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Java Gdx.gl方法代码示例

本文整理汇总了Java中com.badlogic.gdx.Gdx.gl方法的典型用法代码示例。如果您正苦于以下问题:Java Gdx.gl方法的具体用法?Java Gdx.gl怎么用?Java Gdx.gl使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.badlogic.gdx.Gdx的用法示例。


在下文中一共展示了Gdx.gl方法的10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: init

import com.badlogic.gdx.Gdx; //导入方法依赖的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;
}
 
开发者ID:AndreFCruz,项目名称:feup-lpoo-armadillo,代码行数:17,代码来源:GameTest.java

示例2: isSupported

import com.badlogic.gdx.Gdx; //导入方法依赖的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;
}
 
开发者ID:CypherCove,项目名称:gdx-cclibs,代码行数:19,代码来源:Anisotropy.java

示例3: main

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
public static void main(String[] args)
  {
SpringApplication.run(HeadlessServerLauncher.class, args);
  	
  	ServerSettings.isHeadless = true;
  	LwjglNativesLoader.load();
Gdx.files = new LwjglFiles();
HeadlessNativesLoader.load();
MockGraphics mockGraphics = new MockGraphics();
Gdx.graphics = mockGraphics;
HeadlessNet headlessNet = new HeadlessNet();
Gdx.net = headlessNet;
Gdx.gl = new NullGL20();
Gdx.gl20 = new NullGL20();
Gdx.gl30 = new NullGL30();
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
new HeadlessApplication(new GameServer(), config);
  }
 
开发者ID:MMORPG-Prototype,项目名称:MMORPG_Prototype,代码行数:19,代码来源:HeadlessServerLauncher.java

示例4: draw

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
private void draw() {
    GL20 gl = Gdx.gl;
    gl.glClearColor(1, 1, 1, 1);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    this.guiCam.update();
    this.game.spriteBatch.setProjectionMatrix(guiCam.combined);

    this.game.spriteBatch.enableBlending();
    this.game.spriteBatch.begin();

    this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
    this.game.spriteBatch.draw(AssetsUtil.helpScreenItems, 0, 0, 800, 480);
    this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);

    this.game.spriteBatch.end();
}
 
开发者ID:B4sileus,项目名称:guitar-finger-trainer,代码行数:17,代码来源:HelpScreen.java

示例5: draw

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
private void draw() {
    GL20 gl = Gdx.gl;
    gl.glClearColor(1, 1, 1, 1);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    this.guiCam.update();
    this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);

    this.game.spriteBatch.enableBlending();
    this.game.spriteBatch.begin();

    this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
    this.game.spriteBatch.draw(AssetsUtil.creditsScreenItems, 0, 0, 800, 480);
    this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);

    this.game.spriteBatch.end();
}
 
开发者ID:B4sileus,项目名称:guitar-finger-trainer,代码行数:17,代码来源:CreditsScreen.java

示例6: renderGL2

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
@Override 
public void renderGL2(float gameTime)
{
	GLCommon gl = Gdx.gl;
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
	
	SpriteBatch batch = getSpriteBatch();
	viewMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
	batch.setProjectionMatrix(viewMatrix);
	batch.begin();
	batch.disableBlending();
	batch.setColor(Color.WHITE);
	//begin render background
	renderBackground(gameTime);
	batch.enableBlending();
	batch.end();
	gl.glEnable(GL10.GL_DEPTH_TEST);
	gl.glEnable(GL10.GL_CULL_FACE);
	camera.update();
	
	for(IDrawable3D obj : collection)
		if(obj.isVisible())
		{
			obj.renderGL2(gameTime);
		}
	gl.glDisable(GL10.GL_CULL_FACE);
	gl.glDisable(GL10.GL_DEPTH_TEST);

	batch.setProjectionMatrix(viewMatrix);
	batch.begin();
	
	//begin render foreground
	renderForeground(gameTime);
	
	//batch.enableBlending();
	//batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
	batch.end();
}
 
