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

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

Introduction

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

Prototype

int GL_ONE_MINUS_SRC_ALPHA

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

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Usage

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderBlocks(GL10 gl, ArrayList<Block> blocks) {
    gl.glEnable(GL10.GL_BLEND);/*  www . j a  v a 2 s  . co m*/
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    gl.glColor4f(0.2f, 0.2f, 1, 0.7f);
    for (int i = 0; i < blocks.size(); i++) {
        Block block = blocks.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(block.position.x, block.position.y, block.position.z);
        blockMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    gl.glColor4f(1, 1, 1, 1);
    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) {
    gl.glEnable(GL10.GL_BLEND);//from  ww w.  j  a  v  a  2s . co m
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    explosionTexture.bind();
    for (int i = 0; i < explosions.size(); i++) {
        Explosion explosion = explosions.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z);
        explosionMesh.render(GL10.GL_TRIANGLE_FAN,
                (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4);
        gl.glPopMatrix();
    }
    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderBombExplosions(GL10 gl, ArrayList<Explosion> explosions) {
    gl.glEnable(GL10.GL_BLEND);/*  www.  j  av a 2 s .co m*/
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    bombExplosionTexture.bind();
    for (int i = 0; i < explosions.size(); i++) {
        Explosion explosion = explosions.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z);
        explosionMesh.render(GL10.GL_TRIANGLE_FAN,
                (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4);
        gl.glPopMatrix();
    }
    gl.glDisable(GL10.GL_BLEND);
}

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. c o 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();/*from w w  w .  j ava 2s .  com*/
    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/*from w  w w  .j av a 2  s  . c  o m*/
 * @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 renderDusts(GL10 gl, ArrayList<Dust> dusts) {

    gl.glEnable(GL10.GL_BLEND);//from w  w w .  j a va  2  s  . c om
    // gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

    dustTexture.bind();
    for (int i = 0; i < dusts.size(); i++) {
        Dust dust = dusts.get(i);
        if (camera.frustum.pointInFrustum(dust.position)) {
            gl.glPushMatrix();
            gl.glColor4f(dust.colour, dust.colour, dust.colour, 1);
            gl.glTranslatef(dust.position.x, dust.position.y, dust.position.z);
            gl.glRotatef(dust.yawAngle + 180, 0, 1, 0);
            gl.glRotatef(dust.pitchAngle, 1, 0, 0);
            gl.glScalef(dust.size, dust.size, dust.size);
            sunMesh.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

/**
 * @param simulation/*from  w  w w.  ja v a  2 s. co  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 renderSun(GL10 gl, float radius, float x, float y, float z, Application app) {

    gl.glDisable(GL10.GL_LIGHTING);/*from  www. jav  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.screens.CharCreator.java

License:Open Source License

@Override
public void render(float delta) {
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    int width = Gdx.app.getGraphics().getWidth();
    int height = Gdx.app.getGraphics().getHeight();
    batch.begin();/*from  ww  w  .  jav a 2  s.co  m*/
    batch.setColor(Color.WHITE);
    batch.draw(background, 0, 0, width, height, 0, 0, 1024, 512, false, false);
    batch.end();
    ((Label) stage.findActor("label-race")).setText(racetext);
    ((Label) stage.findActor("primary-stat")).setText(PrimaryStat);

    if (selectedAvatar.equals("avatar00.jpg")) {
        imageActor = new Image(image0);
    }
    if (selectedAvatar.equals("avatar01.jpg")) {
        imageActor = new Image(image1);
    }
    if (selectedAvatar.equals("avatar02.jpg")) {
        imageActor = new Image(image2);
    }
    if (selectedAvatar.equals("avatar03.jpg")) {
        imageActor = new Image(image3);
    }
    if (selectedAvatar.equals("avatar04.jpg")) {
        imageActor = new Image(image4);
    }
    if (selectedAvatar.equals("avatar05.jpg")) {
        imageActor = new Image(image5);
    }
    if (selectedAvatar.equals("avatar06.jpg")) {
        imageActor = new Image(image6);
    }
    if (selectedAvatar.equals("avatar07.jpg")) {
        imageActor = new Image(image7);
    }
    if (selectedAvatar.equals("avatar08.jpg")) {
        imageActor = new Image(image8);
    }
    if (selectedAvatar.equals("avatar09.jpg")) {
        imageActor = new Image(image9);
    }
    imageActor.x = width - 210;
    imageActor.y = 100;
    imageActor.scaleX = 3;
    imageActor.scaleY = 3;
    stage.addActor(imageActor);

    stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
    stage.draw();
    if (fadeIn) {
        batch.enableBlending();
        batch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
        batch.begin();
        batch.setColor(1, 1, 1, fadeTimer);
        batch.draw(xfadeTexture, -100, -100, width + 200, height + 200);
        batch.end();
    }

    if (Stardust3d.DEBUG)
        Table.drawDebug(stage);
}