Example usage for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D

List of usage examples for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D.

Prototype

int GL_TEXTURE_2D

To view the source code for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D.

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Usage

From source file:com.badlogic.gdx.tests.Water.java

@Override
public void render() {
    GL10 gl = Gdx.graphics.getGL10();/*from  w  w w  .jav a 2s . c  o m*/

    if (gl == null) {
        return;
    }

    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    camera.update();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadMatrixf(camera.getCombinedMatrix().val, 0);
    gl.glMatrixMode(GL10.GL_MODELVIEW);

    accum += Gdx.graphics.getDeltaTime();
    while (accum > TICK) {
        for (int i = 0; i < 5; i++) {
            if (Gdx.input.isTouched(i)) {
                Ray ray = camera.getPickRay(Gdx.input.getX(i),
                        (int) (Gdx.input.getY(i) / (float) Gdx.graphics.getHeight() * Gdx.graphics.getWidth()));
                Intersector.intersectRayPlane(ray, plane, point);
                touchWater(point);
            }
        }

        updateWater();
        float[][] tmp = curr;
        curr = last;
        last = tmp;
        accum -= TICK;
    }

    float alpha = accum / TICK;
    interpolateWater(alpha);

    updateVertices(intp);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    texture.bind();
    mesh.render(GL10.GL_TRIANGLES);

    batch.begin();
    //batch.drawText(font, "fps: " + Gdx.graphics.getFramesPerSecond(), 10, 20, Color.WHITE);
    batch.end();
}

From source file:com.badlogic.gdx.tests.WaterRipples.java

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.graphics.getGL10();/*w  w  w  .j  a  v  a2  s. co m*/
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    camera.update();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadMatrixf(camera.combined.val, 0);
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();

    accum += Gdx.graphics.getDeltaTime();
    while (accum > TICK) {
        for (int i = 0; i < 5; i++) {
            if (Gdx.input.isTouched(i)) {
                Ray ray = camera.getPickRay(Gdx.input.getX(i), Gdx.input.getY(i));
                Intersector.intersectRayPlane(ray, plane, point);
                touchWater(point);
            }
        }

        updateWater();
        float[][] tmp = curr;
        curr = last;
        last = tmp;
        accum -= TICK;
    }

    float alpha = accum / TICK;
    interpolateWater(alpha);

    updateVertices(intp);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    texture.bind();
    mesh.render(GL10.GL_TRIANGLES);

    batch.begin();
    // batch.drawText(font, "fps: " + Gdx.graphics.getFramesPerSecond(), 10, 20, Color.WHITE);
    batch.end();
}

From source file:com.badlogic.rtm.LevelRenderer.java

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.gl10;//  www. j ava 2s  .  c o m

    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_TEXTURE_2D);

    camera.update();
    camera.apply(gl);

    tiles.bind();
    gl.glColor4f(1, 1, 1, 1);
    floorMesh.render(GL10.GL_TRIANGLES);
    wallMesh.render(GL10.GL_TRIANGLES);

    batch.begin();
    batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond() + ", delta:" + Gdx.graphics.getDeltaTime(), 10,
            25);
    batch.end();

    processInput();
}

From source file:com.balloongame.handlers.CustomSpriteBatch.java

License:Apache License

/** Sets up the SpriteBatch for drawing. This will disable depth buffer writting. It enables blending and texturing. If you have
 * more texture units enabled than the first one you have to disable them before calling this. Uses a screen coordinate system
 * by default where everything is given in pixels. You can specify your own projection and modelview matrices via
 * {@link #setProjectionMatrix(Matrix4)} and {@link #setTransformMatrix(Matrix4)}. */
public void begin() {
    if (drawing)/*from ww w . j  av a 2 s. co  m*/
        throw new IllegalStateException("you have to call SpriteBatch.end() first");
    renderCalls = 0;

    Gdx.gl.glDepthMask(false);
    if (Gdx.graphics.isGL20Available()) {
        if (customShader != null)
            customShader.begin();
        else
            shader.begin();
    } else {
        Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
    }
    setupMatrices();

    idx = 0;
    lastTexture = null;
    drawing = true;
}

From source file:com.balloongame.handlers.CustomSpriteBatch.java

License:Apache License

/** Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to
 * {@link #begin()} *///w w  w  .j a v a2 s . c  o  m
public void end() {
    if (!drawing)
        throw new IllegalStateException("SpriteBatch.begin must be called before end.");
    if (idx > 0)
        renderMesh();
    lastTexture = null;
    idx = 0;
    drawing = false;

    GLCommon gl = Gdx.gl;
    gl.glDepthMask(true);
    if (isBlendingEnabled())
        gl.glDisable(GL10.GL_BLEND);

    if (Gdx.graphics.isGL20Available()) {
        if (customShader != null)
            customShader.end();
        else
            shader.end();
    } else {
        gl.glDisable(GL10.GL_TEXTURE_2D);
    }
}

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

License:Apache License

public void render(Application app, Simulation simulation) {
    GL10 gl = app.getGraphics().getGL10();
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight());

    renderBackground(gl);//w w w  .ja  v a 2s .  c  o m
    renderEarth(gl);

    gl.glDisable(GL10.GL_DITHER);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);

    //setProjectionAndCamera(app.getGraphics(), simulation.ship, app);
    setProjectionAndCameraAugmentedReality(app.getGraphics(), simulation, app);

    setLighting(gl);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    renderMoon(gl, simulation.ship);
    renderShip(gl, simulation.ship, app);
    renderAliens(gl, simulation.aliens);

    gl.glDisable(GL10.GL_TEXTURE_2D);
    renderBlocks(gl, simulation.blocks);

    gl.glDisable(GL10.GL_LIGHTING);

