@Override
public void preDraw(Batch batch, float parentAlpha) {
// boolean last_additive = pre_draws.size > 0?containsAdditive(pre_draws.first()):false;
for (int i = 0; i < pre_draws.size; i++) {
PooledEffect pe = pre_draws.get(i);
// boolean contains_additive = containsAdditive(pe);
// if(last_additive&&!contains_additive) {
// batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
// }
// last_additive = contains_additive;
pe.draw(batch);
}
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}
java类com.badlogic.gdx.graphics.GL20的实例源码
ParticleSystem.java 文件源码
项目:KyperBox
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PauseMenuStage.java 文件源码
项目:Klooni1010
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@Override
public void draw() {
if (shown) {
// Draw an overlay rectangle with not all the opacity
// This is the only place where ShapeRenderer is OK because the batch hasn't started
Gdx.gl.glEnable(GL20.GL_BLEND);
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
Color color = new Color(Klooni.theme.bandColor);
color.a = 0.1f;
shapeRenderer.setColor(color);
shapeRenderer.rect(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
shapeRenderer.end();
}
super.draw();
}
Quad3D.java 文件源码
项目:gdx-cclibs
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/** Enables blending and sets the blend function parameters to a commonly used pair. Blending is disabled by default.
* @return This object for chaining. */
public Quad3D blend (Blending blending) {
opaque = false;
switch (blending) {
case Alpha:
srcBlendFactor = GL20.GL_SRC_ALPHA;
dstBlendFactor = GL20.GL_ONE_MINUS_SRC_ALPHA;
break;
case PremultipliedAlpha:
srcBlendFactor = GL20.GL_ONE;
dstBlendFactor = GL20.GL_ONE_MINUS_SRC_ALPHA;
break;
case Additive:
srcBlendFactor = dstBlendFactor = GL20.GL_ONE;
break;
}
return this;
}
Start.java 文件源码
项目:libGdx-xiyou
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@Override
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
mBatch.setProjectionMatrix(mCamera.combined);
mBatch.begin();
mBatch.draw(MyGdxGame.assetManager.getTexture(Constant.START_BG), 0, 0);
mBatch.end();
update(Gdx.graphics.getDeltaTime());
mStage.act();
mStage.draw();
if (isShowRangeDialog) {
mRangeDialog.render(mBatch);
}
}
LoadingScreen.java 文件源码
项目:JGame
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@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
randomDelta += delta;
game.batch.begin();
fontHandler.font90.setColor(Color.BLACK);
fontHandler.font90.draw(game.batch, "Loading", (game.screenX / 2) - widthLoading / 2, (game.screenY / 2) + 100);
game.batch.end();
if (randomDelta >= .1 && settingMap == true) {
settingMap = false;
game.setScreen(new GameScreen(game));
}
}
GdxTest.java 文件源码
项目:NoRiskNoFun
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@BeforeClass
public static void init() {
// Note that we don't need to implement any of the listener's methods
application = new HeadlessApplication(new ApplicationListener() {
@Override public void create() {}
@Override public void resize(int width, int height) {}
@Override public void render() {}
@Override public void pause() {}
@Override public void resume() {}
@Override public void dispose() {}
});
// Use Mockito to mock the OpenGL methods since we are running headlessly
Gdx.gl20 = Mockito.mock(GL20.class);
Gdx.gl = Gdx.gl20;
}
Anisotropy.java 文件源码
项目:gdx-cclibs
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/**
* @return Whether the device supports anisotropic filtering.
