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.

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Usage

From source file:org.ah.gcode.preview.GCodePreview.java

License:Open Source License

@Override
public void render() {
    if (loadingAssets && assetManager.update()) {
        finishedLoading();/*from www  . j a  v  a  2 s  . c o  m*/
    }

    if (loadingAssets) {
    } else {
        if (parsingGCode) {
            parseGCode();
        } else if (preparingMeshes) {
            prepareMesh();
        } else {
        }
    }
    camera.update();
    Vector3 lightDirection = new Vector3(camera.direction).nor();
    directionalLight.set(lightColor, lightDirection);

    // Magic rendering initialisation
    Gdx.gl.glDisable(GL20.GL_CULL_FACE);
    Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
    //        Gdx.gl.glEnable(GL20.GL_BLEND);
    //        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT
            | (Gdx.graphics.getBufferFormat().coverageSampling ? GL20.GL_COVERAGE_BUFFER_BIT_NV : 0));

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

    if (instances.size() > 0) {
        modelBatch.begin(camera);
        for (ModelInstance instance : instances) {
            modelBatch.render(instance, environment);
        }

        // gCodeModel.render(modelBatch, environment);
        modelBatch.end();
    }
    if (controller != null) {
        controller.render(camera, environment);
    }

    spriteBatch.begin();
    spriteBatch.setProjectionMatrix(spriteFontCamera.combined);
    spriteBatch.enableBlending();
    window.render(spriteBatch);
    spriteBatch.end();
}

From source file:scratchpad.LoadModelsTest.java

License:Apache License

@Override
public void render() {
    if (loading && assets.update())
        doneLoading();/*from w  w  w.ja  v  a 2  s  . c  om*/
    camController.update();

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

    modelBatch.begin(cam);
    modelBatch.render(instances, environment);
    modelBatch.end();
}

From source file:sink.core.Sink.java

License:Apache License

@Override
public final void render() {
    if (System.nanoTime() - startTime >= 1000000000) {
        gameUptime += 1;//from ww  w. j  a  v  a2 s.  co  m
        startTime = System.nanoTime();
    }
    Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
    Asset.load();
    stage.act(Gdx.graphics.getDeltaTime());
    stage.draw();
    updateController();
    if (debug) {
        drawGrid();
        drawSelection();
    }
    if (fpsLabel != null && jsonValue.getBoolean("showFps"))
        fpsLabel.setText("Fps: " + Gdx.graphics.getFramesPerSecond());
}

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

License:Apache License

@Override
public void render() {
    if (fileTexture != null) {
        bindTexture(mesh, fileTexture.getAbsolutePath());
        fileTexture = null;// w w  w  .  ja v a 2  s .  co  m
    }
    if (fileMTA != null) {
        nouveau = MeshTA.loadMeshTA(fileMTA);
        fileMTA = null;
    }
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
    cam.position.set(posX, posY, posZ);
    cam.lookAt(cibleX, cibleY, cibleZ);
    cam.update();
    if (afficheTexture)
        mesh.render(renduTexture, cam.combined);
    else
        mesh.render(rendu, cam.combined);

    if (saveIMGFile != null) {

        final Pixmap p = new Pixmap(Gdx.graphics.getWidth() - 200, Gdx.graphics.getHeight() - 200,
                Pixmap.Format.RGBA8888);
        ByteBuffer bytes = ByteBuffer.allocateDirect(p.getPixels().capacity());
        Gdx.gl20.glReadPixels(100, 100, Gdx.graphics.getWidth() - 200, Gdx.graphics.getHeight() - 200,
                GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, bytes);
        int j = p.getPixels().capacity() - 1;
        for (int i = 0; i < p.getPixels().capacity(); i += 4) {
            p.getPixels().put(j, bytes.get(i + 3));
            j--;
            p.getPixels().put(j, bytes.get(i + 2));
            j--;
            p.getPixels().put(j, bytes.get(i + 1));
            j--;
            p.getPixels().put(j, bytes.get(i));
            j--;
        }

        if (!saveIMGFile.getName().endsWith(".png"))
            if (!saveIMGFile.renameTo(new File(saveIMGFile.getName() + ".png"))) {
                JOptionPane.showMessageDialog(null, "Le fichier n'a pas pu tre sauvegarder", "Erreur",
                        JOptionPane.ERROR_MESSAGE);
                return;
            }
        PixmapIO.writePNG(new FileHandle(saveIMGFile), p);
        saveIMGFile = null;
    }

    shape.setProjectionMatrix(cam.projection);
    shape.setTransformMatrix(cam.view);
    shape.begin(ShapeType.Line);
    shape.setColor(Color.GREEN);
    shape.line(new Vector3(-10, 0, 0), new Vector3(10, 0, 0));
    shape.setColor(Color.RED);
    shape.line(new Vector3(0, -10, 0), new Vector3(0, 10, 0));
    shape.setColor(Color.BLUE);
    shape.line(new Vector3(0, 0, -10), new Vector3(0, 0, 10));
    shape.end();
    cam.translate(0.05f, 0.05f, 0.05f);
    cam.update();
    trianglesSelected.render(rendu, cam.combined);
    cam.translate(-0.1f, -0.1f, -0.1f);
    cam.update();
    trianglesSelected.render(rendu, cam.combined);
    try {
        Thread.sleep(35);
    } catch (InterruptedException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
}

