Example usage for com.badlogic.gdx.graphics GL10 GL_COLOR_MATERIAL

List of usage examples for com.badlogic.gdx.graphics GL10 GL_COLOR_MATERIAL

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL10 GL_COLOR_MATERIAL.

Prototype

int GL_COLOR_MATERIAL

To view the source code for com.badlogic.gdx.graphics GL10 GL_COLOR_MATERIAL.

Click Source Link

Usage

From source file:com.badlogic.gdx.graphics.g3d.test.KeyframedModelViewer.java

License:Apache License

@Override
public void render() {
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);

    cam.update();/*from  www .  jav  a2 s  .c  om*/
    cam.apply(Gdx.gl10);

    drawAxes();

    if (hasNormals) {
        Gdx.gl.glEnable(GL10.GL_LIGHTING);
        Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL);
        Gdx.gl.glEnable(GL10.GL_LIGHT0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0);
    }

    if (texture != null) {
        Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
        texture.bind();
    }

    angle += 45 * Gdx.graphics.getDeltaTime();
    animTime += Gdx.graphics.getDeltaTime();
    if (animTime >= anim.totalDuration) {
        animTime = 0;
    }

    model.setAnimation(anim.name, animTime, false);
    for (int i = 0; i < 20; i++) {
        Gdx.gl10.glPushMatrix();
        Gdx.gl10.glTranslatef(0, 0, -100 + i * 10);
        model.render();
        Gdx.gl10.glPopMatrix();
    }

    if (texture != null) {
        Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
    }

    if (hasNormals) {
        Gdx.gl.glDisable(GL10.GL_LIGHTING);
    }

    batch.begin();
    font.setColor(Color.RED);
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30);
    batch.end();
}

From source file:com.badlogic.gdx.graphics.g3d.test.SkeletonModelViewer.java

License:Apache License

@Override
public void render() {
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);

    cam.update();/*from   www . j  a v  a2 s. c  o m*/
    cam.apply(Gdx.gl10);

    drawAxes();

    if (hasNormals) {
        Gdx.gl.glEnable(GL10.GL_LIGHTING);
        Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL);
        Gdx.gl.glEnable(GL10.GL_LIGHT0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0);
    }

    if (texture != null) {
        Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
        Gdx.gl.glEnable(GL10.GL_BLEND);
        Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    }

    angle += 45 * Gdx.graphics.getDeltaTime();
    Gdx.gl10.glRotatef(angle, 0, 1, 0);
    animTime += Gdx.graphics.getDeltaTime() / 10;
    if (animTime > anim.totalDuration) {
        animTime = 0;
    }
    model.setAnimation(anim.name, animTime, false);
    model.render();

    if (texture != null) {
        Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
    }

    if (hasNormals) {
        Gdx.gl.glDisable(GL10.GL_LIGHTING);
    }

    batch.begin();
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30);
    batch.end();
}

From source file:com.badlogic.gdx.graphics.g3d.test.StillModelViewer.java

License:Apache License

@Override
public void render() {
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);

    cam.update();/*w w  w  .j a  v  a2s .c  om*/
    cam.apply(Gdx.gl10);

    drawAxes();

    if (hasNormals) {
        Gdx.gl.glEnable(GL10.GL_LIGHTING);
        Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL);
        Gdx.gl.glEnable(GL10.GL_LIGHT0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
        Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0);
    }

    if (textures != null) {
        for (int i = 0; i < textures.length; i++) {
            Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0 + i);
            Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
            textures[i].bind();
            if (i > 0) {
                switch (i) {
                case 1:
                    setCombiners(GL11.GL_ADD_SIGNED);
                    break;
                case 2:
                    setCombiners(GL10.GL_MODULATE);
                    break;
                default:
                    setCombiners(GL10.GL_MODULATE);
                }
            }
        }
    }

    angle += 45 * Gdx.graphics.getDeltaTime();
    Gdx.gl10.glRotatef(angle, 0, 1, 0);
    model.render();

