java类com.badlogic.gdx.graphics.GL20的实例源码

ParticleSystem.java 文件源码 项目:KyperBox 阅读 26 收藏 0 点赞 0 评论 0
@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);
    }
PauseMenuStage.java 文件源码 项目:Klooni1010 阅读 27 收藏 0 点赞 0 评论 0
@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 阅读 22 收藏 0 点赞 0 评论 0
/** 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 阅读 31 收藏 0 点赞 0 评论 0
@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 阅读 29 收藏 0 点赞 0 评论 0
@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 阅读 22 收藏 0 点赞 0 评论 0
@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 阅读 25 收藏 0 点赞 0 评论 0
/**
 * @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 阅读 21 收藏 0 点赞 0 评论 0
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 阅读 23 收藏 0 点赞 0 评论 0
@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 阅读 21 收藏 0 点赞 0 评论 0
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 阅读 20 收藏 0 点赞 0 评论 0
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 阅读 30 收藏 0 点赞 0 评论 0
@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 阅读 28 收藏 0 点赞 0 评论 0
@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 阅读 21 收藏 0 点赞 0 评论 0
@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 阅读 21 收藏 0 点赞 0 评论 0
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 阅读 21 收藏 0 点赞 0 评论 0
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 阅读 28 收藏 0 点赞 0 评论 0
@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 阅读 29 收藏 0 点赞 0 评论 0
@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 阅读 25 收藏 0 点赞 0 评论 0
@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 阅读 17 收藏 0 点赞 0 评论 0
@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 阅读 28 收藏 0 点赞 0 评论 0
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 阅读 27 收藏 0 点赞 0 评论 0
@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 阅读 26 收藏 0 点赞 0 评论 0
@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 阅读 27 收藏 0 点赞 0 评论 0
@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 阅读 25 收藏 0 点赞 0 评论 0
/** 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 阅读 19 收藏 0 点赞 0 评论 0
@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 阅读 31 收藏 0 点赞 0 评论 0
@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 阅读 24 收藏 0 点赞 0 评论 0
@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 阅读 26 收藏 0 点赞 0 评论 0
@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 阅读 22 收藏 0 点赞 0 评论 0
@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);
}


问题


面经


文章

微信
公众号

扫码关注公众号