com.badlogic.gdx.graphics.GL20 Java Examples
The following examples show how to use
com.badlogic.gdx.graphics.GL20.
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Example #1
Source File: IciclesScreen.java From ud405 with MIT License | 6 votes |
@Override public void render(float delta) { // TODO: Call update() on player iciclesViewport.apply(true); Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.setProjectionMatrix(iciclesViewport.getCamera().combined); renderer.begin(ShapeType.Filled); renderer.setColor(Constants.ICICLE_COLOR); icicle.render(renderer); player.render(renderer); renderer.end(); }
Example #2
Source File: HeadlessG3dModelLoader.java From gdx-proto with Apache License 2.0 | 6 votes |
private int parseType (String type) { if (type.equals("TRIANGLES")) { return GL20.GL_TRIANGLES; } else if (type.equals("LINES")) { return GL20.GL_LINES; } else if (type.equals("POINTS")) { return GL20.GL_POINTS; } else if (type.equals("TRIANGLE_STRIP")) { return GL20.GL_TRIANGLE_STRIP; } else if (type.equals("LINE_STRIP")) { return GL20.GL_LINE_STRIP; } else { throw new GdxRuntimeException("Unknown primitive type '" + type + "', should be one of triangle, trianglestrip, line, linestrip, lineloop or point"); } }
Example #3
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(); viewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(viewport.getCamera().combined); level.render(batch); }
Example #4
Source File: SettingsScreen.java From buffer_bci with GNU General Public License v3.0 | 6 votes |
@Override public void render(float delta) { // Clear Screen Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); if (StandardizedInterface.getInstance().BufferClient.isConnected()) { statusButton.setText("Disconnect"); statusLabel.setColor(0,255,0,1); } else { statusButton.setText("Connect"); statusLabel.setColor(255,0,0,1); } statusLabel.setText("Status: " + StandardizedInterface.getInstance().BufferClient.getConnectionState()); // Draw stage stage.draw(); }
Example #5
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #6
Source File: BasePicker.java From Mundus with Apache License 2.0 | 6 votes |
public Pixmap getFrameBufferPixmap(Viewport viewport) { int w = viewport.getScreenWidth(); int h = viewport.getScreenHeight(); int x = viewport.getScreenX(); int y = viewport.getScreenY(); final ByteBuffer pixelBuffer = BufferUtils.newByteBuffer(w * h * 4); Gdx.gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fbo.getFramebufferHandle()); Gdx.gl.glReadPixels(x, y, w, h, GL30.GL_RGBA, GL30.GL_UNSIGNED_BYTE, pixelBuffer); Gdx.gl.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0); final int numBytes = w * h * 4; byte[] imgLines = new byte[numBytes]; final int numBytesPerLine = w * 4; for (int i = 0; i < h; i++) { pixelBuffer.position((h - i - 1) * numBytesPerLine); pixelBuffer.get(imgLines, i * numBytesPerLine, numBytesPerLine); } Pixmap pixmap = new Pixmap(w, h, Pixmap.Format.RGBA8888); BufferUtils.copy(imgLines, 0, pixmap.getPixels(), imgLines.length); return pixmap; }
Example #7
Source File: IciclesScreen.java From ud405 with MIT License | 6 votes |
@Override public void render(float delta) { icicles.update(delta); player.update(delta); iciclesViewport.apply(true); Gdx.gl.glClearColor(Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); renderer.setProjectionMatrix(iciclesViewport.getCamera().combined); renderer.begin(ShapeType.Filled); icicles.render(renderer); player.render(renderer); renderer.end(); }
Example #8
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #9
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #10
Source File: HelpScreen4.java From ashley-superjumper with Apache License 2.0 | 6 votes |
public void draw () { GL20 gl = Gdx.gl; gl.glClear(GL20.GL_COLOR_BUFFER_BIT); guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.batcher.disableBlending(); game.batcher.begin(); game.batcher.draw(helpRegion, 0, 0, 320, 480); game.batcher.end(); game.batcher.enableBlending(); game.batcher.begin(); game.batcher.draw(Assets.arrow, 320, 0, -64, 64); game.batcher.end(); gl.glDisable(GL20.GL_BLEND); }
Example #11
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #12
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #13
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #14
Source File: UsefulMeshs.java From Mundus with Apache License 2.0 | 6 votes |