*/
public static boolean isSupported () {
GL20 gl = Gdx.gl;
if (gl != null) {
if (Gdx.graphics.supportsExtension("GL_EXT_texture_filter_anisotropic")) {
anisotropySupported = true;
FloatBuffer buffer = BufferUtils.newFloatBuffer(16);
buffer.position(0);
buffer.limit(buffer.capacity());
Gdx.gl20.glGetFloatv(GL20.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, buffer);
maxAnisotropySupported = buffer.get(0);
}
checkComplete = true;
}
return anisotropySupported;
}
Grabber.java 文件源码
项目:conquest
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public void draw(ShapeRenderer renderer) {
if (rect.width < 25 * cam.zoom || rect.height < 25 * cam.zoom) return;
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
renderer.setProjectionMatrix(cam.combined);
renderer.begin(ShapeRenderer.ShapeType.Filled);
renderer.setColor(new Color(0x228b2255));
renderer.rect(rect.x, rect.y, rect.width, rect.height);
renderer.set(ShapeRenderer.ShapeType.Line);
renderer.setColor(Color.BLACK);
renderer.rect(rect.x, rect.y, rect.width, rect.height);
renderer.end();
}
SimpleGame.java 文件源码
项目:libgdx-crypt-texture
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@Override
public void render() {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
int x = 1;
font.draw(batch, "Origin", x, originH + 20);
batch.draw(originTexture, x, 1);
x += originW + 1;
font.draw(batch, "non encrypt", x, originH + 20);
batch.draw(originTextureByDecryptor, x, 1);
x += originW + 1;
font.draw(batch, "decrypt", x, originH + 20);
batch.draw(decryptedTexture, x, 1);
batch.end();
}
BreakingRenderer.java 文件源码
项目:Cubes_2
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public static Renderable draw() {
Player player = Cubes.getClient().player;
ItemTool.MiningTarget currentlyMining = player.getCurrentlyMining();
if (currentlyMining == null)
return null;
BlockReference position = currentlyMining.target;
float percent = currentlyMining.time / currentlyMining.totalTime;
percent -= 1f / (1f + num);
if (percent <= 0f)
return null;
int n = (int) Math.floor(percent * num);
float f = 1f / 128f;
Renderable renderable = new Renderable();
renderable.worldTransform.translate(position.blockX - f, position.blockY - f, position.blockZ - f);
renderable.worldTransform.scl(1f + f + f);
renderable.meshPart.primitiveType = GL20.GL_TRIANGLES;
renderable.meshPart.offset = n * (6 * 6);
renderable.meshPart.size = 6 * 6;
renderable.meshPart.mesh = mesh;
renderable.material = material;
return renderable;
}
BreakingRenderer.java 文件源码
项目:Cubes
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public static Renderable draw() {
Player player = Cubes.getClient().player;
ItemTool.MiningTarget currentlyMining = player.getCurrentlyMining();
if (currentlyMining == null) return null;
BlockReference position = currentlyMining.target;
float percent = currentlyMining.time / currentlyMining.totalTime;
percent -= 1f / (1f + num);
if (percent <= 0f) return null;
int n = (int) Math.floor(percent * num);
float f = 1f / 128f;
Renderable renderable = new Renderable();
renderable.worldTransform.translate(position.blockX - f, position.blockY - f, position.blockZ - f);
renderable.worldTransform.scl(1f + f + f);
renderable.meshPart.primitiveType = GL20.GL_TRIANGLES;
renderable.meshPart.offset = n * (6 * 6);
renderable.meshPart.size = 6 * 6;
renderable.meshPart.mesh = mesh;
renderable.material = material;
return renderable;
}
SettingsScreen.java 文件源码
项目:Polymorph
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@Override
public void render(float delta) {
// TODO Fix magic numbers
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.getBatch().begin();
stage.getBatch().draw(background, 0, 0, Polymorph.WORLD_WIDTH, Polymorph.WORLD_HEIGHT);
stage.getBatch().draw(musicVolumeText, musicVolumeSlider.getX() - 25,
musicVolumeSlider.getY() + musicVolumeSlider.getHeight(), 200, 50);
stage.getBatch().draw(soundVolumeText, soundVolumeSlider.getX() - 25,
soundVolumeSlider.getY() + soundVolumeSlider.getHeight(), 200, 50);
