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

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

Introduction

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

Prototype

int GL_POSITION

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

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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 www  . ja  va2s  . c o 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();//from  w w w . 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   w w w  .ja  v  a2  s  .c  o  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);//from  ww w.  ja  v  a  2s.c om
    Gdx.gl.glEnable(GL10.GL_COLOR_MATERIAL);

    cam.update();
    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

public DemoScreen(Game game) {
    // Physics is configured when super() finishes
    super();/*from   w w w  .j  ava2 s . c  o  m*/

    this.game = game;
    this.input = new DemoScreenInput(this, Gdx.input);

    Gdx.app.getInput().setInputProcessor(input);

    // Ambient light
    Gdx.gl10.glLightModelfv(GL10.GL_LIGHT_MODEL_AMBIENT, new float[] { .2f, .2f, .2f, 1 }, 0);

    // One directional light
    Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] { .2f, .2f, .2f, 1 }, 0);
    Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] { 1, 1, 1, 1 }, 0);
    Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, new float[] { 1, 1, 1, 1 }, 0);
    Gdx.gl10.glLightf(GL10.GL_LIGHT0, GL10.GL_CONSTANT_ATTENUATION, 1);
    Gdx.gl10.glLightf(GL10.GL_LIGHT0, GL10.GL_LINEAR_ATTENUATION, 0);
    Gdx.gl10.glLightf(GL10.GL_LIGHT0, GL10.GL_QUADRATIC_ATTENUATION, 0);
    Gdx.gl10.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, new float[] { -10, -10, 10, 1 }, 0);
    Gdx.gl10.glEnable(GL10.GL_LIGHT0);

    PerspectiveCamera camera = getPerspectiveCamera();
    camera.position.set(-25, 0, 20);
    camera.lookAt(0, 0, 0);
    camera.up.set(0, 0, 1);
    camera.fieldOfView = 60;
    camera.update();

    // Load meshes
    cubeMesh = ObjLoader.loadObj(Gdx.app.getFiles().classpath("models/cube.obj").read(), false);
    icosphereMesh = ObjLoader.loadObj(Gdx.app.getFiles().classpath("models/icosphere.obj").read(), false);
    terrainMesh = ObjLoader.loadObj(Gdx.app.getFiles().classpath("models/terrain.obj").read(), false);

    // Load textures
    cubeTexture = new Texture(Gdx.files.classpath("textures/weird.png"), true);
    cubeTexture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Nearest);
    icosphereTexture = new Texture(Gdx.files.classpath("textures/blue.png"), true);
    icosphereTexture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Nearest);
    terrainTexture = new Texture(Gdx.files.classpath("textures/grass.png"), true);
    terrainTexture.setFilter(TextureFilter.MipMapLinearNearest, TextureFilter.Nearest);
    terrainTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
}

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:org.interreg.docexplore.reader.book.BookEngineRenderer.java

License:Open Source License

public void render() {
    BookSpecification spec = engine.book;
    BookModel model = engine.model;/*w ww .ja v a 2 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:se.claremont.android.wallpaper.ClaremontWallpaper.java

License:Apache License

@Override
public void render() {

    ////from w  w  w  .  ja va 2s.  co m
    // Set GL state
    //
    GL10 gl = Gdx.graphics.getGL10();
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glDisable(GL10.GL_DITHER);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glEnable(GL10.GL_COLOR_MATERIAL);
    gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_LIGHT0);

    //
    // Update light position
    //
    lightPosition.put(0, perspectiveCamera.position.x);
    lightPosition.put(1, perspectiveCamera.position.y);
    lightPosition.put(2, perspectiveCamera.position.z);
    gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition);

    //
    // Update camera position/direction
    //
    perspectiveCamera.position.set(perspectiveCameraCurrentPosition);
    perspectiveCamera.direction.set(perspectiveCameraCurrentDirection);
    perspectiveCamera.position.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f);
    perspectiveCamera.direction.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f);
    perspectiveCameraCurrentPosition = perspectiveCamera.position;
    perspectiveCameraCurrentDirection = perspectiveCamera.direction;
    perspectiveCamera.update();
    perspectiveCamera.apply(gl);

    //
    // Render Claremont text model
    //
    gl.glPushMatrix();
    gl.glColor4f(1f, 1f, 1f, 1f);
    gl.glRotatef(0.25f, 1f, 0f, 0f);
    claremontText.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();

    //
    // Render Claremont orb model
    //
    gl.glPushMatrix();
    gl.glColor4f(0.36862745f, 0.63921569f, 0.82352941f, 1f);
    gl.glRotatef(0.25f, 1f, 0f, 0f);
    claremontOrb.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();

}