开发者ID:game-libgdx-unity,项目名称:GDX-Engine,代码行数:39,代码来源:BaseGameScene3D.java

示例7: init

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
@BeforeClass
public static void init() {
    // Note that we don't need to implement any of the listener's methods
    Gdx.app = 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;
}
 
开发者ID:MrStahlfelge,项目名称:gdx-controllerutils,代码行数:34,代码来源:ControllerMappingsTest.java

示例8: draw

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
private void draw() {
    GL20 gl = Gdx.gl;
    gl.glClearColor(1, 1, 1, 1);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    this.guiCam.update();
    this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);

    this.game.spriteBatch.enableBlending();
    this.game.spriteBatch.begin();

    this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
    this.game.spriteBatch.draw(AssetsUtil.levelScreenItems, 0, 0, 800, 480);

    this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);

    if(SettingsUtil.autoMoveToNext) {
        this.game.glyphLayout.setText(AssetsUtil.fontSmall, "x");
        AssetsUtil.fontSmall.draw(this.game.spriteBatch, this.game.glyphLayout, 347, 40);
    }

    int line = 0;
    int column = 0;
    for(int i = 0; i < LEVELS; i++) {
        this.game.spriteBatch.draw(AssetsUtil.levelCircle, 370 + 75 * column++, 240 - 70 * line, 57, 57);

        this.game.glyphLayout.setText(AssetsUtil.font, Integer.toString(i+1));
        AssetsUtil.font.draw(this.game.spriteBatch, this.game.glyphLayout, 324 + 75 * column - this.game.glyphLayout.width / 2, 281 - 70 * line);

        if(column == 5) {
            column = 0;
            line++;
        }
    }

    this.game.spriteBatch.end();
}
 
开发者ID:B4sileus,项目名称:guitar-finger-trainer,代码行数:37,代码来源:LevelScreen.java

示例9: draw

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
private void draw() {
    GL20 gl = Gdx.gl;
    gl.glClearColor(1, 1, 1, 1);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    this.guiCam.update();
    this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);

    this.game.spriteBatch.enableBlending();
    this.game.spriteBatch.begin();

    this.game.spriteBatch.draw(AssetsUtil.trainingBackground, 0, 0, 800, 480);

    this.grid.drawNotes();
    this.grid.draw();
    this.bottomBar.draw();

    this.game.spriteBatch.draw(AssetsUtil.backIcon, 7, 432, 48, 48);

    if(SettingsUtil.playEnabled) {
        switch (firstRun) {
            case 3:
                this.game.spriteBatch.draw(AssetsUtil.three, 0, 65, 800, 418);
                break;
            case 2:
                this.game.spriteBatch.draw(AssetsUtil.two, 0, 65, 800, 418);
                break;
            case 1:
                this.game.spriteBatch.draw(AssetsUtil.one, 0, 65, 800, 418);
                break;
        }
    }

    this.game.spriteBatch.end();
}
 
开发者ID:B4sileus,项目名称:guitar-finger-trainer,代码行数:35,代码来源:TrainingScreen.java

示例10: draw

import com.badlogic.gdx.Gdx; //导入方法依赖的package包/类
private void draw() {
    GL20 gl = Gdx.gl;
    gl.glClearColor(1, 1, 1, 1);
    gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
    this.guiCam.update();
    this.game.spriteBatch.setProjectionMatrix(this.guiCam.combined);

    this.game.spriteBatch.enableBlending();
    this.game.spriteBatch.begin();

    this.game.spriteBatch.draw(AssetsUtil.background, 0, 0, 800, 480);
    this.game.spriteBatch.draw(AssetsUtil.mainScreenItems, 0, 0, 800, 480);

    this.game.spriteBatch.end();
}
 
开发者ID:B4sileus,项目名称:guitar-finger-trainer,代码行数:16,代码来源:MainScreen.java


注:本文中的com.badlogic.gdx.Gdx.gl方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。