List of usage examples for com.badlogic.gdx.graphics GL10 GL_LINES
int GL_LINES
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From source file:com.altportalgames.colorrain.utils.Box2DDebugRenderer.java
License:Apache License
private void drawSolidCircle(Vector2 center, float radius, Vector2 axis, Color color) { renderer.begin(GL10.GL_LINE_LOOP);// ww w. j av a 2s .c o m float angle = 0; float angleInc = 2 * (float) Math.PI / 20; for (int i = 0; i < 20; i++, angle += angleInc) { v.set((float) Math.cos(angle) * radius + center.x, (float) Math.sin(angle) * radius + center.y); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(v.x * Assets.PIXELS_PER_METER_X, v.y * Assets.PIXELS_PER_METER_Y, 0); } renderer.end(); renderer.begin(GL10.GL_LINES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(center.x * Assets.PIXELS_PER_METER_X, center.y * Assets.PIXELS_PER_METER_Y, 0); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(center.x * Assets.PIXELS_PER_METER_X + axis.x * Assets.PIXELS_PER_METER_X * radius, center.y * Assets.PIXELS_PER_METER_X + axis.y * radius * Assets.PIXELS_PER_METER_Y, 0); renderer.end(); }
From source file:com.altportalgames.colorrain.utils.Box2DDebugRenderer.java
License:Apache License
private void drawSegment(Vector2 x1, Vector2 x2, Color color) { renderer.begin(GL10.GL_LINES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1.x * Assets.PIXELS_PER_METER_X, x1.y * Assets.PIXELS_PER_METER_Y, 0); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x2.x * Assets.PIXELS_PER_METER_X, x2.y * Assets.PIXELS_PER_METER_Y, 0); renderer.end();//from w ww . j a v a2 s.c om }
From source file:com.badlogic.gdx.graphics.g3d.test.KeyframedModelViewer.java
License:Apache License
private void drawAxes() { float len = bounds.getDimensions().len(); renderer.begin(GL10.GL_LINES); renderer.color(1, 0, 0, 1);//from ww w . j a v a 2s . c o m renderer.vertex(0, 0, 0); renderer.color(1, 0, 0, 1); renderer.vertex(len, 0, 0); renderer.color(0, 1, 0, 1); renderer.vertex(0, 0, 0); renderer.color(0, 1, 0, 1); renderer.vertex(0, len, 0); renderer.color(0, 0, 1, 1); renderer.vertex(0, 0, 0); renderer.color(0, 0, 1, 1); renderer.vertex(0, 0, len); renderer.end(); Gdx.gl10.glColor4f(1, 1, 1, 1); }
From source file:com.badlogic.gdx.graphics.g3d.test.Viewer.java
License:Apache License
private void renderSkeleton() { renderer.begin(GL10.GL_LINES); for (int i = 0; i < model.skeleton.sceneMatrices.size; i++) { SkeletonKeyframe joint = model.skeleton.bindPoseJoints.get(i); if (joint.parentIndex == -1) continue; point1.set(0, 0, 0).mul(model.skeleton.sceneMatrices.get(i)); point2.set(0, 0, 0).mul(model.skeleton.sceneMatrices.get(joint.parentIndex)); renderer.color(1, 1, 1, 1);/*from w w w. j ava 2 s . c om*/ renderer.vertex(point1); renderer.color(1, 1, 1, 1); renderer.vertex(point2); } renderer.end(); }
From source file:com.kingx.dungeons.graphics.cube.CubeRenderer.java
License:Apache License
private void renderMesh() { if (idx == 0) return;/* w w w .j a v a2 s . c o m*/ renderCalls++; totalRenderCalls++; int quadsInBatch = idx / verticesPerQuad; if (quadsInBatch / Cube.QUADS > cubeCount) cubeCount = quadsInBatch; mesh.setVertices(vertices, 0, idx); mesh.getIndicesBuffer().position(0); mesh.getIndicesBuffer().limit(quadsInBatch * CubeSide.INDICES); total += idx; if (blendingDisabled) { Gdx.gl.glDisable(GL20.GL_BLEND); } else { Gdx.gl.glEnable(GL20.GL_BLEND); if (blendSrcFunc != -1) Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc); } if (customShader != null) mesh.render(customShader, App.DEBUG != null && App.isWireframe() ? GL10.GL_LINES : GL10.GL_TRIANGLES, 0, quadsInBatch * CubeSide.INDICES); else mesh.render(shader, App.DEBUG != null && App.isWireframe() ? GL10.GL_LINES : GL10.GL_TRIANGLES, 0, quadsInBatch * CubeSide.INDICES); idx = 0; currBufferIdx++; if (currBufferIdx == buffers.length) currBufferIdx = 0; mesh = buffers[currBufferIdx]; }
From source file:org.interreg.docexplore.reader.DebugGraphics.java
License:Open Source License
public void drawLine(double x1, double y1, double x2, double y2) { FloatBuffer data = twoMesh.getVerticesBuffer(); data.limit(data.capacity());//from w w w. j a va 2 s.com data.put(0, (float) x1).put(1, (float) y1).put(2, 0); data.put(3, (float) x2).put(4, (float) y2).put(5, 0); twoMesh.render(GL10.GL_LINES); }