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Java GLCommon类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中com.badlogic.gdx.graphics.GLCommon的典型用法代码示例。如果您正苦于以下问题:Java GLCommon类的具体用法?Java GLCommon怎么用?Java GLCommon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。



GLCommon类属于com.badlogic.gdx.graphics包,在下文中一共展示了GLCommon类的18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,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: draw

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void draw (float deltaTime) {
	GLCommon gl = Gdx.gl;
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

	renderer.render();

	guiCam.update();
	batcher.setProjectionMatrix(guiCam.combined);
	batcher.enableBlending();
	batcher.begin();
	switch (state) {
	case GAME_READY:
		presentReady();
		break;
	case GAME_RUNNING:
		presentRunning();
		break;
	case GAME_PAUSED:
		presentPaused();
		break;
	case GAME_LEVEL_END:
		presentLevelEnd();
		break;
	case GAME_OVER:
		presentGameOver();
		break;
	}
	batcher.end();
}
 
开发者ID:Nextpeer,项目名称:Nextpeer-libgdx-Sample,代码行数:30,代码来源:GameScreen.java


示例2: renderGridLines

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
private void renderGridLines() {
	GLCommon gl = Gdx.graphics.getGLCommon();
	gl.glEnable(GL10.GL_BLEND);

	shapeRenderer.begin(ShapeType.Line);
	shapeRenderer.setColor(1f, 1f, 1f, 0.15f);

	for (int i = 0; i <= gameGrid.getGridSize().x; i++) {
		shapeRenderer.line(i * GRID_UNIT_SIZE, 0, i * GRID_UNIT_SIZE, gameGrid.getGridSize().y * GRID_UNIT_SIZE);
	}

	for (int i = 0; i <= gameGrid.getGridSize().y; i++) {
		shapeRenderer.line(0, i * GRID_UNIT_SIZE, gameGrid.getGridSize().x * GRID_UNIT_SIZE, i * GRID_UNIT_SIZE);
	}

	shapeRenderer.end();

	gl.glDisable(GL10.GL_BLEND);
}
 
开发者ID:frigidplanet,项目名称:droidtowers,代码行数:20,代码来源:GameGridRenderer.java


示例3: draw

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void draw (float deltaTime) {
	GLCommon gl = Gdx.gl;
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
	guiCam.update();

	batcher.setProjectionMatrix(guiCam.combined);
	batcher.disableBlending();
	batcher.begin();
	batcher.draw(helpRegion, 0, 0, 320, 480);
	batcher.end();

	batcher.enableBlending();
	batcher.begin();
	batcher.draw(Assets.arrow, 320, 0, -64, 64);
	batcher.end();

	gl.glDisable(GL10.GL_BLEND);
}
 
开发者ID:Nextpeer,项目名称:Nextpeer-libgdx-Sample,代码行数:19,代码来源:HelpScreen2.java


示例4: draw

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void draw (float deltaTime) {
	GLCommon gl = Gdx.gl;
	gl.glClearColor(1, 0, 0, 1);
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
	guiCam.update();
	batcher.setProjectionMatrix(guiCam.combined);

	batcher.disableBlending();
	batcher.begin();
	batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480);
	batcher.end();

	batcher.enableBlending();
	batcher.begin();
	batcher.draw(Assets.logo, 160 - 274 / 2, 480 - 10 - 142, 274, 142);
	batcher.draw(Assets.mainMenu, 10, 200 - 110 / 2, 300, 110);
	batcher.draw(Settings.soundEnabled ? Assets.soundOn : Assets.soundOff, 0, 0, 64, 64);
	batcher.end();
}
 
