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

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

Introduction

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

Prototype

int GL_ONE

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

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Usage

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

License:Open Source License

/**
 * @param gl//  w  w w  .j a  v a  2 s . c om
 * @param shipname
 * @param velocity
 */
private void renderJets(GL10 gl, String shipname, float velocity) {
    float noise = (float) Math.random();
    float length = velocity / 50;
    gl.glEnable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
    jetTexture.bind();
    // gl.glPushMatrix();
    for (int i = 0; i < Stardust3d.shipdefs.size(); i++) {
        String currentShipdef = Stardust3d.shipdefs.get(i).getModel().substring(0,
                Stardust3d.shipdefs.get(i).getModel().length() - 4);
        if (Stardust3d.DEEPDEBUG)
            System.out.println("shipdef " + currentShipdef);
        if (currentShipdef.equals(shipname)) {
            if (Stardust3d.shipdefs.get(i).getJet1x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet1x(), Stardust3d.shipdefs.get(i).getJet1y(),
                        Stardust3d.shipdefs.get(i).getJet1z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
                gl.glScalef(.5f, .5f, 1 / (1f + length + noise));
                gl.glTranslatef(-Stardust3d.shipdefs.get(i).getJet1x(), -Stardust3d.shipdefs.get(i).getJet1y(),
                        -Stardust3d.shipdefs.get(i).getJet1z());
                // gl.glScalef(1, 1, 1);
            }
            if (Stardust3d.shipdefs.get(i).getJet2x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet2x(), Stardust3d.shipdefs.get(i).getJet2y(),
                        Stardust3d.shipdefs.get(i).getJet2z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet3x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet3x(), Stardust3d.shipdefs.get(i).getJet3y(),
                        Stardust3d.shipdefs.get(i).getJet3z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet4x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet4x(), Stardust3d.shipdefs.get(i).getJet4y(),
                        Stardust3d.shipdefs.get(i).getJet4z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet5x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet5x(), Stardust3d.shipdefs.get(i).getJet5y(),
                        Stardust3d.shipdefs.get(i).getJet5z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
        }
    }
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_LIGHTING);
}

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

License:Open Source License

private void renderHangar(GL10 gl, Ship ship, Application app) {
    if (ship.isExploding)
        return;//from   w  ww  .j a  va  2  s. c  o m
    // render hangar
    hangarTexture.bind();
    gl.glPushMatrix();
    hangarMesh.render(GL10.GL_TRIANGLES);

    // do forcefield
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glEnable(GL10.GL_BLEND);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);

    gl.glDisable(GL10.GL_LIGHTING);

    forcefieldMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_CULL_FACE);
}

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

License:Open Source License

private void renderActors(GL10 gl) {

    for (int i = 0; i < Stardust3d.actorsList.size(); i++) {
        try {//from   w ww. j a v a  2 s  . c om
            Actor actor = Stardust3d.actorsList.get(i);

            if (actor != null && !(actor.shipname.equals("dead")) && actor.getHitpoints() > 0
                    && actor.getStatus() == 1) {
                // only do for ships in space

                if (actor.getStatus() == 1 && actor.position.dst(Ship.position) < 5000) {
                    if ((actor.visible)) {
                        gl.glPushMatrix();
                        gl.glTranslatef(actor.position.x, actor.position.y, actor.position.z);

                        gl.glScalef(1, 1, 1);
                        String actorName = (actor.get_firstname() + actor.get_surname());

                        if (actorName.equals("Hive AIShield Disruptor")) {

                            gl.glRotatef(actor.yawangle, 0, 1, 0);
                            gl.glRotatef(actor.pitchangle, 1, 0, 0);
                            gl.glRotatef(invaderAngle, 0, 0, 1);
                            shieldDisruptorTexture.bind();
                            shieldDisruptorMesh.render(GL10.GL_TRIANGLES);

