List of usage examples for com.badlogic.gdx.graphics GL10 GL_LIGHTING
int GL_LIGHTING
To view the source code for com.badlogic.gdx.graphics GL10 GL_LIGHTING.
Click Source Link
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderHangar(GL10 gl, Ship ship, Application app) { if (ship.isExploding) return;/* w ww . ja v a 2 s. c o m*/ // render hangar hangarTexture.bind(); gl.glPushMatrix(); hangarMesh.render(GL10.GL_TRIANGLES); // do forcefield gl.glDisable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glDisable(GL10.GL_LIGHTING); forcefieldMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderSky(GL10 gl, Ship ship, Application app) { gl.glDisable(GL10.GL_LIGHTING); skyTexture.bind();//from w w w . j av a 2 s.c o m gl.glColor4f(1, 1, 1, 1); gl.glPushMatrix(); gl.glTranslatef(Ship.position.x, Ship.position.y, Ship.position.z); gl.glScalef(155f, 155f, 155f); skyMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderSun(GL10 gl, float radius, float x, float y, float z, Application app) { gl.glDisable(GL10.GL_LIGHTING); radius = radius * worldscale;/*from w w w. ja va 2 s. c o m*/ planetTexture02.bind(); gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to size of earth gl.glScalef(radius, radius, radius); planetMesh02.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderActors(GL10 gl) { for (int i = 0; i < Stardust3d.actorsList.size(); i++) { try {// w w w .j ava2 s. c o m Actor actor = Stardust3d.actorsList.get(i); if (actor != null && !(actor.shipname.equals("dead")) && actor.getHitpoints() > 0 && actor.getStatus() == 1) { // only do for ships in space if (actor.getStatus() == 1 && actor.position.dst(Ship.position) < 5000) { if ((actor.visible)) { gl.glPushMatrix(); gl.glTranslatef(actor.position.x, actor.position.y, actor.position.z); gl.glScalef(1, 1, 1); String actorName = (actor.get_firstname() + actor.get_surname()); if (actorName.equals("Hive AIShield Disruptor")) { gl.glRotatef(actor.yawangle, 0, 1, 0); gl.glRotatef(actor.pitchangle, 1, 0, 0); gl.glRotatef(invaderAngle, 0, 0, 1); shieldDisruptorTexture.bind(); shieldDisruptorMesh.render(GL10.GL_TRIANGLES); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glScalef(.5f, .5f, .5f); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_LIGHTING); gl.glColor4f(.0f, 1f, 0f, 1); swirlyTexture.bind(); // gl.glRotatef(-(invaderAngle * 20), 0, 0, 1); coneMesh.render(GL10.GL_TRIANGLES); gl.glColor4f(1f, 1f, 1f, 1f); gl.glDisable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); } else if (actorName.equals("Hive AIScout")) { gl.glRotatef(actor.yawangle, 0, 1, 0); gl.glRotatef(actor.pitchangle, 1, 0, 0); jetTexture.bind(); gl.glScalef(1f, 1f, 1f); shieldDisruptorMesh.render(GL10.GL_TRIANGLES); gl.glScalef(20f, 20f, 20f); gl.glDisable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_LIGHTING); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glColor4f(.0f, .5f, 1f, 1); gl.glRotatef(-actor.yawangle, 0, 1, 0); gl.glRotatef(-actor.pitchangle, 1, 0, 0); swansongTexture.bind(); looking = Util.lookAt(Simulation.camera, actor.position); gl.glRotatef(looking.y, 0, 1, 0); gl.glRotatef(-looking.x, 1, 0, 0); sunMesh.render(GL10.GL_TRIANGLES); gl.glColor4f(1f, 1f, 1f, 1f); gl.glDisable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, // GL10.GL_ONE); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); } else { renderActorShip(gl, actor, actor.shipname); } gl.glPopMatrix(); } } } } catch (IndexOutOfBoundsException e) { // TODO Auto-generated catch block e.printStackTrace(); } } }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderShots(GL10 gl, ArrayList<Shot> shots) { gl.glColor4f(1, 1, 0, 1);//w w w . ja v a 2s . c o m 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(); for (int i = 0; i < shots.size(); i++) { Shot shot = shots.get(i); gl.glPushMatrix(); gl.glTranslatef(shot.position.x, shot.position.y, shot.position.z); gl.glRotatef(shot.yawAngle, 0, 1, 0); gl.glRotatef(shot.pitchAngle, 1, 0, 0); gl.glScalef(3 + (float) (shot.shotLife) * 1f, (float) (3 + shot.shotLife) * 1f, (float) (3 + shot.shotLife) * 1f); jetMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } gl.glColor4f(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderMissiles(GL10 gl, ArrayList<Missile> missiles) { gl.glColor4f(1, 0, 0, 1);/*from w ww . j a v a2 s. c o m*/ 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(); for (int i = 0; i < missiles.size(); i++) { Missile missile = missiles.get(i); gl.glPushMatrix(); gl.glTranslatef(missile.position.x, missile.position.y, missile.position.z); gl.glRotatef(missile.yawAngle, 0, 1, 0); gl.glRotatef(missile.pitchAngle, 1, 0, 0); gl.glScalef(10f, 10f, 10f); jetMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } gl.glColor4f(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderDusts(GL10 gl, ArrayList<Dust> dusts) { gl.glEnable(GL10.GL_BLEND);//from w w w . j a va 2s .c o m // gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_LIGHTING); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); dustTexture.bind(); for (int i = 0; i < dusts.size(); i++) { Dust dust = dusts.get(i); if (camera.frustum.pointInFrustum(dust.position)) { gl.glPushMatrix(); gl.glColor4f(dust.colour, dust.colour, dust.colour, 1); gl.glTranslatef(dust.position.x, dust.position.y, dust.position.z); gl.glRotatef(dust.yawAngle + 180, 0, 1, 0); gl.glRotatef(dust.pitchAngle, 1, 0, 0); gl.glScalef(dust.size, dust.size, dust.size); sunMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } } gl.glColor4f(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
@SuppressWarnings("unused") private void renderTrails(GL10 gl, ArrayList<Trail> trails) { gl.glColor4f(0, 1, 1, 1);/*from w ww . j a v a2 s. c o m*/ jetTexture.bind(); 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(); for (int i = 0; i < trails.size(); i++) { Trail trail = trails.get(i); gl.glPushMatrix(); gl.glRotatef(trail.yawAngle, 0, 1, 0); gl.glRotatef(trail.pitchAngle, 1, 0, 0); gl.glTranslatef(trail.position.x, trail.position.y, trail.position.z); float scale = (Trail.TRAIL_LIFE - trail.life) / 4; gl.glScalef(scale, scale, scale * 2.5f); jetMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } gl.glColor4f(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glDisable(GL10.GL_CULL_FACE);// w w w .j a va 2s . c o m gl.glEnable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDisable(GL10.GL_LIGHTING); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); if (explosion.type == Explosion.NORMAL) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionTexture.bind(); gl.glScalef(10, 10, 10); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / explosion.explosionLiveTime) * 15) * 4, 4); } else if (explosion.type == Explosion.SWANSONG) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); swansongTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glScalef(explosion.scale * 10, explosion.scale * 10, explosion.scale * 10); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.RANKUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.LEVELUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 4), .5f, //1 - (explosion.aliveTime / 2), .5f - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.SplashRenderer.java
License:Open Source License
private void setLighting(GL10 gl) { gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0);/*w w w . j ava2 s .c o m*/ 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); }