From source file:uk.co.lemmily.game.splash.SplashScreen.java

License:Open Source License

@Override
public void render(float deltaTime) {
    if (LibgdxUtils.assets.update() && minimumShowTime <= 0) {
        LibgdxUtils.game.setScreen(new GameScreen());
    }//from  www  .  j  a  v  a  2s  .  c  om

    Gdx.gl.glClearColor(0.15f, 0.15f, 0.15f, 0f);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    LibgdxUtils.spriteBatch.setProjectionMatrix(camera.combined);
    LibgdxUtils.spriteBatch.begin();
    LibgdxUtils.spriteBatch.draw(splash, 0, 0);
    LibgdxUtils.spriteBatch.end();

    minimumShowTime -= deltaTime;
}

From source file:vault.clockwork.screens.EditorScreen.java

License:Open Source License

/**
 * @see GameScreen#render(float) //www .  j  av a 2  s.co  m
 * @param delta 
 */
@Override
public void render(float delta) {
    // clear target buffer
    gl.glClearColor(0.1f, 0.2f, 0.1f, 1.f);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    // perform game systems
    Game.performSystems();
}

From source file:vault.clockwork.screens.LoaderScreen.java

License:Open Source License

/**
 * Frame update./*from  w w  w . j a  va  2 s  .  co m*/
 * Update asset manager and render some loader screen stuff.
 * @param delta 
 */
@Override
public void render(float delta) {
    // clear target buffer
    gl.glClearColor(0.f, 0.f, 0.f, 1.f);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    // draw fade out on load finish
    if (Game.assets.update()) {
        Game.app.setScreen(next);
    }

    // perform game systems
    Game.performSystems();
}

From source file:vault.clockwork.screens.MenuScreen.java

License:Open Source License

/**
 * @see GameScreen#render(float) //from   w  w  w  .j a  va  2 s  . c  o m
 * @param delta 
 */
@Override
public void render(float delta) {
    // clear target buffer
    gl.glClearColor(0.1f, 0.2f, 0.1f, 1.f);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    // update shaders
    if (Vault.comicShader.isCompiled()) {
        Vault.comicShader.begin();
        Vault.comicShader.setUniformf("u_ticks", (float) (Math.random() * 2 * Math.PI));
        Vault.comicShader.setUniformf("u_strength", (float) (Math.random() * 0.0015f));
        Vault.comicShader.end();
    }

    Game.mainCamera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Game.mainCamera.translate(-Gdx.graphics.getWidth() / 2, -Gdx.graphics.getHeight() / 2);

    Game.mainCamera.update();
    Game.scene.batch.setProjectionMatrix(Game.mainCamera.combined);

    if (showNext > 0) {
        if (showNext == 1) {
            showMainMenu();
        } else if (showNext == 2) {
            showStages();
        }
        showNext = 0;
    }

    // perform game systems
    Game.performSystems();
}

From source file:vault.clockwork.screens.StageScreen.java

License:Open Source License

/**
 * Update screen logic and perform the systems.
 * @see Screen#render(float) /*  w w w  .j a  va  2 s .com*/
 */
@Override
public void render(float delta) {
    // clear target buffer
    gl.glClearColor(0.1f, 0.2f, 0.1f, 1.f);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    // update shaders
    if (Vault.comicShader.isCompiled()) {
        Vault.comicShader.begin();
        Vault.comicShader.setUniformf("u_ticks", (float) (Math.random() * 2 * Math.PI));
        Vault.comicShader.setUniformf("u_strength", (float) (Math.random() * 0.0015f));
        Vault.comicShader.end();
    }

    // perform game systems
    Game.performSystems();
}

From source file:vault.q_bounce.screens.EditorScreen.java

License:Open Source License

/**
 * @see GameScreen#render(float) /*from  w  w w .j  av a2  s .  c  o m*/
 * @param delta 
 */
@Override
public void render(float delta) {
    // clear target buffer
    gl.glClearColor(0.f, 0.f, 0.f, 0.f);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    // perform game systems
    Game.performSystems();
}