                            gl.glEnable(GL10.GL_BLEND);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glScalef(.5f, .5f, .5f);
                            gl.glDisable(GL10.GL_CULL_FACE);
                            gl.glDisable(GL10.GL_LIGHTING);
                            gl.glColor4f(.0f, 1f, 0f, 1);

                            swirlyTexture.bind();
                            // gl.glRotatef(-(invaderAngle * 20), 0, 0, 1);
                            coneMesh.render(GL10.GL_TRIANGLES);
                            gl.glColor4f(1f, 1f, 1f, 1f);
                            gl.glDisable(GL10.GL_BLEND);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glEnable(GL10.GL_LIGHTING);
                            gl.glEnable(GL10.GL_CULL_FACE);
                        } else if (actorName.equals("Hive AIScout")) {

                            gl.glRotatef(actor.yawangle, 0, 1, 0);
                            gl.glRotatef(actor.pitchangle, 1, 0, 0);
                            jetTexture.bind();
                            gl.glScalef(1f, 1f, 1f);
                            shieldDisruptorMesh.render(GL10.GL_TRIANGLES);
                            gl.glScalef(20f, 20f, 20f);
                            gl.glDisable(GL10.GL_CULL_FACE);
                            gl.glEnable(GL10.GL_BLEND);
                            gl.glDisable(GL10.GL_LIGHTING);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glColor4f(.0f, .5f, 1f, 1);
                            gl.glRotatef(-actor.yawangle, 0, 1, 0);
                            gl.glRotatef(-actor.pitchangle, 1, 0, 0);
                            swansongTexture.bind();

                            looking = Util.lookAt(Simulation.camera, actor.position);
                            gl.glRotatef(looking.y, 0, 1, 0);
                            gl.glRotatef(-looking.x, 1, 0, 0);

                            sunMesh.render(GL10.GL_TRIANGLES);
                            gl.glColor4f(1f, 1f, 1f, 1f);
                            gl.glDisable(GL10.GL_BLEND);
                            // gl.glBlendFunc(GL10.GL_SRC_ALPHA,
                            // GL10.GL_ONE);
                            gl.glEnable(GL10.GL_LIGHTING);
                            gl.glEnable(GL10.GL_CULL_FACE);

                        } else {
                            renderActorShip(gl, actor, actor.shipname);
                        }
                        gl.glPopMatrix();
                    }
                }
            }
        } catch (IndexOutOfBoundsException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }

    }
}

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

License:Open Source License

private void renderShots(GL10 gl, ArrayList<Shot> shots) {
    gl.glColor4f(1, 1, 0, 1);/*from  w w  w. ja va2  s  . co m*/
    gl.glEnable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
    jetTexture.bind();
    for (int i = 0; i < shots.size(); i++) {
        Shot shot = shots.get(i);
        gl.glPushMatrix();

        gl.glTranslatef(shot.position.x, shot.position.y, shot.position.z);
        gl.glRotatef(shot.yawAngle, 0, 1, 0);
        gl.glRotatef(shot.pitchAngle, 1, 0, 0);
        gl.glScalef(3 + (float) (shot.shotLife) * 1f, (float) (3 + shot.shotLife) * 1f,
                (float) (3 + shot.shotLife) * 1f);
        jetMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    gl.glColor4f(1, 1, 1, 1);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_LIGHTING);
}

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

License:Open Source License

private void renderMissiles(GL10 gl, ArrayList<Missile> missiles) {
    gl.glColor4f(1, 0, 0, 1);//from   w w  w  .ja va2s  . co  m
    gl.glEnable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
    jetTexture.bind();
    for (int i = 0; i < missiles.size(); i++) {
        Missile missile = missiles.get(i);
        gl.glPushMatrix();

        gl.glTranslatef(missile.position.x, missile.position.y, missile.position.z);
        gl.glRotatef(missile.yawAngle, 0, 1, 0);
        gl.glRotatef(missile.pitchAngle, 1, 0, 0);
        gl.glScalef(10f, 10f, 10f);
        jetMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    gl.glColor4f(1, 1, 1, 1);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_LIGHTING);
}

