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

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

Introduction

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

Prototype

int GL_LIGHTING

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

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 w w w.  j  av a 2s.co  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);
        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();/*  w ww. j  a  v 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);
        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();//from   ww w  .  j  a  v a 2  s.  co 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 (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);
    Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL);

    cam.update();/*w ww  .java2s.  c  o  m*/
    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.screens.DemoScreen.java

@Override
public void enableLights() {
    Gdx.gl10.glEnable(GL10.GL_LIGHTING);
}

From source file:com.badlogic.gdx.physics.bullet.demo.screens.DemoScreen.java

@Override
public void disableLights() {
    Gdx.gl10.glDisable(GL10.GL_LIGHTING);
}

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

License:Apache License

public void render(Application app, Simulation simulation) {
    GL10 gl = app.getGraphics().getGL10();
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight());

    renderBackground(gl);//from w w w .j a v a 2s.co m
    renderEarth(gl);

    gl.glDisable(GL10.GL_DITHER);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);

    //setProjectionAndCamera(app.getGraphics(), simulation.ship, app);
    setProjectionAndCameraAugmentedReality(app.getGraphics(), simulation, app);

    setLighting(gl);

    gl.glEnable(GL10.GL_TEXTURE_2D);

    renderMoon(gl, simulation.ship);
    renderShip(gl, simulation.ship, app);
    renderAliens(gl, simulation.aliens);

    gl.glDisable(GL10.GL_TEXTURE_2D);
    renderBlocks(gl, simulation.blocks);

    gl.glDisable(GL10.GL_LIGHTING);

    //renderShots(gl, simulation.shots);
    //renderRays(gl, simulation.mRays, true);
    renderAlienRays(gl, simulation.mAlienRays);
    renderPlayerRays(gl, simulation.mShipRays);

    gl.glEnable(GL10.GL_TEXTURE_2D);
    renderExplosions(gl, simulation.explosions);
    renderBombExplosions(gl, simulation.bombExplosions);

    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_TEST);

    spriteBatch.setProjectionMatrix(viewMatrix);
    spriteBatch.setTransformMatrix(transformMatrix);
    spriteBatch.begin();
    if (simulation.ship.lives != lastLives || simulation.score != lastScore || simulation.wave != lastWave) {
        status = "lives: " + simulation.ship.lives + " wave: " + simulation.wave + " score: "
                + simulation.score;
        lastLives = simulation.ship.lives;
        lastScore = simulation.score;
        lastWave = simulation.wave;
    }
    spriteBatch.enableBlending();
    spriteBatch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
    font.draw(spriteBatch, status, 0, 320);
    spriteBatch.end();

    alienAngle += app.getGraphics().getDeltaTime() * 90;
    if (alienAngle > 360)
        alienAngle -= 360;
}

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);
    gl.glEnable(GL10.GL_LIGHT0);//  w w  w . ja va2  s.  com

    // 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.Renderer.java

License:Open Source License

/**
 * @param gl/*  w w w  .  j av a 2s  . c o  m*/
 * @param shipname
 * @param velocity
 */
private void renderJets(GL10 gl, String shipname, float velocity) {
    float noise = (float) Math.random();
    float length = velocity / 50;
    gl.glEnable(GL10.GL_BLEND);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
    jetTexture.bind();
    // gl.glPushMatrix();
    for (int i = 0; i < Stardust3d.shipdefs.size(); i++) {
        String currentShipdef = Stardust3d.shipdefs.get(i).getModel().substring(0,
                Stardust3d.shipdefs.get(i).getModel().length() - 4);
        if (Stardust3d.DEEPDEBUG)
            System.out.println("shipdef " + currentShipdef);
        if (currentShipdef.equals(shipname)) {
            if (Stardust3d.shipdefs.get(i).getJet1x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet1x(), Stardust3d.shipdefs.get(i).getJet1y(),
                        Stardust3d.shipdefs.get(i).getJet1z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
                gl.glScalef(.5f, .5f, 1 / (1f + length + noise));
                gl.glTranslatef(-Stardust3d.shipdefs.get(i).getJet1x(), -Stardust3d.shipdefs.get(i).getJet1y(),
                        -Stardust3d.shipdefs.get(i).getJet1z());
                // gl.glScalef(1, 1, 1);
            }
            if (Stardust3d.shipdefs.get(i).getJet2x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet2x(), Stardust3d.shipdefs.get(i).getJet2y(),
                        Stardust3d.shipdefs.get(i).getJet2z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet3x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet3x(), Stardust3d.shipdefs.get(i).getJet3y(),
                        Stardust3d.shipdefs.get(i).getJet3z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet4x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet4x(), Stardust3d.shipdefs.get(i).getJet4y(),
                        Stardust3d.shipdefs.get(i).getJet4z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
            if (Stardust3d.shipdefs.get(i).getJet5x() != 99999) {
                gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet5x(), Stardust3d.shipdefs.get(i).getJet5y(),
                        Stardust3d.shipdefs.get(i).getJet5z());
                gl.glScalef(2f, 2f, (1f + length + noise));
                jetMesh.render(GL10.GL_TRIANGLES);
            }
        }
    }
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_BLEND);
    gl.glEnable(GL10.GL_LIGHTING);
}