List of usage examples for com.badlogic.gdx.graphics GL10 GL_SRC_ALPHA
int GL_SRC_ALPHA
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From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderBombExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glEnable(GL10.GL_BLEND);/*from www. j ava 2 s.c o 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.digitale.mygdxgame.Renderer.java
License:Open Source License
/** * @param simulation/*from ww w . j ava 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 renderHangar(GL10 gl, Ship ship, Application app) { if (ship.isExploding) return;/*from w ww . j a v a 2 s .c om*/ // 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 ww w. j a va2 s. c o m 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 renderDusts(GL10 gl, ArrayList<Dust> dusts) { gl.glEnable(GL10.GL_BLEND);//from ww w .j av a2s . c o m // 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 ww . ja v a 2s. com * @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 . j a va 2 s .c om 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//w w w . j av a 2 s . 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.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 w w w .j av a 2 s .c o 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); }
From source file:com.digitale.screens.CharPicker.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();/* w w w. jav a2 s.co m*/ batch.setColor(Color.WHITE); batch.draw(background, 0, 0, width, height, 0, 0, 1024, 512, false, false); batch.end(); imageActor.height = 128; 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); }