Example usage for com.badlogic.gdx.graphics GL20 GL_BLEND

List of usage examples for com.badlogic.gdx.graphics GL20 GL_BLEND

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL20 GL_BLEND.

Prototype

int GL_BLEND

To view the source code for com.badlogic.gdx.graphics GL20 GL_BLEND.

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Usage

From source file:seventh.client.gfx.GdxCanvas.java

License:Open Source License

@Override
public void fillRect(float x, float y, float width, float height, Integer color) {
    Color c = setTempColor(color);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

    this.shapes.begin(ShapeType.Filled);
    this.shapes.setColor(c);
    this.shapes.rect(x, y, width, height);
    this.shapes.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);//from   w  ww. j  a  v a  2 s . c  o m
}

From source file:seventh.client.gfx.GdxCanvas.java

License:Open Source License

@Override
public void drawCircle(float radius, int x, int y, Integer color) {
    Color c = setTempColor(color);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    this.shapes.setColor(c);

    this.shapes.begin(ShapeType.Line);
    this.shapes.circle(x + radius, y + radius, radius);
    this.shapes.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);/* w w w. j a v  a 2  s.  co m*/
}

From source file:seventh.client.gfx.GdxCanvas.java

License:Open Source License

@Override
public void drawCircle(float radius, float x, float y, Integer color) {
    Color c = setTempColor(color);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    this.shapes.setColor(c);

    this.shapes.begin(ShapeType.Line);
    this.shapes.circle(x + radius, y + radius, radius);
    this.shapes.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);// ww  w .j  av a 2 s  .co  m
}

From source file:seventh.client.gfx.GdxCanvas.java

License:Open Source License

@Override
public void fillCircle(float radius, int x, int y, Integer color) {
    Color c = setTempColor(color);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    this.shapes.setColor(c);

    this.shapes.begin(ShapeType.Filled);
    this.shapes.circle(x + radius, y + radius, radius);
    this.shapes.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);/*from   w ww.  j  a va2s  .co m*/
}

From source file:seventh.client.gfx.GdxCanvas.java

License:Open Source License

@Override
public void fillCircle(float radius, float x, float y, Integer color) {
    Color c = setTempColor(color);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    this.shapes.setColor(c);

    this.shapes.begin(ShapeType.Filled);
    this.shapes.circle(x + radius, y + radius, radius);
    this.shapes.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);//from   ww w.ja  va 2 s  .co m
}

From source file:seventh.client.gfx.GdxCanvas.java

License:Open Source License

@Override
public void fillArc(float x, float y, float radius, float start, float degrees, Integer color) {
    Color c = setTempColor(color);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    this.shapes.setColor(c);

    this.shapes.begin(ShapeType.Filled);
    this.shapes.arc(x, y, radius, start, degrees);
    this.shapes.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);//from w ww.ja  va2  s  .c  o  m