    if (textures != null) {
        for (int i = 0; i < textures.length; i++) {
            Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0 + i);
            Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
        }
    }

    if (hasNormals) {
        Gdx.gl.glDisable(GL10.GL_LIGHTING);
    }

    batch.begin();
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 20, 30);
    batch.end();

    fps.log();
}

From source file:com.badlogic.gdx.graphics.g3d.test.Viewer.java

License:Apache License

@Override
public void render() {
    Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
    Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
    Gdx.gl.glEnable(GL10.GL_LIGHTING);//from   w  w  w . j  a va2  s .c o  m
    Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL);

    cam.update();
    cam.apply(Gdx.gl10);

    Gdx.gl.glEnable(GL10.GL_LIGHT0);
    Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightColor, 0);
    Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0);

    angle += 45 * Gdx.graphics.getDeltaTime();
    long processingTime = 0;
    for (int i = 0; i < NUM_INSTANCES; i++) {
        // Gdx.gl10.glPushMatrix();
        // Gdx.gl10.glTranslatef(0, 0, i * -50);
        // Gdx.gl10.glRotatef(angle, 0, 1, 0);
        model.setAnimation(animation, time, true);
        model.render();

        // Gdx.gl10.glPopMatrix();
    }

    Gdx.gl.glDisable(GL10.GL_LIGHTING);
    Gdx.gl.glDisable(GL10.GL_DEPTH_TEST);
    Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
    renderSkeleton();

    Gdx.app.log("Skinning", "took: " + processingTime / 1000000000.0f + " secs");

    batch.begin();
    font.draw(batch, "Touch to switch Animation, Animation: " + animation + ", FPS: "
            + Gdx.graphics.getFramesPerSecond(), 10, 30);
    batch.end();

    if (Gdx.input.justTouched()) {
        currAnimIdx++;
        if (currAnimIdx == animNames.size())
            currAnimIdx = 0;
        animation = animNames.get(currAnimIdx);
        time = 0;
    }

    time += Gdx.graphics.getDeltaTime() / 10;
    if (time > model.skeleton.animations.get(animation).totalDuration) {
        time = 0;
    }
}

From source file:com.badlogic.gdx.physics.bullet.demo.simulationobjects.MeshSimulationObject.java

/**
 * {@inheritDoc}//from   w ww  . j  ava 2  s.  co  m
 * <p>
 * Renders with textures disabled and color material enabled. Override to change this (bind textures, etc.).
 */
@Override
public void render(SimulationScreen screen) {
    Gdx.gl10.glEnable(GL10.GL_COLOR_MATERIAL);
    Gdx.gl10.glColor4f(1, 1, 1, 1);

    if (texture != null) {
        Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D);
        texture.bind();
    } else {
        Gdx.gl10.glDisable(GL10.GL_TEXTURE_2D);
    }

    screen.enableLights();

    mesh.render(meshPrimitiveType);
}

From source file:com.badlogic.gdx.physics.bullet.demo.simulationobjects.StaticPlaneSimulationObject.java

@Override
public void render(SimulationScreen screen) {
    /*/*from w w  w. j  a  v a2s . com*/
     * Our StaticPlaneShape holds the plane vector and scalar. Use it instead of the applied render transform from
     * the kinematic (not updated/calculated for static planes).
     */

    Gdx.gl10.glPushMatrix();

    // Get the plane normal
    final Vector3 planeNormal = Pools.VECTOR3.obtain();
    planeNormal.set(staticPlaneShape.getPlaneNormal());

    final float planeConstant = staticPlaneShape.getPlaneConstant();

    // Calculate the plane origin
    final Vector3 planeOrigin = Pools.VECTOR3.obtain();
    planeOrigin.set(planeNormal);
    planeOrigin.scale(planeConstant, planeConstant, planeConstant);

    // Move to the origin
    Gdx.gl10.glTranslatef(planeOrigin.x, planeOrigin.y, planeOrigin.z);

