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

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

Introduction

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

Prototype

int GL_SRC_ALPHA

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

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Usage

From source file:com.shatteredpixel.shatteredpixeldungeon.ui.Archs.java

License:Open Source License

@Override
protected void createChildren() {
    arcsBg = new SkinnedBlock(1, 1, Assets.ARCS_BG) {
        @Override/*from w  w  w .  jav  a2s  . c  o m*/
        protected NoosaScript script() {
            return NoosaScriptNoLighting.get();
        }

        @Override
        public void draw() {
            //arch bg has no alpha component, this improves performance
            Gdx.gl.glBlendFunc(GL20.GL_ONE, GL20.GL_ZERO);
            super.draw();
            Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
        }
    };
    arcsBg.autoAdjust = true;
    arcsBg.offsetTo(0, offsB);
    add(arcsBg);

    arcsFg = new SkinnedBlock(1, 1, Assets.ARCS_FG) {
        @Override
        protected NoosaScript script() {
            return NoosaScriptNoLighting.get();
        }
    };
    arcsFg.autoAdjust = true;
    arcsFg.offsetTo(0, offsF);
    add(arcsFg);
}

From source file:com.strategames.ui.helpers.FilledRectangleImage.java

License:Open Source License

@Override
public void draw(Batch batch, float parentAlpha) {
    batch.end();/*w  w w  . j  a va2s  .co  m*/
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    this.shapeRendererColor.a = this.color.a;
    this.shapeRendererColor.r = this.color.r;
    this.shapeRendererColor.g = this.color.g;
    this.shapeRendererColor.b = this.color.b;
    this.shapeRenderer.begin(ShapeType.Filled);
    this.shapeRenderer.rect(getX(), getY(), getWidth(), getHeight());
    this.shapeRenderer.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);
    batch.begin();
}

From source file:com.thetruthbeyond.gui.utility.gl.GlUtils.java

License:Open Source License

public static void setDefaultBlendMode(SmartSpriteBatch batch) {
    batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}

From source file:com.tnf.ptm.common.CommonDrawer.java

License:Apache License

public void setAdditive(boolean additive) {
    int dstFunc = additive ? GL20.GL_ONE : GL20.GL_ONE_MINUS_SRC_ALPHA;
    mySpriteBatch.setBlendFunction(GL20.GL_SRC_ALPHA, dstFunc);
}

From source file:com.torrosoft.sopistan.SopistanMain.java

License:Open Source License

@Override
public void render() {

    if (istate == 5)
        return;//ww w.j  a  va  2 s.  c  o m

    batch.begin();

    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    cam.update();
    batch.setProjectionMatrix(cam.combined);

    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    tex.bind();

    // the end cap scale
    tris.setEndCap(5F);

    // the thickness of the line
    tris.setThickness(30F);

    // generate the triangle strip from our path
    tris.update(swipe.getPath());

    // the vertex color for tinting, i.e. for opacity
    tris.setColor(Color.RED);

    // render the triangles to the screen
    tris.draw(cam);

    int idx = 0;
    for (int y = 0; y < Position.MAX_Y; y++) {
        for (int x = 0; x < Position.MAX_X; x++) {
            ((Sprite) group_sprites.get(idx)).draw(batch);
            idx++;
        }
    }

    // uncomment to see debug lines
    //drawDebug();
    batch.end();

    istate = 1;
}

From source file:com.uwsoft.editor.gdx.ui.components.ItemPhysicsEditor.java

License:Apache License

@Override
public void draw(Batch batch, float parentAlpha) {
    //super.draw(batch, parentAlpha);

    if (isTransform())
        applyTransform(batch, computeTransform());
    Rectangle calculatedScissorBounds = Pools.obtain(Rectangle.class);
    getStage().calculateScissors(new Rectangle(0, 0, getWidth(), getHeight()), calculatedScissorBounds);
    // Enable scissors.
    if (ScissorStack.pushScissors(calculatedScissorBounds)) {
        drawChildren(batch, parentAlpha);
        ScissorStack.popScissors();/*from  w ww.  j a va  2  s . c o m*/
        if (isTransform())
            resetTransform(batch);
    }

    batch.end();

