List of usage examples for com.badlogic.gdx.graphics GL10 GL_COLOR_MATERIAL
int GL_COLOR_MATERIAL
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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(); } }