开发者ID:Nextpeer,项目名称:Nextpeer-libgdx-Sample,代码行数:20,代码来源:MainMenuScreen.java


示例5: draw

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void draw (float deltaTime) {
	GLCommon gl = Gdx.gl;
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
	guiCam.update();

	batcher.setProjectionMatrix(guiCam.combined);
	batcher.disableBlending();
	batcher.begin();
	batcher.draw(Assets.backgroundRegion, 0, 0, 320, 480);
	batcher.end();

	batcher.enableBlending();
	batcher.begin();
	batcher.draw(Assets.highScoresRegion, 10, 360 - 16, 300, 33);

	float y = 230;
	for (int i = 4; i >= 0; i--) {
		Assets.font.draw(batcher, highScores[i], xOffset, y);
		y += Assets.font.getLineHeight();
	}

	batcher.draw(Assets.arrow, 0, 0, 64, 64);
	batcher.end();
}
 
开发者ID:Nextpeer,项目名称:Nextpeer-libgdx-Sample,代码行数:25,代码来源:HighscoresScreen.java


示例6: draw

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void draw(ShapeRenderer shapeRender) {
	if (mTable != null) {
		Cell c = getSelectedCell(x, y);
		if (c != null) {
			Actor selected = (Actor) (c.getWidget());
			if (selected != null) {
				shapeRender.setColor(Blob.colors(mPlayer.id%Blob.COLORS.length));
				GLCommon gl = Gdx.graphics.getGLCommon();
				shapeRender.begin(ShapeType.Line);
				shapeRender.box(mTable.getX()+selected.getX(), mTable.getY()+selected.getY(), 0, selected.getWidth(),
						selected.getHeight(), 0);
				gl.glLineWidth(3);
				shapeRender.end();
				gl.glLineWidth(1);
			}
		}
	}
}
 
开发者ID:underclocker,项目名称:Blob-Game,代码行数:19,代码来源:CustomizeController.java


示例7: enableBlending

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void enableBlending()
{
  renderMesh();
  this.blendingDisabled = false;
  if (this.drawing)
  {
    GLCommon localGLCommon = Gdx.gl;
    localGLCommon.glEnable(3042);
    localGLCommon.glBlendFunc(this.blendSrcFunc, this.blendDstFunc);
  }
}
 
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:12,代码来源:SpriteBatch.java


示例8: end

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void end()
{
  if (!this.drawing)
    throw new IllegalStateException("SpriteBatch.begin must be called before end.");
  if (this.idx > 0)
    renderMesh();
  this.lastTexture = null;
  this.idx = 0;
  this.drawing = false;
  this.indexBuffer.unbind();
  GLCommon localGLCommon = Gdx.gl;
  localGLCommon.glDepthMask(true);
  if (isBlendingEnabled())
    localGLCommon.glDisable(3042);
  if (Gdx.graphics.isGL20Available())
  {
    if (this.customShader != null)
    {
      this.customShader.end();
      return;
    }
    this.shader.end();
    return;
  }
  localGLCommon.glDisable(3553);
}
 
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:27,代码来源:SpriteBatch.java


示例9: end

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void end()
{
  if (!this.drawing)
    throw new IllegalStateException("PolygonSpriteBatch.begin must be called before end.");
  if (this.idx > 0)
    renderMesh();
  this.lastTexture = null;
  this.idx = 0;
  this.drawing = false;
  GLCommon localGLCommon = Gdx.gl;
  localGLCommon.glDepthMask(true);
  if (isBlendingEnabled())
    localGLCommon.glDisable(3042);
  if (Gdx.graphics.isGL20Available())
  {
    if (this.customShader != null)
    {
      this.customShader.end();
      return;
    }
    this.shader.end();
    return;
  }
  localGLCommon.glDisable(3553);
}
 
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:26,代码来源:PolygonSpriteBatch.java


示例10: renderGL2

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的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11: generateMipMapCPU

