGraphics().getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT); viewMatrix.setToOrtho2D(0, 0, 480, 320); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin();/* w ww .j a va 2s . co m*/ spriteBatch.disableBlending(); spriteBatch.setColor(Color.WHITE); spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false); spriteBatch.enableBlending(); spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 256, 512, 256, false, false); String text = "You have failed Earth.\nTouch to continue."; TextBounds bounds = font.getMultiLineBounds(text); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); font.drawMultiLine(spriteBatch, text, 0, 160 + bounds.height / 2, 480, HAlignment.CENTER); spriteBatch.end(); }
From source file:com.davidykay.shootout.screens.MainMenu.java
License:Apache License
@Override public void render(Application app) { app.getGraphics().getGL10().glClear(GL10.GL_COLOR_BUFFER_BIT); viewMatrix.setToOrtho2D(0, 0, 480, 320); spriteBatch.setProjectionMatrix(viewMatrix); spriteBatch.setTransformMatrix(transformMatrix); spriteBatch.begin();//w w w. ja v a2 s. c om spriteBatch.disableBlending(); spriteBatch.setColor(Color.WHITE); spriteBatch.draw(background, 0, 0, 480, 320, 0, 0, 512, 512, false, false); spriteBatch.enableBlending(); spriteBatch.draw(logo, 0, 320 - 128, 480, 128, 0, 0, 512, 256, false, false); spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); String text = "Touch to start!"; float width = font.getBounds(text).width; font.draw(spriteBatch, text, 240 - width / 2, 128); spriteBatch.end(); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
/** * @param simulation//ww w. ja va2 s . 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); }