Example usage for com.badlogic.gdx.graphics GL10 GL_TEXTURE0

List of usage examples for com.badlogic.gdx.graphics GL10 GL_TEXTURE0

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL10 GL_TEXTURE0.

Prototype

int GL_TEXTURE0

To view the source code for com.badlogic.gdx.graphics GL10 GL_TEXTURE0.

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Usage

From source file:com.badlogic.gdx.graphics.g3d.test.QbobViewer.java

License:Apache License

@Override
public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 1);//w w  w.  j a v  a  2 s .  c o m
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    cam.update();
    cam.apply(Gdx.gl10);

    Gdx.gl.glEnable(GL10.GL_CULL_FACE);
    Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);

    Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0);
    Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
    diffuse.bind();
    diffuse.setFilter(TextureFilter.MipMap, TextureFilter.Linear);

    Gdx.gl.glActiveTexture(GL10.GL_TEXTURE1);
    Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);

    lightMaps[0].bind();
    lightMaps[0].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear);
    setCombiners();

    model[0].render();
    lightMaps[1].bind();
    lightMaps[1].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear);
    setCombiners();

    model[1].render();
    lightMaps[2].bind();
    lightMaps[2].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear);
    setCombiners();

    model[2].render();
    lightMaps[3].bind();
    lightMaps[3].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear);
    setCombiners();
    model[3].render();

    Gdx.gl.glActiveTexture(GL10.GL_TEXTURE1);
    Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
    Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0);
    Gdx.gl.glDisable(GL10.GL_CULL_FACE);
    Gdx.gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);

    Gdx.gl.glDisable(GL10.GL_BLEND);

    animTime += Gdx.graphics.getDeltaTime();
    if (animTime > anim.totalDuration - anim.frameDuration)
        animTime = 0;
    animModel.setAnimation(anim.name, animTime, true);

    Gdx.gl10.glPushMatrix();
    Gdx.gl10.glTranslatef(cam.position.x, cam.position.y, 6);
    animModel.render();
    Gdx.gl10.glPopMatrix();

    Gdx.gl.glDisable(GL10.GL_DEPTH_TEST);
    batch.begin();
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 10, 20);
    batch.end();

    fps.log();
}

From source file:com.badlogic.gdx.graphics.g3d.test.StillModelViewer.java

License:Apache License

@Override
public void render() {
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);

    cam.update();//  w  w  w  . j a v a  2 s .  c  om
    cam.apply(Gdx.gl10);

    drawAxes();

    if (hasNormals) {
        Gdx.gl.glEnable(GL10.GL_LIGHTING);
        Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL);
        Gdx.gl.glEnable(GL10.GL_LIGHT0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0);
    }

    if (textures != null) {
        for (int i = 0; i < textures.length; i++) {
            Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0 + i);
            Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
            textures[i].bind();
            if (i > 0) {
                switch (i) {
                case 1:
                    setCombiners(GL11.GL_ADD_SIGNED);
                    break;
                case 2:
                    setCombiners(GL10.GL_MODULATE);
                    break;
                default:
                    setCombiners(GL10.GL_MODULATE);
                }
            }
        }
    }

    angle += 45 * Gdx.graphics.getDeltaTime();
    Gdx.gl10.glRotatef(angle, 0, 1, 0);
    model.render();

    if (textures != null) {
        for (int i = 0; i < textures.length; i++) {
            Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0 + i);
            Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
        }
    }

    if (hasNormals) {
        Gdx.gl.glDisable(GL10.GL_LIGHTING);
    }

    batch.begin();
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30);
    batch.end();

    fps.log();
}

From source file:es.eucm.ead.engine.gameobjects.sceneelements.transitions.MaskTransitionGO.java

License:Open Source License

@Override
public void drawChildren(SpriteBatch batch, float parentAlpha) {
    previousScene.setVisible(true);//from   w  ww.j a va2 s.  c  o m
    nextScene.setVisible(false);
    super.drawChildren(batch, parentAlpha);
    batch.end();
    nextSceneBuffer.begin();
    batch.begin();

    previousScene.setVisible(false);
    nextScene.setVisible(true);

    super.drawChildren(batch, parentAlpha);
    nextSceneBuffer.end();

    batch.flush();
    batch.setShader(maskShader);
    maskShader.setAttributef("a_offset", offset.x, offset.y, offset.z, 0);
    texture.bind(1);
    Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0);
    Gdx.gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
    batch.draw(nextSceneBuffer.getColorBufferTexture(), 0, 0);
    batch.setShader(null);
}