}

From source file:spaceisnear.game.ui.TextField.java

@Override
public void paint(Batch batch) {
    if (checkKeys(keycode)) {
        keycode = 0;//from w w  w. ja v  a 2  s  .co m
    }
    ShapeRenderer renderer = getRenderer();
    focused = getStage().getKeyboardFocus() == this;
    int start = 0;
    int end = text.length();
    int startingXText = 0;
    //TODO
    GlyphLayout glyphLayout = new GlyphLayout(font, text);
    if (glyphLayout.width > getWidthWithoutPaddings()) {
        end = text.length();
        start = end - 1;
        glyphLayout.setText(font, text, start, end, textColor, getWidthWithoutPaddings(), 0, false, null);
        while (start > 0 && glyphLayout.width < getWidthWithoutPaddings()) {
            start--;
        }
        glyphLayout.setText(font, text, 0, start, textColor, getWidthWithoutPaddings(), 0, false, null);
        startingXText = (int) -glyphLayout.width;
    }
    //
    {
        Gdx.gl.glEnable(GL20.GL_BLEND);
        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
        renderer.setProjectionMatrix(batch.getProjectionMatrix());
        renderer.begin(ShapeRenderer.ShapeType.Filled);
        renderer.setColor(backgroundColor);
        renderer.rect(0, 0, getWidth(), getHeight());
        renderer.end();
        Gdx.gl.glDisable(GL20.GL_BLEND);
    }
    {
        renderer.begin(ShapeRenderer.ShapeType.Line);
        renderer.setColor(borderColor);
        renderer.rect(0, 0, getWidth() + 1, getHeight());
        renderer.end();
    }
    //cursor
    renderer.begin(ShapeRenderer.ShapeType.Line);
    font.setColor(Color.BLACK);
    if (focused) {
        glyphLayout.setText(font, text, 0, currentPosition, textColor, getWidthWithoutPaddings(), 0, false,
                null);
        final float x = 10 + glyphLayout.width + startingXText;
        renderer.line(x, 3, x, font.getLineHeight() + 2);
        renderer.line(x + 1, 3, x + 1, font.getLineHeight() + 2);
    }
    renderer.end();
    batch.begin();
    font.setColor(Color.BLACK);
    font.draw(batch, text.subSequence(start, end), WIDTH_PADDING + getX(), 3 + getY());
    batch.end();
}

From source file:spine.SkeletonRendererDebug.java

License:Open Source License

public void draw(Skeleton skeleton) {
    float skeletonX = skeleton.getX();
    float skeletonY = skeleton.getY();

    Gdx.gl.glEnable(GL20.GL_BLEND);
    int srcFunc = premultipliedAlpha ? GL20.GL_ONE : GL20.GL_SRC_ALPHA;
    Gdx.gl.glBlendFunc(srcFunc, GL20.GL_ONE_MINUS_SRC_ALPHA);

    ShapeRenderer shapes = this.shapes;

    Array<Bone> bones = skeleton.getBones();
    if (drawBones) {
        shapes.setColor(boneLineColor);// w  w  w  . jav  a 2 s  .c  om
        shapes.begin(ShapeType.Filled);
        for (int i = 0, n = bones.size; i < n; i++) {
            Bone bone = bones.get(i);
            if (bone.parent == null)
                continue;
            float x = skeletonX + bone.data.length * bone.a + bone.worldX;
            float y = skeletonY + bone.data.length * bone.c + bone.worldY;
            shapes.rectLine(skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, boneWidth * scale);
        }
        shapes.end();
        shapes.begin(ShapeType.Line);
        shapes.x(skeletonX, skeletonY, 4 * scale);
    } else
        shapes.begin(ShapeType.Line);

    if (drawRegionAttachments) {
        shapes.setColor(attachmentLineColor);
        Array<Slot> slots = skeleton.getSlots();
        for (int i = 0, n = slots.size; i < n; i++) {
            Slot slot = slots.get(i);
            Attachment attachment = slot.attachment;
            if (attachment instanceof RegionAttachment) {
                RegionAttachment regionAttachment = (RegionAttachment) attachment;
                float[] vertices = regionAttachment.updateWorldVertices(slot, false);
                shapes.line(vertices[X1], vertices[Y1], vertices[X2], vertices[Y2]);
                shapes.line(vertices[X2], vertices[Y2], vertices[X3], vertices[Y3]);
                shapes.line(vertices[X3], vertices[Y3], vertices[X4], vertices[Y4]);
                shapes.line(vertices[X4], vertices[Y4], vertices[X1], vertices[Y1]);
            }
        }
    }