    //renderShots(gl, simulation.shots);
    //renderRays(gl, simulation.mRays, true);
    renderAlienRays(gl, simulation.mAlienRays);
    renderPlayerRays(gl, simulation.mShipRays);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    renderExplosions(gl, simulation.explosions);
    renderBombExplosions(gl, simulation.bombExplosions);

    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_TEST);

    spriteBatch.setProjectionMatrix(viewMatrix);
    spriteBatch.setTransformMatrix(transformMatrix);
    spriteBatch.begin();
    if (simulation.ship.lives != lastLives || simulation.score != lastScore || simulation.wave != lastWave) {
        status = "lives: " + simulation.ship.lives + " wave: " + simulation.wave + " score: "
                + simulation.score;
        lastLives = simulation.ship.lives;
        lastScore = simulation.score;
        lastWave = simulation.wave;
    }
    spriteBatch.enableBlending();
    spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
    font.draw(spriteBatch, status, 0, 320);
    spriteBatch.end();

    alienAngle += app.getGraphics().getDeltaTime() * 90;
    if (alienAngle > 360)
        alienAngle -= 360;
}

From source file:com.dgcgames.balloonblast.GameScreen.java

License:Apache License

@Override
public void present(float deltaTime) {
    GLCommon gl = Gdx.gl;/*w w  w .  j av a  2 s.c o  m*/
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    gl.glEnable(GL10.GL_TEXTURE_2D);

    renderer.render();

    guiCam.update();
    batcher.setProjectionMatrix(guiCam.combined);
    batcher.enableBlending();
    batcher.begin();
    switch (state) {
    case GAME_READY:
        presentReady();
        break;
    case GAME_RUNNING:
        presentRunning();
        break;
    case GAME_PAUSED:
        presentPaused();
        break;
    case GAME_LEVEL_END:
        presentLevelEnd();
        break;
    case GAME_OVER:
        presentGameOver();
        break;
    }
    batcher.end();
}

From source file:com.dgcgames.balloonblast.HelpScreen.java

License:Apache License

@Override
public void present(float deltaTime) {
    GLCommon gl = Gdx.gl;//from  w ww.  j  a  v a2 s. co  m
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();
    guiCam.apply(Gdx.gl10);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    batcher.disableBlending();
    batcher.begin();
    batcher.draw(helpRegion, 0, 0, 1024, 768);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    //batcher.draw(Assets.arrow, 320, 0, -64, 64);
    batcher.end();

    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.dgcgames.balloonblast.HighscoresScreen.java

License:Apache License

@Override
public void present(float deltaTime) {
    GLCommon gl = Gdx.gl;/*from w  w  w. ja  va2 s.c o m*/
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    guiCam.update();
    guiCam.apply(Gdx.gl10);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    batcher.disableBlending();
    batcher.begin();
    batcher.draw(Assets.backgroundRegion, 0, 0, 1024, 768);
    batcher.end();

    batcher.enableBlending();
    batcher.begin();
    batcher.draw(Assets.highScoresRegion, 400, 360 - 18, 300, 33);

    float y = 230;
    for (int i = 4; i >= 0; i--) {
        Assets.font.draw(batcher, highScores[i], xOffset, y);
        y += Assets.font.getLineHeight();
    }

    //batcher.draw(Assets.arrow, 0, 0, 64, 64);
    //batcher.draw(Assets.balloon, 0, 0, 64, 64);
    batcher.end();
}

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

License:Open Source License

private void renderSolarSystem(Application app, Simulation simulation) {
    GL10 gl = app.getGraphics().getGL10();
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight());

    // renderBackground(gl);

    gl.glDisable(GL10.GL_DITHER);/*from   w  w  w.  j  a  va  2  s  .  c o m*/
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);

    setProjectionAndCamera(app.getGraphics(), Simulation.ship, app, gl);
    setLighting(gl);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    // renderRoids(gl);
    // camera.unproject(GameLoop.touchPoint.set(Gdx.input.getX(),
    // Gdx.input.getY(), 0));

    // render earth
    // renderPlanet(gl, "earth", true, 63780f, 200000, 0, 50000);
    // render mars
    renderPlanet(gl, "sun", true, 33970, 0, 0, 50000);
    // render sun
    renderSun(gl, 69550f, 0, 0, -500000, app);
    // render jupiter
    // renderPlanet(gl, "earth", false, 714920f, -4000000, 0, 50000);
    // render moon
    // renderMoon(gl, 17370f, 100000, 0, -50000);

    // renderDrones(gl, simulation.drones, app, Simulation.ship);
    renderSky(gl, Simulation.ship, app);
    renderActors(gl);

    // do alpha models after this

    // render station
    renderStation(gl, "station01", true, 1000f, 0, 0, 0);
    // render myship
    renderShip(gl, Simulation.ship, Stardust3d.myCharacter.getShipname());
    renderDusts(gl, Simulation.dusts);
    renderShots(gl, simulation.shots);
    renderMissiles(gl, simulation.missiles);
    // renderTrails(gl, simulation.trails);
    gl.glDisable(GL10.GL_TEXTURE_2D);
    // renderBlocks(gl, simulation.blocks);

    // gl.glDisable(GL10.GL_LIGHTING);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    renderExplosions(gl, Simulation.explosions);

    renderHud(simulation, gl);
    stationAngle += app.getGraphics().getDeltaTime() * 1;
    if (stationAngle > 360)
        stationAngle -= 360;

    invaderAngle += app.getGraphics().getDeltaTime() * 10;
    if (invaderAngle > 360)
        invaderAngle -= 360;
}