public static Model createAxes() { final float GRID_MIN = -10f; final float GRID_MAX = 10f; final float GRID_STEP = 1f; ModelBuilder modelBuilder = new ModelBuilder(); modelBuilder.begin(); MeshPartBuilder builder = modelBuilder.part("grid", GL20.GL_LINES, VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material()); builder.setColor(Color.LIGHT_GRAY); for (float t = GRID_MIN; t <= GRID_MAX; t += GRID_STEP) { builder.line(t, 0, GRID_MIN, t, 0, GRID_MAX); builder.line(GRID_MIN, 0, t, GRID_MAX, 0, t); } builder = modelBuilder.part("axes", GL20.GL_LINES, VertexAttributes.Usage.Position | VertexAttributes.Usage.ColorUnpacked, new Material()); builder.setColor(Color.RED); builder.line(0, 0, 0, 100, 0, 0); builder.setColor(Color.GREEN); builder.line(0, 0, 0, 0, 100, 0); builder.setColor(Color.BLUE); builder.line(0, 0, 0, 0, 0, 100); return modelBuilder.end(); }
Example #15
Source File: MainMenuScreen.java From libgdx-2d-tutorial with MIT License | 6 votes |
@Override public void render (float delta) { Gdx.gl.glClearColor(0.15f, 0.15f, 0.3f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.begin(); game.scrollingBackground.updateAndRender(delta, game.batch); int x = SpaceGame.WIDTH / 2 - EXIT_BUTTON_WIDTH / 2; if (game.cam.getInputInGameWorld().x < x + EXIT_BUTTON_WIDTH && game.cam.getInputInGameWorld().x > x && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y < EXIT_BUTTON_Y + EXIT_BUTTON_HEIGHT && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y > EXIT_BUTTON_Y) { game.batch.draw(exitButtonActive, x, EXIT_BUTTON_Y, EXIT_BUTTON_WIDTH, EXIT_BUTTON_HEIGHT); } else { game.batch.draw(exitButtonInactive, x, EXIT_BUTTON_Y, EXIT_BUTTON_WIDTH, EXIT_BUTTON_HEIGHT); } x = SpaceGame.WIDTH / 2 - PLAY_BUTTON_WIDTH / 2; if (game.cam.getInputInGameWorld().x < x + PLAY_BUTTON_WIDTH && game.cam.getInputInGameWorld().x > x && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y < PLAY_BUTTON_Y + PLAY_BUTTON_HEIGHT && SpaceGame.HEIGHT - game.cam.getInputInGameWorld().y > PLAY_BUTTON_Y) { game.batch.draw(playButtonActive, x, PLAY_BUTTON_Y, PLAY_BUTTON_WIDTH, PLAY_BUTTON_HEIGHT); } else { game.batch.draw(playButtonInactive, x, PLAY_BUTTON_Y, PLAY_BUTTON_WIDTH, PLAY_BUTTON_HEIGHT); } game.batch.draw(logo, SpaceGame.WIDTH / 2 - LOGO_WIDTH / 2, LOGO_Y, LOGO_WIDTH, LOGO_HEIGHT); game.batch.end(); }
Example #16
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #17
Source File: Starfield.java From ud405 with MIT License | 6 votes |
@Override public void render () { // Wanna see what happens when we accidentally generate the stars every frame? // initStars(STAR_DENSITY); // TODO: Make the night sky black Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Begin a shapeRenderer batch using ShapeType.Point shapeRenderer.begin(ShapeType.Point); // TODO: Loop through the star positions and use shapeRenderer to draw points for (Vector2 star : stars){ shapeRenderer.point(star.x, star.y, 0); } // TODO: End the shapeRenderer batch shapeRenderer.end(); }
Example #18
Source File: Splash.java From Skyland with MIT License | 6 votes |
@Override public void render(float v) { Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Skyland.getInstance().renderStage(); if (Gdx.input.isKeyPressed(Input.Keys.BACK)) System.exit(0); if (!loaded && Assets.update()) loaded = true; if (loaded && animationFinished) { Assets.addSkinRegions("skins/skin.pack"); addFonts(); Assets.menuSkin.load(Gdx.files.internal("skins/skin.json")); Skyland.getInstance().setScreen(new MenuScene()); } }
Example #19
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #20
Source File: BvBWorkspace.java From talos with Apache License 2.0 | 6 votes |
private void drawTools(Batch batch, float parentAlpha) { Skeleton skeleton = skeletonContainer.getSkeleton(); if(skeleton == null) return; if(showingTools) { batch.end(); Gdx.gl.glLineWidth(1f); Gdx.gl.glEnable(GL20.GL_BLEND); shapeRenderer.setProjectionMatrix(batch.getProjectionMatrix()); shapeRenderer.begin(ShapeRenderer.ShapeType.Filled); drawShapeRendererTools(); shapeRenderer.end(); batch.begin(); if(showingTools) { drawSpriteTools(batch, parentAlpha); } } }
Example #21
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #22
Source File: BlendingSpriteParticleRenderer.java From seventh with GNU General Public License v2.0 | 6 votes |
@Override public void render(Canvas canvas, Camera camera, float alpha, ParticleData particles) { int src = canvas.getSrcBlendFunction(); int dst = canvas.getDstBlendFunction(); //canvas.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_FUNC_ADD); canvas.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE); Gdx.gl20.glBlendEquation(GL20.GL_FUNC_ADD); Vector2f cameraPos = camera.getRenderPosition(alpha); for(int i = 0; i < particles.numberOfAliveParticles; i++) { Sprite sprite = particles.sprite[i]; Vector2f pos = particles.pos[i]; sprite.setPosition(pos.x - cameraPos.x, pos.y - cameraPos.y); sprite.setScale(particles.scale[i]); sprite.setColor(particles.color[i]); sprite.setRotation(particles.rotation[i]); canvas.drawRawSprite(sprite); } canvas.setBlendFunction(src, dst); }
