List of usage examples for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D
int GL_TEXTURE_2D
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From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderInsideStation(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()); gl.glDisable(GL10.GL_DITHER);//from w w w . ja v a 2 s . c o m gl.glEnable(GL10.GL_DEPTH_TEST); setStaticProjectionAndCamera(app.getGraphics(), app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderStaticShip(gl, Simulation.ship, app, Stardust3d.myCharacter.getShipname()); // renderDrones(gl, simulation.drones, app, Simulation.ship); gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_TEXTURE_2D); // do alpha models after this renderHangar(gl, Simulation.ship, app); gl.glDisable(GL10.GL_TEXTURE_2D); renderHud(simulation, gl); }
From source file:com.digitale.mygdxgame.SplashRenderer.java
License:Open Source License
private void renderInsideStation(Application app) { 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()); gl.glEnable(GL10.GL_BLEND);//from w w w . j a v a 2 s . c o m gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); setStaticProjectionAndCamera(app.getGraphics(), app, gl); setLighting(gl); gl.glEnable(GL10.GL_TEXTURE_2D); renderSky(gl); renderPlanet(gl, "sun", true, 1737f, Splash.planetmove - 150, 0, -2500, app); renderSky(gl); gl.glDisable(GL10.GL_DITHER); gl.glDisable(GL10.GL_CULL_FACE); //do alpha models after this renderStaticShip(gl, app); renderSun(gl, 70000f, -1600, 0, -4500, app); gl.glDisable(GL10.GL_TEXTURE_2D); renderHud(gl); }
From source file:com.eightbitmage.lwtemplate.WaterRipplesLW.java
License:Apache License
@Override public void render() { GL10 gl = Gdx.graphics.getGL10();/*from ww w . ja va2 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) { 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.interakt.ar.outdoor.browsing.BrowsingRenderer.java
License:Apache License
@Override public void render() { if (mode == Mode.normal) { mode = Mode.prepare;/*from ww w. j av a2 s . co m*/ if (deviceCameraControl != null) { deviceCameraControl.prepareCameraAsync(); } } Gdx.gl10.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); if (mode == Mode.prepare) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); if (deviceCameraControl != null) { if (deviceCameraControl.isReady()) { deviceCameraControl.startPreviewAsync(); mode = Mode.preview; } } } else if (mode == Mode.preview) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } else { // mode = normal Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl10.glEnable(GL10.GL_TEXTURE); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl10.glEnable(GL10.GL_LINE_SMOOTH); Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL); Gdx.gl10.glClearDepthf(1.0F); Gdx.gl10.glEnable(GL10.GL_ALPHA_TEST); Gdx.gl10.glDisable(GL10.GL_COLOR_MATERIAL); Gdx.gl10.glAlphaFunc(GL10.GL_GREATER, 0.0f); Gdx.gl10.glEnable(GL10.GL_BLEND); Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); if (!stopRendering) { if (canRender.tryAcquire()) { ((LibGDXPerspectiveCamera) geoMode.getCamera()).render(); geoMode.render(); canRender.release(); } radar.draw(); } }
From source file:com.interakt.ar.outdoor.tagging.TaggingRenderer.java
License:Apache License
@Override public void render() { if (mode == Mode.normal) { mode = Mode.prepare;//from www .j a v a 2s . com if (deviceCameraControl != null) { deviceCameraControl.prepareCameraAsync(); } } Gdx.gl10.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); if (mode == Mode.prepare) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); if (deviceCameraControl != null) { if (deviceCameraControl.isReady()) { deviceCameraControl.startPreviewAsync(); mode = Mode.preview; } } } else if (mode == Mode.preview) { Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } else { // mode = normal Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl10.glEnable(GL10.GL_TEXTURE); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl10.glEnable(GL10.GL_LINE_SMOOTH); Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL); Gdx.gl10.glClearDepthf(1.0F); Gdx.gl10.glEnable(GL10.GL_ALPHA_TEST); Gdx.gl10.glDisable(GL10.GL_COLOR_MATERIAL); Gdx.gl10.glAlphaFunc(GL10.GL_GREATER, 0.0f); Gdx.gl10.glEnable(GL10.GL_BLEND); Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); Gdx.gl10.glClearDepthf(1.0F); if (canRender.tryAcquire()) { ((LibGDXPerspectiveCamera) taggingMode.getCamera()).render(); taggingMode.render(); canRender.release(); } }
From source file:com.jwatson.omnigame.graphics.CustomBatch.java
License:Apache License
/** Sets up the CustomBatch 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)/*w w w .j ava 2 s .co m*/ throw new IllegalStateException("you have to call CustomBatch.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.jwatson.omnigame.graphics.CustomBatch.java
License:Apache License
/** Finishes off rendering. Enables depth writes, disables blending and texturing. Must always be called after a call to * {@link #begin()} *//* www. j a va 2s . co m*/ public void end() { if (!drawing) throw new IllegalStateException("CustomBatch.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.kingx.dungeons.graphics.cube.CubeRenderer.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)}. *//* w ww.j av a2s .co m*/ public void begin() { if (drawing) throw new IllegalStateException("you have to call SpriteBatch.end() first"); renderCalls = 0; if (vertexSize != CubeVertex.size) { reset(); } if (Gdx.graphics.isGL20Available()) { if (customShader != null) customShader.begin(); else shader.begin(); } else { Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); } idx = 0; drawing = true; }
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);/* w w w. j a v a 2s. co 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); }
From source file:org.interreg.docexplore.reader.book.BookCover.java
License:Open Source License
public void render(Bindable coverTex, Bindable innerCoverTex) { GL10 gl = Gdx.gl10;/*from w ww . ja v a 2s . com*/ gl.glColor4f(1, 1, 1, 1); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glEnable(GL10.GL_TEXTURE_2D); if (innerCoverTex != null && !book.app.bookEngine.coverOnly()) { innerCoverTex.bind(); meshes[innerBinding].render(GL10.GL_TRIANGLES); } if (coverTex != null) { coverTex.bind(); meshes[outerBinding].render(GL10.GL_TRIANGLES); } // meshes[topBinding].render(GL10.GL_TRIANGLES); // meshes[bottomBinding].render(GL10.GL_TRIANGLES); // meshes[frontBinding].render(GL10.GL_TRIANGLES); gl.glDisable(GL10.GL_TEXTURE_2D); }