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.

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Usage

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

License:Open Source License

private void renderSky(GL10 gl) {

    gl.glDisable(GL10.GL_LIGHTING);
    skyTexture.bind();/*w  w  w .  j  a  v  a2 s  .c  om*/
    gl.glColor4f(1, 1, 1, 1);

    gl.glPushMatrix();
    gl.glTranslatef(0, 0, 0);
    gl.glScalef(100f, 100f, 100f);
    skyMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
}

From source file:com.digitale.mygdxgame.SplashRenderer.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;// w w  w . ja  v a 2s  .c om
    sunTexture.bind();
    gl.glPushMatrix();
    //move away from origin
    gl.glTranslatef(x, y, z);
    //scale to size of earth
    gl.glScalef(radius, radius, radius);
    gl.glDisable(GL10.GL_CULL_FACE);

    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
    gl.glPushMatrix();
    gl.glDisable(GL10.GL_LIGHTING);
    //gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f);
    sunMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

}

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

License:Open Source License

/**
* render ship jets/*from  w ww  .  j  av a2  s. co  m*/
* @param basescale :- scale factor for jet size before applying thrust
* @param length  :- scale factor for jet length, typically thrust value + random noise
* @param x The jet's x-coordinate.
* @param y The jet's  y-coordinate.
* @param z The jet's  z-coordinate.
* @return The product, in a vector <#, #, #, 1>, representing the
* rotated point.
*/
private void renderJet(GL10 gl, float baseScale, float length, float x, float y, float z, Application app) {
    jetTexture.bind();
    gl.glPushMatrix();
    //move away from origin
    gl.glTranslatef(x, y, z);
    //scale to size of earth
    gl.glScalef(baseScale, baseScale, baseScale * length);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
    gl.glDisable(GL10.GL_LIGHTING);
    //gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f);
    jetMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
    //gl.glEnable(GL10.GL_DEPTH_TEST);
}

From source file:org.interreg.docexplore.reader.book.BookEngineRenderer.java

License:Open Source License

public void render() {
    BookSpecification spec = engine.book;
    BookModel model = engine.model;// w ww  .j a va2 s  . c o  m

    GL10 gl = Gdx.gl10;

    cnt += .01;

    engine.attractor.attract(engine.camera, .075f);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPushMatrix();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPushMatrix();
    engine.camera.apply(gl);

    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_LIGHT0);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambient);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuse);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, position);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glTranslatef((float) engine.globalTrans, 0, 0);
    gl.glRotatef((float) (engine.globalRot * 180 / Math.PI), 0, 1, 0);

    boolean pageIsActive = engine.hand.pageIsActive;
    int leftPageIndex = model.leftStack.nStackPages > 0 ? 1 + 2 * (model.leftStack.nStackPages - 1) : -1;
    int rightPageIndex = model.rightStack.nStackPages > 0 ? leftPageIndex + 1 + (pageIsActive ? 2 : 0) : -1;

    Bindable leftPage = leftPageIndex >= 0 ? spec.pages.get(leftPageIndex).getTexture() : null;
    Bindable rightPage = rightPageIndex >= 0 ? spec.pages.get(rightPageIndex).getTexture() : null;
    Bindable pageFront = pageIsActive ? spec.pages.get(leftPageIndex + 1).getTexture() : null;
    Bindable pageBack = pageIsActive ? spec.pages.get(leftPageIndex + 2).getTexture() : null;

    Gdx.gl10.glEnable(GL10.GL_CULL_FACE);
    gl.glPolygonMode(GL10.GL_FRONT_AND_BACK, GL10.GL_FILL);

    boolean zoomed = engine.zoom.active;
    model.render(leftPage, rightPage, pageFront, pageBack, engine.book.coverTex, engine.book.innerCoverTex,
            zoomed ? null : leftRoiMask, zoomed ? null : rightRoiMask);

    for (Component extension : engine.components)
        extension.render();