Example #23
Source File: ViewportsExercise.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // TODO: Apply the viewport viewport.apply(); // TODO: Set the projection matrix of the ShapeRenderer to the combined matrix of the viewport's camera renderer.setProjectionMatrix(viewport.getCamera().combined); renderer.begin(ShapeType.Filled); renderer.setColor(Color.WHITE); renderer.rect(0, 0, WORLD_WIDTH, WORLD_HEIGHT); renderer.setColor(Color.BLACK); punchCantorGasket(0, 0, WORLD_WIDTH, WORLD_HEIGHT, RECURSIONS); renderer.setColor(Color.WHITE); renderer.circle(WORLD_WIDTH / 2, WORLD_HEIGHT / 2, Math.min(WORLD_WIDTH, WORLD_HEIGHT) / 6.5f, 20); renderer.end(); }
Example #24
Source File: DrawTheCantorGasket.java From ud405 with MIT License | 6 votes |
@Override public void render () { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // Finds a good place to draw our fractal // Rectangle has members x,y for the lower left corner, and width and height Rectangle bounds = findLargestSquare(); // TODO: Begin a filled shapeRenderer batch // TODO: Draw a white square matching the bounds // TODO: Set the working color to black, and call punchCantorGasket with the bounds // TODO: End the batch shapeRenderer.end(); }
Example #25
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #26
Source File: MenuExtensionScreen.java From Unlucky with MIT License | 6 votes |
public void render(float dt) { update(dt); for (int i = 0; i < game.menuBackground.length; i++) { game.menuBackground[i].update(dt); } // clear screen Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); if (renderBatch) { stage.getBatch().setProjectionMatrix(stage.getCamera().combined); stage.getBatch().begin(); // fix fading if (batchFade) stage.getBatch().setColor(Color.WHITE); for (int i = 0; i < game.menuBackground.length; i++) { game.menuBackground[i].render((SpriteBatch) stage.getBatch()); } stage.getBatch().end(); } super.render(dt); }
Example #27
Source File: DrawTheCantorGasket.java From ud405 with MIT License | 6 votes |
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Rectangle bounds = findLargestSquare(); // TODO: Begin a filled shapeRenderer batch shapeRenderer.begin(ShapeType.Filled); // TODO: Draw a white square matching the bounds shapeRenderer.setColor(Color.WHITE); shapeRenderer.rect(bounds.x, bounds.y, bounds.width, bounds.height); // TODO: Set the working color to black, and call punchCantorGasket with the bounds shapeRenderer.setColor(Color.BLACK); punchCantorGasket(bounds.x, bounds.y, bounds.width, RECURSIONS); // TODO: End the batch shapeRenderer.end(); }
Example #28
Source File: Renderer.java From VuforiaLibGDX with MIT License | 6 votes |
public Renderer() { lights = new Environment(); lights.set(new ColorAttribute(ColorAttribute.AmbientLight, Color.WHITE)); camera = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.near = 1.0F; camera.far = 1000.0F; //set camera into "Vuforia - style" direction camera.position.set(new Vector3(0,0,0)); camera.lookAt(new Vector3(0,0,1)); IntBuffer buffer = BufferUtils.newIntBuffer(16); Gdx.gl.glGetIntegerv(GL20.GL_MAX_TEXTURE_IMAGE_UNITS, buffer); int units = buffer.get(0); Log.d("TAG", "Max texture units: "+units); modelBatch = new ModelBatch(new RenderContext(new DefaultTextureBinder(DefaultTextureBinder.WEIGHTED, 0))); }
Example #29
Source File: GameplayScreen.java From ud406 with MIT License | 6 votes |
@Override public void render(float delta) { level.update(delta); chaseCam.update(delta); gameplayViewport.apply(); Gdx.gl.glClearColor( Constants.BACKGROUND_COLOR.r, Constants.BACKGROUND_COLOR.g, Constants.BACKGROUND_COLOR.b, Constants.BACKGROUND_COLOR.a); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.setProjectionMatrix(gameplayViewport.getCamera().combined); batch.begin(); level.render(batch); batch.end(); }
Example #30
Source File: Quad.java From shattered-pixel-dungeon-gdx with GNU General Public License v3.0 | 5 votes |
public static void setupIndices(){ ShortBuffer indices = getIndices( Short.MAX_VALUE ); if (bufferIndex == -1){ bufferIndex = Gdx.gl.glGenBuffer(); } Gdx.gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferIndex); Gdx.gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, (indices.capacity()*2), indices, GL20.GL_STATIC_DRAW); Gdx.gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0); }