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

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

Introduction

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

Prototype

int GL_DEPTH_BUFFER_BIT

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

Click Source Link

Usage

From source file:br.com.raphaelbruno.game.zombieinvaders.vr.model.ScreenBase.java

License:Apache License

public void onDrawEye(Eye paramEye) {

    Gdx.gl.glClearColor(BACKGROUND_COLOR.r, BACKGROUND_COLOR.g, BACKGROUND_COLOR.b, BACKGROUND_COLOR.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    camera.setEyeViewAdjustMatrix(new Matrix4(paramEye.getEyeView()));
    float[] perspective = paramEye.getPerspective(Z_NEAR, Z_FAR);
    camera.setEyeProjection(new Matrix4(perspective));
    camera.update();//from ww  w.j a v  a2s . co m

    game.modelBatch.begin(camera);
    game.modelBatch.render(instances, environment);
    game.modelBatch.end();

    game.spriteBatch.begin();
    if (showTarget)
        game.spriteBatch.draw(target, (Gdx.graphics.getWidth() - target.getWidth()) / 2,
                (Gdx.graphics.getHeight() - target.getHeight()) / 2);
    if (visibleUI) {
        score.draw(game.spriteBatch, HudUtils.formattedScore(scoreValue),
                (Gdx.graphics.getWidth()
                        - (score.getSpaceWidth() * HudUtils.formattedScore(scoreValue).length())) / 2,
                Gdx.graphics.getHeight() - MARGIN_SCREEN);
        if (life.size() > 0) {
            int size = (life.size() * life.get(0).getWidth()) + ((life.size() - 1) * MARGIN_HEART);
            float center = (Gdx.graphics.getWidth() - size) / 2;
            for (int i = 0; i < life.size(); i++) {
                Texture item = life.get(i);
                game.spriteBatch.draw(item, center + ((item.getWidth() + MARGIN_HEART) * i), MARGIN_SCREEN);
            }
        }
    }
    renderSprite(Gdx.graphics.getDeltaTime());
    game.spriteBatch.end();
    if (endFade.isPlaying)
        endFade.shows(Gdx.graphics.getDeltaTime());
    if (laser.isPlaying)
        laser.shows(Gdx.graphics.getDeltaTime());
}

From source file:CB_UI_Base.graphics.Images.VectorDrawable.java

License:Open Source License

private void drawFbo(Batch batch, float x, float y, final float width, final float height,
        final Matrix4 oriMatrix, Matrix4 thisDrawMatrix) {
    final int fboScalerWidth = (int) (this.DEFAULT_WIDTH * FBO_SCALER);
    final int fboScalerHeight = (int) (this.DEFAULT_HEIGHT * FBO_SCALER);
    if (!RunOnGlSetted && m_fboEnabled && m_fboRegion == null) {
        RunOnGlSetted = true;/*from   w  w w . j a  v  a 2  s . c  om*/

        GL.that.RunOnGL(new IRenderFBO() {

            @Override
            public void run() {
                synchronized (isDisposed) {

                    if (isDisposed.get()) {
                        return;
                    }

                    try {
                        Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST);

                        long start = System.currentTimeMillis();

                        m_fbo = new FrameBuffer(Format.RGBA8888, fboScalerWidth, fboScalerHeight, false);
                        m_fboRegion = new TextureRegion(m_fbo.getColorBufferTexture());
                        m_fboRegion.flip(flipX, flipY);

                        m_fbo.begin();

                        // clear screen
                        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

                        GL.batch.setColor(new Color(Color.WHITE));

                        GL.batch.begin();

                        Matrix4 matrix = new Matrix4().setToOrtho2D(0, 0, width, height);
                        matrix.scale(FBO_SCALER, FBO_SCALER, 1);
                        GL.batch.setProjectionMatrix(matrix);

                        // draw Background
                        GL.batch.disableBlending();
                        background.draw(GL.batch, 0, 0, fboScalerWidth, fboScalerHeight);
                        GL.batch.enableBlending();
                        int count = 0;

                        for (int i = 0, n = drawableList.size(); i < n; i++) {
                            MatrixDrawable drw = drawableList.get(i);
                            if (count++ > 2500) {
                                GL.batch.flush();
                                count = 0;
                            }
                            matrix = new Matrix4().setToOrtho2D(0, 0, width, height);
                            if (drw.matrix != null) {

                                matrix.mul(drw.matrix.getMatrix4());
                            }

                            GL.batch.setProjectionMatrix(matrix);
                            drw.drawable.draw(GL.batch, 0, 0, width, height, 0);
                        }

                        if (m_fbo != null) {
                            GL.batch.end();
                            m_fbo.end();
                            m_fboEnabled = false;
                        }

                        FBOisDrawed = true;
                        FBO_DrawingTime = System.currentTimeMillis() - start;
                        Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);
                        GL.batch.setProjectionMatrix(oriMatrix);

                        m_fboEnabled = false;
                    } catch (Exception e) {
                        e.printStackTrace();

                    }
                }
            }

        });

    }

    if (m_fboRegion != null) {

        // TODO clear and release the drawables that drawed on m_fboRegion
        // if first drawing of m_fboRegion

        batch.draw(m_fboRegion, x, y, width, height);
    } else {

        int count = 0;

        for (int i = 0, n = drawableList.size(); i < n; i++) {
            MatrixDrawable drw = drawableList.get(i);
            if (!drw.reaelDraw)
                continue;
            if (count++ > 2500) {
                GL.batch.flush();
                count = 0;
            }
            Matrix4 matrix = thisDrawMatrix.cpy();
            if (drw.matrix != null)
                matrix.mul(drw.matrix.getMatrix4());

