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

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

Introduction

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

Prototype

int GL_DEPTH_TEST

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

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Usage

From source file:airfoil.Main.java

License:Open Source License

@Override
public void render() {
    if (this.alive) {
        GLCommon gl = Gdx.gl;/*ww  w  .  j a  va 2 s. co  m*/
        gl.glViewport(0, 0, this.width, this.height);
        gl.glClearColor(ColorClear.r, ColorClear.g, ColorClear.b, ColorClear.a);
        gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        gl.glEnable(GL20.GL_DEPTH_TEST);
        gl.glDepthFunc(GL20.GL_LESS);

        /*
         */

        this.renderMeshLines(this.database.getMesh(this.geometry));

    }
}

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;//  w ww  .j av a  2 s .co 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.blastedstudios.ledge.ui.postprocessing.PostProcessor.java

License:Apache License

/** Stops capturing the scene and apply the effect chain, if there is one. If the specified output framebuffer is NULL, then the
 * rendering will be performed to screen. */
public void render(FrameBuffer dest) {
    captureEnd();/*from w ww . j  av a  2  s  . c  om*/

    if (!hasCaptured) {
        return;
    }

    // Array<PostProcessorEffect> items = manager.items;
    Array<PostProcessorEffect> items = enabledEffects;

    int count = items.size;
    if (count > 0) {

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

        // render effects chain, [0,n-1]
        if (count > 1) {
            for (int i = 0; i < count - 1; i++) {
                PostProcessorEffect e = items.get(i);

                composite.capture();
                {
                    e.render(composite.getSourceBuffer(), composite.getResultBuffer());
                }
            }

            // complete
            composite.end();
        }

        if (listener != null && dest == null) {
            listener.beforeRenderToScreen();
        }

        // render with null dest (to screen)
        items.get(count - 1).render(composite.getResultBuffer(), dest);

        // ensure default texture unit #0 is active
        Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
    } else {
        Log.log("PostProcessor", "No post-processor effects enabled, aborting render");
    }
}

From source file:com.cyphercove.doublehelix.ParticleGroupStrategy.java

License:Apache License

@Override
public void beforeGroups() {
    Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(false);
}

From source file:com.cyphercove.doublehelix.ParticleGroupStrategy.java

License:Apache License

@Override
public void beforeBillboardGroups() {
    Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(false);
}

From source file:com.cyphercove.doublehelix.ParticleGroupStrategy.java

License:Apache License

@Override
public void afterGroups() {
    Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(true);
}

From source file:com.cyphercove.doublehelix.ParticleGroupStrategy.java

License:Apache License

@Override
public void afterBillboardGroups() {
    Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(true);
}

From source file:com.lum.scram.postprocessing.PostProcessor.java

License:Apache License

/** Stops capturing the scene and apply the effect chain, if there is one. If the specified output framebuffer is NULL, then the
 * rendering will be performed to screen. */
public void render(FrameBuffer dest) {
    captureEnd();/*from   w ww .  j  av a  2 s  . co  m*/

    if (!hasCaptured) {
        return;
    }

    // Array<PostProcessorEffect> items = manager.items;
    Array<PostProcessorEffect> items = enabledEffects;

    int count = items.size;
    if (count > 0) {

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

        // render effects chain, [0,n-1]
        if (count > 1) {
            for (int i = 0; i < count - 1; i++) {
                PostProcessorEffect e = items.get(i);

                composite.capture();
                {
                    e.render(composite.getSourceBuffer(), composite.getResultBuffer());
                }
            }

            // complete
            composite.end();
        }

        if (listener != null && dest == null) {
            listener.beforeRenderToScreen();
        }

        // render with null dest (to screen)
        items.get(count - 1).render(composite.getResultBuffer(), dest);

        // ensure default texture unit #0 is active
        Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
    } else {
        Gdx.app.log("PostProcessor", "No post-processor effects enabled, aborting render");
    }
}

From source file:com.lyeeedar.Graphics.ParticleEffects.ParticleEmitter.java

License:Open Source License

public static void begin(Camera cam) {
    Gdx.gl.glEnable(GL20.GL_BLEND);/*from ww  w  . ja  v a2s. com*/
    Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(false);

    shader.begin();
    shader.setUniformMatrix("u_pv", cam.combined);
}

From source file:com.lyeeedar.Roguelike3D.Graphics.Models.SkyBox.java

License:Open Source License

public void render(Camera cam) {
    Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(false);//from ww  w  .j a v a  2s  . c  o  m
    Gdx.gl.glDisable(GL20.GL_CULL_FACE);

    Gdx.gl20.glActiveTexture(SKYBOX_TEXTURE_ACTIVE_UNIT);
    Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_CUBE_MAP, textureId);

    shader.begin();

    shader.setUniformMatrix("u_pv", cam.combined);
    shader.setUniformf("u_pos", cam.position);
    shader.setUniformi("u_texture", 0);
    mesh.render(shader, GL20.GL_TRIANGLE_STRIP);

    shader.end();

    Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(true);
    Gdx.gl.glEnable(GL20.GL_CULL_FACE);
}