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