stage.getBatch().end();
stage.draw();
stage.act(delta);
}
LoadingScreen.java 文件源码
项目:ProjektGG
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@Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.getSpriteBatch().begin();
game.getSpriteBatch().setProjectionMatrix(game.getUICamera().combined);
// Draw the background
game.getSpriteBatch().draw(this.backgroundTexture, 0, 0,
game.getViewportWidth(), game.getViewportHeight());
// Get useful values
float viewPortWidth = game.getViewportWidth();
float viewPortHeight = game.getViewportHeight();
float imageWidth = this.orangeBarTexture.getWidth();
float imageHeight = this.orangeBarTexture.getHeight();
// Check if the asset manager is done
if (game.getAssetManager().update()) {
onFinishedLoading();
}
progress = Interpolation.linear.apply(progress,
game.getAssetManager().getProgress(), 0.1f);
// The actual drawing
game.getSpriteBatch().draw(this.blueBarTexture,
(viewPortWidth / 2) - (imageWidth / 2) + 1,
(viewPortHeight / 4) - imageHeight / 2);
game.getSpriteBatch().draw(this.orangeBarTexture,
(viewPortWidth / 2) - (imageWidth / 2),
(viewPortHeight / 4) - imageHeight / 2, imageWidth * progress,
imageHeight);
this.game.getSpriteBatch().end();
}
GameMapScreen.java 文件源码
项目:ProjektGG
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@Override
public void render(float delta) {
Gdx.gl.glClearColor(backgroundColor.r, backgroundColor.g,
backgroundColor.b, backgroundColor.a);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.getSpriteBatch().begin();
game.getSpriteBatch().setProjectionMatrix(game.getUICamera().combined);
game.getSpriteBatch().draw(this.titleImage, 100, 100);
game.getSpriteBatch().end();
//game.getCurrentSession().renderMap(delta, 0, 0);
}
ClientAdapter.java 文件源码
项目:Cubes
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private void glClear() {
try {
Color skyColour = ((WorldClient) cubesClient.world).getSkyColour();
Gdx.gl20.glClearColor(skyColour.r, skyColour.g, skyColour.b, skyColour.a);
} catch (Exception ignored) {
Gdx.gl20.glClearColor(0, 0, 0, 1f);
}
Gdx.gl20.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
}
ScreenExtensions.java 文件源码
项目:enklave
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public void progress(float cx, float cy, float r, float thickness, float amt, Color c, Texture lookup) {
//start and end angles
float start = 0f;
float end = amt * 360f;
lookup.bind();
renderer.begin(cam.combined, GL20.GL_TRIANGLE_STRIP);
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
int segs = (int)(24 * Math.cbrt(r));
end += 90f;
start += 90f;
float halfThick = thickness/2f;
float step = 360f / segs;
for (float angle=start; angle<(end+step); angle+=step) {
float tc = 0.5f;
if (angle==start)
tc = 0f;
else if (angle>=end)
tc = 1f;
float fx = MathUtils.cosDeg(angle);
float fy = MathUtils.sinDeg(angle);
float z = 0f;
renderer.color(c.r, c.g, c.b, c.a);
renderer.texCoord(tc, 1f);
renderer.vertex(cx + fx * (r + halfThick), cy + fy * (r + halfThick), z);
renderer.color(c.r, c.g, c.b, c.a);
renderer.texCoord(tc, 0f);
renderer.vertex(cx + fx * (r + -halfThick), cy + fy * (r + -halfThick), z);
}
renderer.end();
}
Core.java 文件源码
项目:LibGDX-SplashScreen-Example
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@Override
public void render() {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
batch.draw(img, 0, 0);
batch.end();
}
PixelScene.java 文件源码
项目:PixelDungeonTC
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@Override
public void draw() {
if (light) {
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 {
super.draw();
}
}
Principal.java 文件源码
项目:TomiFlowGDX
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@Override
public void render () {
Gdx.gl.glClearColor(15, 8, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
miCoche.draw(batch);
batch.end();
ProcesarEntradaTeclado();
ProcesarEntradaRaton();
}
TypingLabelTest.java 文件源码
项目:typing-label
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@Override