    // Compute the angle difference between the plane and mesh normal ("up")
    float angle = MathUtils.radiansToDegrees * BulletDemoMath.angle(planeNormal, MESH_NORMAL);

    // Cross product gives us the vector around which to rotate
    planeNormal.crs(MESH_NORMAL);

    // Rotate by that angle
    Gdx.gl10.glRotatef(angle, planeNormal.x, planeNormal.y, planeNormal.z);

    Gdx.gl10.glColor4f(1, 1, 1, 1);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D);
    Gdx.gl10.glEnable(GL10.GL_COLOR_MATERIAL);

    screen.enableLights();
    texture.bind();
    mesh.render(GL10.GL_TRIANGLE_STRIP);

    Gdx.gl10.glPopMatrix();

    Pools.VECTOR3.free(planeNormal);
    Pools.VECTOR3.free(planeOrigin);
}

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void setLighting(GL10 gl) {
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_LIGHT0);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, direction, 0);
    gl.glEnable(GL10.GL_COLOR_MATERIAL);
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void setLighting(GL10 gl) {
    gl.glEnable(GL10.GL_LIGHTING);// w  ww.j av a  2 s .c  o  m
    gl.glEnable(GL10.GL_LIGHT0);

    // gl.glEnable(GL10.GL_LIGHT2);
    // gl.glEnable(GL10.GL_LIGHT3);
    // gl.glEnable(GL10.GL_LIGHT1);
    // gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, direction, 1);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] { 0.25f, 0.25f, 0.29f, 1f }, 0);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] { 0.99f, 0.99f, 0.79f, 1f }, 0);
    // bright yellow light
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, new float[] { .9f, .9f, 1f, 1f }, 0);

    gl.glEnable(GL10.GL_COLOR_MATERIAL);

}

From source file:com.digitale.mygdxgame.SplashRenderer.java

License:Open Source License

private void setLighting(GL10 gl) {
    gl.glEnable(GL10.GL_LIGHTING);/*from w ww  . j a  v a  2 s  .  co m*/
    gl.glEnable(GL10.GL_LIGHT0);

    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] { 0.25f, 0.25f, 0.29f, 1f }, 0);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] { 0.99f, 0.99f, 0.79f, 1f }, 0);
    //bright yellow light
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, new float[] { .9f, .9f, 1f, 1f }, 0);

    gl.glEnable(GL10.GL_COLOR_MATERIAL);

}

From source file:com.interakt.ar.outdoor.browsing.BrowsingRenderer.java

License:Apache License

@Override
public void render() {

    if (mode == Mode.normal) {
        mode = Mode.prepare;//  ww w . j av a 2 s  .co m
        if (deviceCameraControl != null) {

            deviceCameraControl.prepareCameraAsync();
        }
    }

    Gdx.gl10.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
    if (mode == Mode.prepare) {
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        if (deviceCameraControl != null) {
            if (deviceCameraControl.isReady()) {
                deviceCameraControl.startPreviewAsync();
                mode = Mode.preview;
            }
        }
    } else if (mode == Mode.preview) {
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    } else { // mode = normal
        Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    }
    Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    Gdx.gl10.glEnable(GL10.GL_DEPTH_TEST);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D);
    Gdx.gl10.glEnable(GL10.GL_LINE_SMOOTH);
    Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL);
    Gdx.gl10.glClearDepthf(1.0F);
    Gdx.gl10.glEnable(GL10.GL_ALPHA_TEST);
    Gdx.gl10.glDisable(GL10.GL_COLOR_MATERIAL);
    Gdx.gl10.glAlphaFunc(GL10.GL_GREATER, 0.0f);
    Gdx.gl10.glEnable(GL10.GL_BLEND);
    Gdx.gl10.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    Gdx.gl10.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    if (!stopRendering) {
        if (canRender.tryAcquire()) {
            ((LibGDXPerspectiveCamera) geoMode.getCamera()).render();
            geoMode.render();
            canRender.release();

        }

        radar.draw();
    }

}