本文整理汇总了Java中com.badlogic.gdx.graphics.GL20类的典型用法代码示例。如果您正苦于以下问题:Java GL20类的具体用法?Java GL20怎么用?Java GL20使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GL20类属于com.badlogic.gdx.graphics包,在下文中一共展示了GL20类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: preDraw
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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);
}
示例2: draw
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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();
}
示例3: blend
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
/** 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;
}
示例4: render
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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);
}
}
示例5: render
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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));
}
}
示例6: init
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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;
}
示例7: isSupported
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
/**
* @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;
}
示例8: draw
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
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();
}
示例9: render
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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();
}
示例10: draw
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
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;
}
示例11: draw
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
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;
}
示例12: render
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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);
}
示例13: render
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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();
}
示例14: render
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
@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);
}
示例15: glClear
import com.badlogic.gdx.graphics.GL20; //导入依赖的package包/类
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);
}