    Gdx.gl.glLineWidth(2);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    //

    shapeRenderer.setProjectionMatrix(stage.getCamera().combined);
    Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);
    Gdx.gl.glScissor((int) calculatedScissorBounds.x, (int) calculatedScissorBounds.y, (int) getWidth(),
            (int) getHeight());
    Pools.free(calculatedScissorBounds);
    if (currentMode == EditMode.Create) {
        drawOutlines();
        drawPoints();
        drawNextLine();
    }
    if (currentMode == EditMode.Edit) {
        drawPolygon();
        drawOutlines();
        drawPoints();

    }
    Gdx.gl.glDisable(GL20.GL_SCISSOR_TEST);
    Gdx.gl.glDisable(GL20.GL_BLEND);
    if (currentMode == EditMode.Test) {
        box2dRenderer.render(physicsEditorWorld, stage.getCamera().combined.scl(1 / PhysicsBodyLoader.SCALE));
    }
    batch.begin();
}

From source file:com.vlaaad.dice.ui.components.Rain.java

License:Open Source License

@Override
public void draw(Batch batch, float parentAlpha) {
    validate();/*  w w  w  .  j  a  v  a2 s  .  co m*/
    batch.end();
    Gdx.gl.glClearColor(0, 0, 0, 0);
    Gdx.gl.glEnable(GL20.GL_BLEND);
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    ShapeRenderer renderer = Config.shapeRenderer;
    renderer.setProjectionMatrix(batch.getProjectionMatrix());
    renderer.setTransformMatrix(batch.getTransformMatrix());

    renderer.begin(ShapeRenderer.ShapeType.Filled);
    renderer.setColor(style.color.r, style.color.g, style.color.b, style.color.a * parentAlpha);
    float usedWidth = getWidth() - style.pad;
    int count = (int) (usedWidth / (style.dropWidth + style.pad));
    if (count == 0)
        return;
    float step = usedWidth / ((float) count);
    float x = style.pad;
    for (int i = 0, n = rows.size; i < n; i++) {
        Row row = rows.get(i);
        drawRow(x, row);
        x += step;
    }
    renderer.end();
    Gdx.gl.glDisable(GL20.GL_BLEND);
    batch.begin();
}

From source file:com.watabou.noosa.Game.java

License:Open Source License

public void onSurfaceCreated() {
    Gdx.gl.glEnable(GL20.GL_BLEND);//from  www.  j  a v  a 2s.  c om
    // For premultiplied alpha:
    // Gdx.gl.glBlendFunc( GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA );
    Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

    Gdx.gl.glEnable(GL20.GL_SCISSOR_TEST);

    TextureCache.reload();
}

From source file:com.watabou.noosa.particles.Emitter.java

License:Open Source License

@Override
public void draw() {
    if (lightMode) {
        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE);
        super.draw();
        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    } else {//from   w  w  w.ja v  a  2 s.  c  o m
        super.draw();
    }
}

From source file:com.zombie.game.actors.SteeringActor.java

License:Apache License

public void setModelInstance(ModelInstance modelInstance) {
    this.modelInstance = modelInstance;
    this.transform = modelInstance.transform.val;
    for (Material m : modelInstance.materials) {
        m.set(new IntAttribute(IntAttribute.CullFace, GL20.GL_NONE));
        m.set(new FloatAttribute(FloatAttribute.AlphaTest, 0.5f));
        m.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
    }//from  w  ww. j av  a 2s .co m
    //Get animations if any
    if (modelInstance.animations.size > 0) {
        animationController = new AnimationController(modelInstance);
        animationController.allowSameAnimation = true;
        animationController.animate(modelInstance.animations.get(0).id, -1, 1f, this, 1f);
    }
}