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

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

Introduction

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

Prototype

int GL_TRIANGLE_FAN

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

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Usage

From source file:com.bitfire.postprocessing.utils.FullscreenQuad.java

License:Apache License

/** Renders the quad with the specified shader program. */
public void render(ShaderProgram program) {
    quad.render(program, GL20.GL_TRIANGLE_FAN, 0, 4);
}

From source file:com.box2dLight.box2dLight.LightMap.java

License:Apache License

public void render(Matrix4 combined, float x1, float x2, float y1, float y2) {

    boolean needed = rayHandler.lightRenderedLastFrame > 0;
    // this way lot less binding
    if (needed && rayHandler.blur)
        gaussianBlur();//from  w ww .ja  v  a  2s  . co m

    if (lightMapDrawingDisabled) {
        return;
    }
    frameBuffer.getColorBufferTexture().bind(0);

    // at last lights are rendered over scene
    if (rayHandler.shadows) {

        final Color c = rayHandler.ambientLight;
        ShaderProgram shader = shadowShader;
        if (RayHandler.isDiffuse) {
            shader = diffuseShader;
            shader.begin();
            Gdx.gl20.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_SRC_COLOR);
            shader.setUniformf("ambient", c.r, c.g, c.b, c.a);
        } else {
            shader.begin();
            Gdx.gl20.glBlendFunc(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
            shader.setUniformf("ambient", c.r * c.a, c.g * c.a, c.b * c.a, 1f - c.a);
        }
        lightMapMesh.render(shader, GL20.GL_TRIANGLE_FAN);
        shader.end();
    } else if (needed) {

        Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE);
        withoutShadowShader.begin();
        // withoutShadowShader.setUniformi("u_texture", 0);
        lightMapMesh.render(withoutShadowShader, GL20.GL_TRIANGLE_FAN);
        withoutShadowShader.end();
    }

    Gdx.gl20.glDisable(GL20.GL_BLEND);
}

From source file:com.box2dLight.box2dLight.LightMap.java

License:Apache License

public void gaussianBlur() {

    Gdx.gl20.glDisable(GL20.GL_BLEND);//from ww w.  j  a  v a  2s .  c o m
    for (int i = 0; i < rayHandler.blurNum; i++) {
        frameBuffer.getColorBufferTexture().bind(0);
        // horizontal
        pingPongBuffer.begin();
        {
            blurShader.begin();
            // blurShader.setUniformi("u_texture", 0);
            blurShader.setUniformf("dir", 1f, 0f);
            lightMapMesh.render(blurShader, GL20.GL_TRIANGLE_FAN, 0, 4);
            blurShader.end();
        }
        pingPongBuffer.end();

        pingPongBuffer.getColorBufferTexture().bind(0);
        // vertical
        frameBuffer.begin();
        {
            blurShader.begin();
            // blurShader.setUniformi("u_texture", 0);
            blurShader.setUniformf("dir", 0f, 1f);
            lightMapMesh.render(blurShader, GL20.GL_TRIANGLE_FAN, 0, 4);
            blurShader.end();

        }
        frameBuffer.end();
    }

    Gdx.gl20.glEnable(GL20.GL_BLEND);

}

From source file:com.box2dLight.box2dLight.PositionalLight.java

License:Apache License

@Override
void render() {//from  w w w  .  ja v  a2  s .  c  o m
    if (rayHandler.culling && culled)
        return;

    rayHandler.lightRenderedLastFrame++;
    lightMesh.render(rayHandler.lightShader, GL20.GL_TRIANGLE_FAN, 0, vertexNum);
}

From source file:com.cyphercove.dayinspace.shared.FullScreenFader.java

License:Apache License

public void render(float deltaTime) {
    if (!on && alpha == 0)
        return; //nothing to draw or update

    alpha += (on ? 1 : -1) * deltaTime / fadeTime;
    alpha = Math.max(0, Math.min(1, alpha));

    GL20 gl = Gdx.gl20;/*from   w  ww.j a v a  2  s  .com*/
    gl.glEnable(GL20.GL_BLEND);
    gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

    color.a = Interpolation.fade.apply(alpha);

    shader.begin();
    shader.setUniformf(u_color, color);
    mesh.render(shader, GL20.GL_TRIANGLE_FAN);
    shader.end();

}

From source file:com.cyphercove.lwptools.core.FullScreenFader.java

License:Apache License

public void render(float deltaTime) {
    if (elapsed >= fadeTime)
        return;//  w ww  .j a v  a  2s .c  om

    if (delay > 0) {
        delay -= deltaTime;
    }

    GL20 gl = Gdx.gl20;
    gl.glEnable(GL20.GL_BLEND);
    gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

    color.a = delay > 0 ? 1f : 1f - Interpolation.fade.apply(elapsed / fadeTime);

    if (shader == null)
        createShader();
    shader.begin();
    shader.setUniformf(u_color, color);
    mesh.render(shader, GL20.GL_TRIANGLE_FAN);

    shader.end();

    if (delay <= 0)
        elapsed += deltaTime;
}

From source file:com.dgzt.core.shape.FilledCircleShape.java

License:Open Source License

/**
 * The constructor.//from www.ja v  a  2  s .  c  om
 * 
 * @param shader - The shader.
 * @param color - The color.
 */
public FilledCircleShape(final ShaderProgram shader, final Color color) {
    super(shader, GL20.GL_TRIANGLE_FAN, FilledCircleShape.VERTICES_NUM, getIndices(), color);
}