    if (drawMeshHull || drawMeshTriangles) {
        Array<Slot> slots = skeleton.getSlots();
        for (int i = 0, n = slots.size; i < n; i++) {
            Slot slot = slots.get(i);
            Attachment attachment = slot.attachment;
            float[] vertices = null;
            short[] triangles = null;
            int hullLength = 0;
            if (attachment instanceof MeshAttachment) {
                MeshAttachment mesh = (MeshAttachment) attachment;
                mesh.updateWorldVertices(slot, false);
                vertices = mesh.getWorldVertices();
                triangles = mesh.getTriangles();
                hullLength = mesh.getHullLength();
            } else if (attachment instanceof SkinnedMeshAttachment) {
                SkinnedMeshAttachment mesh = (SkinnedMeshAttachment) attachment;
                mesh.updateWorldVertices(slot, false);
                vertices = mesh.getWorldVertices();
                triangles = mesh.getTriangles();
                hullLength = mesh.getHullLength();
            }
            if (vertices == null || triangles == null)
                continue;
            if (drawMeshTriangles) {
                shapes.setColor(triangleLineColor);
                for (int ii = 0, nn = triangles.length; ii < nn; ii += 3) {
                    int v1 = triangles[ii] * 5, v2 = triangles[ii + 1] * 5, v3 = triangles[ii + 2] * 5;
                    shapes.triangle(vertices[v1], vertices[v1 + 1], //
                            vertices[v2], vertices[v2 + 1], //
                            vertices[v3], vertices[v3 + 1] //
                    );
                }
            }
            if (drawMeshHull && hullLength > 0) {
                shapes.setColor(attachmentLineColor);
                hullLength = hullLength / 2 * 5;
                float lastX = vertices[hullLength - 5], lastY = vertices[hullLength - 4];
                for (int ii = 0, nn = hullLength; ii < nn; ii += 5) {
                    float x = vertices[ii], y = vertices[ii + 1];
                    shapes.line(x, y, lastX, lastY);
                    lastX = x;
                    lastY = y;
                }
            }
        }
    }

    if (drawBoundingBoxes) {
        SkeletonBounds bounds = this.bounds;
        bounds.update(skeleton, true);
        shapes.setColor(aabbColor);
        shapes.rect(bounds.getMinX(), bounds.getMinY(), bounds.getWidth(), bounds.getHeight());
        shapes.setColor(boundingBoxColor);
        Array<FloatArray> polygons = bounds.getPolygons();
        for (int i = 0, n = polygons.size; i < n; i++) {
            FloatArray polygon = polygons.get(i);
            shapes.polygon(polygon.items, 0, polygon.size);
        }
    }

    shapes.end();
    shapes.begin(ShapeType.Filled);

    if (drawBones) {
        shapes.setColor(boneOriginColor);
        for (int i = 0, n = bones.size; i < n; i++) {
            Bone bone = bones.get(i);
            shapes.setColor(Color.GREEN);
            shapes.circle(skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * scale, 8);
        }
    }

    shapes.end();
}

From source file:ta.firegreen.creation.creator.java

License:Apache License

@Override
public void create() {
    batch = new SpriteBatch();
    rendu = new ImmediateModeRenderer20(false, true, 0);
    renduTexture = new ImmediateModeRenderer20(false, true, 1);
    configF = new ConfigurationFrame(this);
    cam = new PerspectiveCamera(95, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D);
    Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST);
    Gdx.gl20.glEnable(GL20.GL_BLEND);
    Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    shape = new ShapeRenderer();
    cam.near = 1;//from  w w  w  .j av a 2s  .  c  om
    cam.far = 100;
    cam.direction.set(0, 1, 0);
    cam.position.set(posX, posY, posZ);
    cam.lookAt(cibleX, cibleY, cibleZ);
    cam.update();
    configF.setVisible(true);
    trianglesSelected = new MeshTA();

}

From source file:tools.SpriteBatch.java

License:Apache License

/**
 * Finishes off rendering. Enables depth writes, disables blending and
 * texturing. Must always be called after a call to {@link #begin()}
 *//*from   www .  j  a va  2  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;

    GL20 gl = Gdx.gl;
    gl.glDepthMask(true);
    if (isBlendingEnabled()) {
        gl.glDisable(GL20.GL_BLEND);
    }

    if (customShader != null) {
        customShader.end();
    } else {
        shader.end();
    }
}