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.

Click Source Link

Usage

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);
}