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

License:Open Source License

@SuppressWarnings("unused")
private void renderTrails(GL10 gl, ArrayList<Trail> trails) {
    gl.glColor4f(0, 1, 1, 1);//from  w  w  w . j av a2s.  co  m
    jetTexture.bind();
    gl.glEnable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
    jetTexture.bind();
    for (int i = 0; i < trails.size(); i++) {
        Trail trail = trails.get(i);
        gl.glPushMatrix();
        gl.glRotatef(trail.yawAngle, 0, 1, 0);
        gl.glRotatef(trail.pitchAngle, 1, 0, 0);
        gl.glTranslatef(trail.position.x, trail.position.y, trail.position.z);

        float scale = (Trail.TRAIL_LIFE - trail.life) / 4;
        gl.glScalef(scale, scale, scale * 2.5f);
        jetMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    gl.glColor4f(1, 1, 1, 1);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_LIGHTING);
}

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

License:Open Source License

private void renderSun(GL10 gl, float radius, float x, float y, float z, Application app) {

    gl.glDisable(GL10.GL_LIGHTING);//  ww w.ja  v a  2  s  .co  m
    radius = radius * worldscale;
    sunTexture.bind();
    gl.glPushMatrix();
    //move away from origin
    gl.glTranslatef(x, y, z);
    //scale to size of earth
    gl.glScalef(radius, radius, radius);
    gl.glDisable(GL10.GL_CULL_FACE);

    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
    gl.glPushMatrix();
    gl.glDisable(GL10.GL_LIGHTING);
    //gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f);
    sunMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

}

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

License:Open Source License

/**
* render ship jets//from  ww  w .  j ava 2s .  c  o  m
* @param basescale :- scale factor for jet size before applying thrust
* @param length  :- scale factor for jet length, typically thrust value + random noise
* @param x The jet's x-coordinate.
* @param y The jet's  y-coordinate.
* @param z The jet's  z-coordinate.
* @return The product, in a vector <#, #, #, 1>, representing the
* rotated point.
*/
private void renderJet(GL10 gl, float baseScale, float length, float x, float y, float z, Application app) {
    jetTexture.bind();
    gl.glPushMatrix();
    //move away from origin
    gl.glTranslatef(x, y, z);
    //scale to size of earth
    gl.glScalef(baseScale, baseScale, baseScale * length);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
    gl.glDisable(GL10.GL_LIGHTING);
    //gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f);
    jetMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
    //gl.glEnable(GL10.GL_DEPTH_TEST);
}

From source file:com.kimmyj.lwp.example.LiveWallpaperProgram.java

License:Apache License

@Override
public void create() {
    width = Gdx.graphics.getWidth();/*from w  w  w  .j av  a 2 s .  c o m*/
    height = Gdx.graphics.getHeight();
    mCamera = new OrthographicCamera(width, height);
    mEffect = new ParticleEffect();
    mEffect.load(Gdx.files.internal("data/stars"), Gdx.files.internal("data"));
    mEffect.setPosition(width / 2, height / 2);
    mBatch = new SpriteBatch();
    mBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
    mBatch.setProjectionMatrix(mCamera.combined);
}

From source file:com.todoroo.zxzx.WorldView.java

License:Apache License

private void drawBoss() {
    AlienShip boss = world.getAlienShip();
    if (boss != null && boss.getSprite() != null) {
        if (boss.state == AlienShip.DEATH)
            draw(boss, Assets.playerDeathAnimation.getKeyFrame(boss.stateTime, false));
        else//w w  w  .  j  a va  2 s  . c  o  m
            draw(boss, boss.getSprite());

        spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
        spriteBatch.setColor(1, 1, 0.5f, 0.8f);
        float width = boss.getAlienHealthPercentage() * worldCam.viewportWidth;
        spriteBatch.draw(Assets.pureWhiteTextureRegion, 0, worldCam.viewportHeight - 2, width, 2);
        spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    }

}