List of usage examples for com.badlogic.gdx.graphics GL20 GL_DEPTH_BUFFER_BIT
int GL_DEPTH_BUFFER_BIT
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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(); }