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

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

Introduction

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

Prototype

int GL_SRC_ALPHA

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

Click Source Link

Usage

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);
}