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

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

Introduction

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

Prototype

int GL_ZERO

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

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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 . ja v  a2  s .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.thetruthbeyond.gui.utility.gl.GlUtils.java

License:Open Source License

public static void setIgnoreBackgroundBlendMode(SmartSpriteBatch batch) {
    batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ZERO);
}

From source file:org.bladecoder.bladeengine.model.Scene.java

License:Apache License

public void draw(SpriteBatch spriteBatch) {

    if (background != null) {
        spriteBatch.disableBlending();/*  w  w  w . ja va  2s.c  om*/

        float x = 0;

        for (Texture tile : background) {
            spriteBatch.draw(tile, x, 0f);
            x += tile.getWidth();
        }

        spriteBatch.enableBlending();
    }

    for (Actor a : orderedActors) {
        if (a instanceof SpriteActor)
            ((SpriteActor) a).draw(spriteBatch);
    }

    for (SpriteActor a : fgActors) {
        a.draw(spriteBatch);
    }

    // Draw the light map
    if (lightMap != null) {
        // Multiplicative blending for light maps
        spriteBatch.setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_ZERO);

        float x = 0;

        for (Texture tile : lightMap) {
            spriteBatch.draw(tile, x, 0f);
            x += tile.getWidth();
        }

        spriteBatch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    }

    if (overlay != null) {
        overlay.draw(spriteBatch);
    }

    if (EngineLogger.debugMode() && EngineLogger.getDebugLevel() == EngineLogger.DEBUG1) {

        StringBuilder sb = new StringBuilder();

        for (Actor a : orderedActors) {
            Rectangle r = a.getBBox().getBoundingRectangle();
            sb.setLength(0);
            sb.append(a.getId());
            if (a.getState() != null)
                sb.append(".").append(a.getState());
            // sb.append(" (").append((int) r.getX()).append(", ");
            // sb.append((int) r.getY()).append(", ").append((int)
            // r.getWidth());
            // sb.append(", ").append((int) r.getHeight()).append(") ");
            EngineLogger.getDebugFont().draw(spriteBatch, sb.toString(), r.getX(), r.getY());
        }

    }
}