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
private static void generateMipMapCPU(Pixmap paramPixmap, int paramInt1, int paramInt2, boolean paramBoolean)
{
  Gdx.gl.glTexImage2D(3553, 0, paramPixmap.getGLInternalFormat(), paramPixmap.getWidth(), paramPixmap.getHeight(), 0, paramPixmap.getGLFormat(), paramPixmap.getGLType(), paramPixmap.getPixels());
  if ((Gdx.gl20 == null) && (paramInt1 != paramInt2))
    throw new GdxRuntimeException("texture width and height must be square when using mipmapping.");
  int i = paramPixmap.getWidth() / 2;
  int j = paramPixmap.getHeight() / 2;
  Pixmap.Blending localBlending = Pixmap.getBlending();
  Pixmap.setBlending(Pixmap.Blending.None);
  int k = 1;
  Pixmap localPixmap;
  for (Object localObject = paramPixmap; (i > 0) && (j > 0); localObject = localPixmap)
  {
    localPixmap = new Pixmap(i, j, ((Pixmap)localObject).getFormat());
    localPixmap.drawPixmap((Pixmap)localObject, 0, 0, ((Pixmap)localObject).getWidth(), ((Pixmap)localObject).getHeight(), 0, 0, i, j);
    if ((k > 1) || (paramBoolean))
      ((Pixmap)localObject).dispose();
    GLCommon localGLCommon = Gdx.gl;
    int m = localPixmap.getGLInternalFormat();
    int n = localPixmap.getWidth();
    int i1 = localPixmap.getHeight();
    int i2 = localPixmap.getGLFormat();
    int i3 = localPixmap.getGLType();
    ByteBuffer localByteBuffer = localPixmap.getPixels();
    localGLCommon.glTexImage2D(3553, k, m, n, i1, 0, i2, i3, localByteBuffer);
    i = localPixmap.getWidth() / 2;
    j = localPixmap.getHeight() / 2;
    k++;
  }
  Pixmap.setBlending(localBlending);
}
 
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:32,代码来源:MipMapGenerator.java


示例12: LevelView

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
/**
 * Constructor
 */
public LevelView() {
	int w = Gdx.graphics.getWidth();
	int h = Gdx.graphics.getHeight();
	// Fullscreen toggle parameters
	mFullScreenEnabled = false;
	// Set virtual scale (it never changes)
	mVScale = vHEIGHT / MIN_HEIGHT;
	mOldWidth = w;
	mOldHeight = h;

	// Create Camera and SpriteBatch
	mCamera = new OrthographicCamera();
	mOldCamera = new OrthographicCamera();
	mBatch = new SpriteBatch();
	mShapeRenderer = new ShapeRenderer();
	mDebug = new Box2DDebugRenderer();

	if (mUseLights) {
		mRayHandler = new RayHandler(null, w / 8, h / 8);
	}

	// Set width and height
	mWidth = MIN_WIDTH;
	mHeight = MIN_HEIGHT;

	mClip = new Rectangle();

	GLCommon gl10 = Gdx.graphics.getGLCommon();
	gl10.glEnable(GL10.GL_LINE_SMOOTH);
	gl10.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST);

	// Call onResize, so scale information is available in Game.create()
	onResize(w, h);
	mOldScale = mScale;
	String vertexShader = "attribute vec4 a_position;\n" + "attribute vec4 a_color;\n"
			+ "uniform mat4 u_worldView;\n" + "varying vec4 v_color; \n" + "void main(){\n"
			+ "v_color = a_color;\n" + "gl_Position = u_worldView * a_position;\n" + "}\n";
	String fragmentShader = "#ifdef GL_ES                \n" + "precision mediump float;    \n"
			+ "#endif                      \n" + "varying vec4 v_color;       \n"
			+ "void main()                 \n" + "{                           \n"
			+ "  gl_FragColor = v_color;   \n" + "}                           \n";
	if (Gdx.graphics.isGL20Available()) {
		mDefaultShaderProgram = new ShaderProgram(vertexShader, fragmentShader);
		if (!mDefaultShaderProgram.isCompiled())
			throw new IllegalStateException(mDefaultShaderProgram.getLog());
	}
}
 