public void render () {
update(Gdx.graphics.getDeltaTime());
Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.draw();
}
MapEditor.java 文件源码
项目:Mindustry
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public void draw(int dx, int dy){
if(dx < 0 || dy < 0 || dx >= pixmap.getWidth() || dy >= pixmap.getHeight()){
return;
}
Gdx.gl.glBindTexture(GL20.GL_TEXTURE_2D, texture.getTextureObjectHandle());
int dstWidth = brushSize*2-1;
int dstHeight = brushSize*2-1;
int width = pixmap.getWidth(), height = pixmap.getHeight();
int x = dx - dstWidth/2;
int y = dy - dstHeight/2;
if (x + dstWidth > width){
x = width - dstWidth;
}else if (x < 0){
x = 0;
}
if (y + dstHeight > height){
dstHeight = height - y;
}else if (y < 0){
dstHeight += y;
y = 0;
}
pixmap.fillCircle(dx, dy, brushSize-1);
Pixmap dst = brush(brushSize);
dst.drawPixmap(pixmap, x, y, dstWidth, dstHeight, 0, 0, dstWidth, dstHeight);
Gdx.gl.glTexSubImage2D(GL20.GL_TEXTURE_2D, 0, x, y, dstWidth, dstHeight,
dst.getGLFormat(), dst.getGLType(), dst.getPixels());
}
TestGame.java 文件源码
项目:libgdx_ui_editor
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@Override
public void render() {
super.render();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
if (stage!=null) {
stage.act();
stage.draw();
}
}
SplashState.java 文件源码
项目:ExamensArbeteTD
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@Override
public void render() {
Gdx.gl.glClearColor(0f, 1f, 1f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
_batch.setProjectionMatrix(camera.combined);
_batch.begin();
// batch.draw(tex, Gdx.graphics.getWidth() / 4 - tex.getWidth(), Gdx.graphics.getHeight() / 4 - tex.getWidth(),
// 0, 0);
sprite.draw(_batch);
_batch.end();
}
MainEditor.java 文件源码
项目:libgdx_ui_editor
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@Override
public void render () {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
mainStage.act(Gdx.graphics.getDeltaTime());
mainStage.draw();
}
RenderContextAccumulator.java 文件源码
项目:gdx-cclibs
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/** Returns actual OpenGL states to defaults. The blend function parameters, depth test function parameters, and culled face
* parameter are left unchanged. */
public void end () {
State temp = pending;
pending = DEF;
executeChanges();
pending = temp;
Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0);
}
LobbyScreen.java 文件源码
项目:Catan
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@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.batch.draw(bg, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
game.batch.end();
stage.act(delta);
stage.draw();
}
LoginScreen.java 文件源码
项目:Catan
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@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
aGame.batch.begin();
aGame.batch.draw(bg, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
aGame.batch.end();
aLoginStage.act(delta);
aLoginStage.draw();
}
MenuScreen.java 文件源码
项目:Catan
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@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
aGame.batch.begin();
aGame.batch.draw(bg, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
aGame.batch.end();
aMenuStage.act(delta);
aMenuStage.draw();
}
SignUpScreen.java 文件源码
项目:Catan
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@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.batch.draw(bg, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
game.batch.end();
stage.act(delta);
stage.draw();
}
GameScreen.java 文件源码
项目:SpaceGame
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@Override
public void show() {
//Initialize everything
screenCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.position.x = 0;
camera.position.y = 0;
batch = new DrawingBatch(1000, ShaderUtil.compileShader(Gdx.files.internal("shaders/basic.vertex.glsl"), Gdx.files
.internal("shaders/basic.fragment.glsl")), true);
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
setLevel(level);
}