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPopMatrix();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPopMatrix();
}

From source file:org.interreg.docexplore.reader.book.BookPageStack.java

License:Open Source License

public void render(Bindable pageTexture, Bindable regionMask) {
    if (nStackPages == 0)
        return;/*from w w w  .j  a  v  a 2 s .  c  o m*/

    stackSide.render(GL10.GL_TRIANGLES);
    spineFill.render(GL10.GL_TRIANGLES);

    Gdx.gl10.glColor4f(1, 1, 1, 1);
    Gdx.gl10.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D);
    pageTexture.bind();
    stackFront.render(GL10.GL_TRIANGLES);

    if (regionMask != null) {
        Gdx.gl10.glDisable(GL10.GL_LIGHTING);
        Gdx.gl10.glDepthFunc(GL10.GL_LEQUAL);
        float shade = book.app.bookEngine.roiOverlay.active || book.app.bookEngine.roiOverlay.leaving
                ? .5f * book.app.bookEngine.roiOverlay.alpha
                : .5f * (cnt > 100 ? 200 - cnt : cnt) / 100f;

        Gdx.gl10.glColor4f(1, 1, 1, shade);
        regionMask.bind();
        stackFront.render(GL10.GL_TRIANGLES);

        Gdx.gl10.glEnable(GL10.GL_LIGHTING);
    }
    Gdx.gl10.glDisable(GL10.GL_TEXTURE_2D);
    Gdx.gl10.glDepthFunc(GL10.GL_LESS);
    cnt = (cnt + 1) % 200;
}

From source file:org.interreg.docexplore.reader.book.ParchmentEngine.java

License:Open Source License

public void render() {
    if (book == null || !active)
        return;/*from   w  w  w.  ja v a2 s. c  om*/

    GL10 gl = Gdx.gl10;

    cnt += .01;

    globalFrame.attract(camera, .075f);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    camera.apply(gl);

    Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D);
    Gdx.gl10.glDisable(GL10.GL_CULL_FACE);
    Gdx.gl10.glDisable(GL10.GL_LIGHTING);
    gl.glPolygonMode(GL10.GL_FRONT_AND_BACK, GL10.GL_FILL);

    int page = (int) (-camera.position.y * book.aspectRatio);
    int p0 = Math.max(0, page - pageSpread), p1 = Math.min(book.pages.size() - 1, page + pageSpread);
    for (int i = p0; i <= p1; i++) {
        book.pages.get(i).getTexture().bind();
        GfxUtils.fillQuad(-.5f, -(float) (i / book.aspectRatio), 0, 0, .5f,
                -(float) ((i + 1) / book.aspectRatio), 1, 1);
    }

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPopMatrix();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPopMatrix();
}

From source file:org.interreg.docexplore.reader.book.ParchmentMini.java

License:Open Source License

public void renderWidget() {
    GL10 gl = Gdx.gl10;/*w w  w.j  av  a  2 s. co m*/
    gl.glDisable(GL10.GL_TEXTURE_2D);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_STENCIL_TEST);
    gl.glColor4f(0, 0, 0, .25f * fullAlpha * alpha);
    GfxUtils.fillQuad(x - .5f * w, y - .5f * w, 0, 0, x + w + .5f * w, y + h + .5f * w, 1, 1);

    super.renderWidget();

    float px = engine.camera.position.x + .5f;
    float ch = (float) (engine.book.pages.size() / engine.book.aspectRatio);
    float py = -engine.camera.position.y / ch;
    float pw = (float) (engine.camera.position.z * .8f);
    float ph = pw * Gdx.graphics.getHeight() / (ch * Gdx.graphics.getWidth());

    gl.glDisable(GL10.GL_TEXTURE_2D);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_STENCIL_TEST);
    gl.glColor4f(.5f, .5f, 1f, .75f * fullAlpha * alpha);
    GfxUtils.fillQuad(x + (px - .5f * pw) * w, y + (py - .5f * ph) * h, 0, 0, x + (px + .5f * pw) * w,
            y + (py + .5f * ph) * h, 1, 1);
}