开发者ID:underclocker,项目名称:Blob-Game,代码行数:51,代码来源:LevelView.java


示例13: getGLCommon

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
@Override
public GLCommon getGLCommon() {
	throw new ServerGraphicsException();
}
 
开发者ID:Olloth,项目名称:LibGDXServer,代码行数:5,代码来源:ServerGraphics.java


示例14: draw

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public void draw () {
	GLCommon gl = Gdx.gl;
	gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

	renderer.render();

	guiCam.update();
	batcher.setProjectionMatrix(guiCam.combined);
	batcher.enableBlending();
	batcher.begin();
	switch (state) {
	case GAME_READY:
		presentReady();
		break;
	case GAME_RUNNING:
		presentRunning();
		break;
	case GAME_PAUSED:
		presentPaused();
		break;
	case GAME_LEVEL_END:
		presentLevelEnd();
		break;
	case GAME_OVER:
		presentGameOver();
		break;
	}
	batcher.end();
}
 
开发者ID:javileyes,项目名称:pruebaGit1,代码行数:30,代码来源:GameScreen.java


示例15: render

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
@Override
public void render () {
	GLCommon gl = Gdx.gl;

	long startPhysics = TimeUtils.nanoTime();
	field.tick((long)(Gdx.graphics.getDeltaTime() * 3000), 4);
	physicsMean.addValue((TimeUtils.nanoTime() - startPhysics) / 1000000000.0f);

	gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
	cam.viewportWidth = field.getWidth();
	cam.viewportHeight = field.getHeight();
	cam.position.set(field.getWidth() / 2, field.getHeight() / 2, 0);
	cam.update();
	renderer.setProjectionMatrix(cam.combined);

	long startRender = TimeUtils.nanoTime();

	renderer.begin();
	int len = field.getFieldElements().size();
	for (int i = 0; i < len; i++) {
		FieldElement element = field.getFieldElements().get(i);
		element.draw(renderer);
	}
	renderer.end();
	field.flock.removeBalls();

	renderer.begin();
	field.flock.run(renderer);
	field.player.update(Gdx.graphics.getDeltaTime());
	field.player.render();

	renderer.end();

	renderMean.addValue((TimeUtils.nanoTime() - startRender) / 1000000000.0f);
	score = String.valueOf(field.player.score);
	spriteBatch.begin();
	font.draw(spriteBatch, scoreText, 0, Gdx.graphics.getHeight());
	font.draw(spriteBatch, score, 0 + font.getBounds(scoreText).width + 5, Gdx.graphics.getHeight());
	spriteBatch.end();

	if (TimeUtils.nanoTime() - startTime > 1000000000) {
		Gdx.app.log("Bouncy", "fps: " + Gdx.graphics.getFramesPerSecond() + ", physics: " + physicsMean.getMean() * 1000
			+ ", rendering: " + renderMean.getMean() * 1000);
		startTime = TimeUtils.nanoTime();
	}

}
 
开发者ID:ericrius1,项目名称:SuperSumo,代码行数:48,代码来源:Bouncy.java


示例16: getGLCommon

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
@Override
public GLCommon getGLCommon() {
	// TODO Auto-generated method stub
	return null;
}
 
开发者ID:javierj,项目名称:nikkylittlequest,代码行数:6,代码来源:TestStage.java


示例17: getGLCommon

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public final GLCommon getGLCommon()
{
  return Gdx.gl;
}
 
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:5,代码来源:AndroidGraphics.java


示例18: getGLCommon

import com.badlogic.gdx.graphics.GLCommon; //导入依赖的package包/类
public abstract GLCommon getGLCommon(); 
开发者ID:isnuryusuf,项目名称:ingress-indonesia-dev,代码行数:2,代码来源:Graphics.java



注:本文中的com.badlogic.gdx.graphics.GLCommon类示例整理自Github/MSDocs等源码及文档管理平台,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。


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