            GL.batch.setProjectionMatrix(matrix);

            drw.drawable.draw(GL.batch, 0, 0, width, height, 0);
        }

    }
}

From source file:com.andgate.ikou.view.GameScreen.java

License:Open Source License

private void renderSetup() {
    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
}

From source file:com.andgate.ikou.view.LevelSelectScreen.java

License:Open Source License

@Override
public void render(float delta) {

    Color bg = Constants.BACKGROUND_COLOR;
    Gdx.gl.glClearColor(bg.r, bg.g, bg.b, bg.a);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    levelPreview.render(delta);//from   w  w w. ja  v  a  2 s . c o  m
    previewContainer.setBackground(levelPreview.getDrawable());

    stage.draw();

    Gdx.gl.glFinish();

    if (Gdx.input.isKeyPressed(Input.Keys.BACK)) {
        gotoMainMenu();
    }

    stage.act();
}

From source file:com.badlogic.gdx.tests.dragome.examples.GearsDemo.java

@Override
public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 1);//w  w w . j  a  v  a2  s  .c om
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    cam.update();

    if (modelBatch != null) {
        angle += 1.0f;

        gear1.transform.setToTranslation(-3.0f, -2.0f, 0.0f);
        gear2.transform.setToTranslation(3.1f, -2.0f, 0.0f);
        gear3.transform.setToTranslation(-3.1f, 4.2f, 0.0f);
        gear1.transform.rotate(Vector3.Z, angle);
        gear2.transform.rotate(Vector3.Z, -2.0f * angle - 9.0f);
        gear3.transform.rotate(Vector3.Z, -2.0f * angle - 25.0f);

        final float delta = Gdx.graphics.getDeltaTime();

        sl.position.sub(transformedCenter);
        sl.position.rotate(Vector3.X, delta * 50f);
        sl.position.rotate(Vector3.Y, delta * 13f);
        sl.position.rotate(Vector3.Z, delta * 3f);
        sl.position.add(transformedCenter.set(center).mul(transform));

        modelBatch.begin(cam);
        modelBatch.render(gear1, environment);
        modelBatch.render(gear2, environment);
        modelBatch.render(gear3, environment);
        pLight.worldTransform.setTranslation(sl.position);
        modelBatch.render(pLight);
        modelBatch.end();

        float timeSec = TimeUtils.millis() - time;

        if (timeSec > 1000) {
            time = TimeUtils.millis();
            fps = Gdx.graphics.getFramesPerSecond();
        }
        batch.begin();
        font.draw(batch, "FPS: " + fps, 15, Gdx.graphics.getHeight() - 15);
        batch.end();
    }
}

From source file:com.badlogic.gdx.tests.g3d.shadows.system.classical.ClassicalShadowSystem.java

License:Apache License

protected void beginPass2() {
    Gdx.gl.glClearColor(0, 0, 0, 0);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
    firstCallPass2 = true;
    nbCall = 0;
}

From source file:com.badlogic.gdx.tests.g3d.shadows.system.FirstPassBaseShadowSystem.java

License:Apache License

protected void beginPass1() {
    allocator.begin();
    Gdx.gl.glClearColor(1, 1, 1, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
    Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);
}

From source file:com.badlogic.gdx.tests.ViewportTest3.java

License:Apache License

public void render() {
    Gdx.gl.glClearColor(0, 0, 0, 1);/*from   w ww.j  a  v  a 2s . c o  m*/
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    modelBatch.begin(camera);
    modelBatch.render(boxInstance, environment);
    modelBatch.end();
}

From source file:com.badlogic.invaders.Renderer.java

License:Apache License

public void render(Simulation simulation, float delta) {
    // We explicitly require GL10, otherwise we could've used the GLCommon
    // interface via Gdx.gl
    GL20 gl = Gdx.gl;/*ww w  .j  ava  2  s .c  o  m*/
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
    renderBackground();
    gl.glEnable(GL20.GL_DEPTH_TEST);
    gl.glEnable(GL20.GL_CULL_FACE);
    setProjectionAndCamera(simulation.ship);

    modelBatch.begin(camera);
    modelBatch.render(simulation.explosions);
    if (!simulation.ship.isExploding)
        modelBatch.render(simulation.ship, lights);
    modelBatch.render(simulation.invaders, lights);
    modelBatch.render(simulation.blocks);
    modelBatch.render(simulation.shots);
    modelBatch.end();

    gl.glDisable(GL20.GL_CULL_FACE);
    gl.glDisable(GL20.GL_DEPTH_TEST);

    spriteBatch.setProjectionMatrix(viewMatrix);
    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();
    font.draw(spriteBatch, status, 0, 320);
    spriteBatch.end();

    invaderAngle += delta * 90;
    if (invaderAngle > 360)
        invaderAngle -= 360;
}

From source file:com.barconr.games.marblegame.Maze3Drenderer.java

License:Apache License

public void render() {
    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    Gdx.gl20.glEnable(Gdx.gl20.GL_POLYGON_OFFSET_FILL);
    Gdx.gl20.glPolygonOffset(0.1f, 0.1f);
    modelBatch.begin(cam);//from w  w w .j  av a  2s .  c  o  m
    for (ModelInstance mi : instances) {
        modelBatch.render(mi, environment);
    }

    moveCamera();

    modelBatch.end();
}