From source file:org.interreg.docexplore.reader.book.roi.ROIOverlay.java

License:Open Source License

public void render() {
    if (alpha < alphaGoal)
        alpha += .02f;/*from w  w w.  j av a  2s . co  m*/
    else if (alpha > alphaGoal)
        alpha -= .02f;
    alpha = alpha < 0 ? 0 : alpha > 1 ? 1 : alpha;
    if (alpha == 0)
        return;
    GL10 gl = Gdx.gl10;

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

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glOrthof(-1, 1, -1, 1, -1, 1);

    gl.glDisable(GL10.GL_TEXTURE_2D);
    gl.glColor4f(0, 0, 0, .75f * alpha);
    doQuad(-2 * offsetMargin, 1, 1, -1);

    float y0 = 0;
    gl.glEnable(GL10.GL_TEXTURE_2D);

    gl.glColor4f(1, 1, 1, alpha);
    for (OverlayElement element : elements) {
        float w = elementWidth(element);
        float h = elementHeight(w, element);
        if (element.bind()) {
            doQuad(-offsetMargin + .5f - .5f * w, 1 - y0 + offset, -offsetMargin + .5f + .5f * w,
                    1 - y0 - h + offset);
            y0 += h + vmargin * element.marginFactor();
        }
    }

    if (offset > 0) {
        up.bind();
        gl.glColor4f(1, 1, 1, .5f * alpha);
        float bw = .05f;
        doQuad(1 - bw, 1, 1, 1 - (bw * Gdx.graphics.getWidth() / Gdx.graphics.getHeight()));
    }
    if (offset < maxOffset) {
        down.bind();
        gl.glColor4f(1, 1, 1, .5f * alpha);
        float bw = .05f;
        doQuad(1 - bw, (bw * Gdx.graphics.getWidth() / Gdx.graphics.getHeight()) - 1, 1, -1);
    }

    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPopMatrix();
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPopMatrix();

    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glDisable(GL10.GL_TEXTURE_2D);
}

From source file:org.interreg.docexplore.reader.DebugGraphics.java

License:Open Source License

public void render() {
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glDisable(GL10.GL_TEXTURE_2D);/*from ww w  .jav a 2s  .c  o  m*/
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_TEST);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPushMatrix();
    gl.glLoadIdentity();
    gl.glOrthof(0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 0, -1, 1);

    for (Graphics.Renderable listener : listeners)
        try {
            listener.render(this);
        } catch (Throwable e) {
            e.printStackTrace();
        }

    gl.glEnable(GL10.GL_TEXTURE_2D);
    synchronized (overlays) {
        for (Map.Entry<BufferedImage, ImageOverlay> entry : overlays.entrySet()) {
            ImageOverlay overlay = entry.getValue();
            if (overlay.tex == null)
                overlay.tex = new Texture(entry.getKey(), false);
            gl.glColor4f(overlay.r, overlay.g, overlay.b, overlay.a);
            overlay.tex.bind();
            GfxUtils.fillQuad((float) overlay.x, (float) overlay.y, 0, 0, (float) (overlay.x + overlay.w),
                    (float) (overlay.y + overlay.h), 1, 1);
        }
    }
    gl.glColor4f(1, 1, 1, 1);

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glPopMatrix();
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glPopMatrix();

    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glDisable(GL10.GL_TEXTURE_2D);
}

From source file:org.interreg.docexplore.reader.gui.Button.java

License:Open Source License

public void renderWidget() {
    GL10 gl = Gdx.gl10;//w w w  . j a v a  2  s .co m

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

    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glColor4f(color[0], color[1], color[2], .75f * alpha);
    texture.bind();
    GfxUtils.fillQuad(x, y, 0, 0, x + w, y + h, 1, 1);

    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glDisable(GL10.GL_TEXTURE_2D);
}