List of usage examples for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D
int GL_TEXTURE_2D
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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();//w ww.ja v a 2 s . com 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.MD2Viewer.java
@Override public void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); cam.update();/* w w w.ja v a 2 s . c o m*/ cam.apply(Gdx.gl10); angle += 45 * Gdx.graphics.getDeltaTime(); Gdx.gl10.glRotatef(angle, 0, 1, 0); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); texture.bind(); model.subMeshes[0].mesh.setVertices(model.subMeshes[0].animations.get("all").keyframes[0].vertices); model.subMeshes[0].mesh.render(GL10.GL_TRIANGLES); }
From source file:com.badlogic.gdx.graphics.g3d.test.QbobViewer.java
License:Apache License
@Override public void render() { Gdx.gl.glClearColor(0, 0, 0, 1);//from www . j a va2 s . co m Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); cam.update(); cam.apply(Gdx.gl10); Gdx.gl.glEnable(GL10.GL_CULL_FACE); Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); diffuse.bind(); diffuse.setFilter(TextureFilter.MipMap, TextureFilter.Linear); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE1); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); lightMaps[0].bind(); lightMaps[0].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[0].render(); lightMaps[1].bind(); lightMaps[1].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[1].render(); lightMaps[2].bind(); lightMaps[2].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[2].render(); lightMaps[3].bind(); lightMaps[3].setFilter(TextureFilter.MipMapNearestNearest, TextureFilter.Linear); setCombiners(); model[3].render(); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE1); Gdx.gl.glDisable(GL10.GL_TEXTURE_2D); Gdx.gl.glActiveTexture(GL10.GL_TEXTURE0); Gdx.gl.glDisable(GL10.GL_CULL_FACE); Gdx.gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE); Gdx.gl.glDisable(GL10.GL_BLEND); animTime += Gdx.graphics.getDeltaTime(); if (animTime > anim.totalDuration - anim.frameDuration) animTime = 0; animModel.setAnimation(anim.name, animTime, true); Gdx.gl10.glPushMatrix(); Gdx.gl10.glTranslatef(cam.position.x, cam.position.y, 6); animModel.render(); Gdx.gl10.glPopMatrix(); Gdx.gl.glDisable(GL10.GL_DEPTH_TEST); batch.begin(); font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond(), 10, 20); batch.end(); fps.log(); }
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 ww w . ja va 2s. com 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();// ww w . j a va2 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 (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 w w w. ja va 2 s.co m*/ 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.simulationobjects.MeshSimulationObject.java
/** * {@inheritDoc}//w ww. j a v a 2 s . c om * <p> * Renders with textures disabled and color material enabled. Override to change this (bind textures, etc.). */ @Override public void render(SimulationScreen screen) { Gdx.gl10.glEnable(GL10.GL_COLOR_MATERIAL); Gdx.gl10.glColor4f(1, 1, 1, 1); if (texture != null) { Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); texture.bind(); } else { Gdx.gl10.glDisable(GL10.GL_TEXTURE_2D); } screen.enableLights(); mesh.render(meshPrimitiveType); }
From source file:com.badlogic.gdx.physics.bullet.demo.simulationobjects.StaticPlaneSimulationObject.java
@Override public void render(SimulationScreen screen) { /*/*www . j a v a 2s . c om*/ * Our StaticPlaneShape holds the plane vector and scalar. Use it instead of the applied render transform from * the kinematic (not updated/calculated for static planes). */ Gdx.gl10.glPushMatrix(); // Get the plane normal final Vector3 planeNormal = Pools.VECTOR3.obtain(); planeNormal.set(staticPlaneShape.getPlaneNormal()); final float planeConstant = staticPlaneShape.getPlaneConstant(); // Calculate the plane origin final Vector3 planeOrigin = Pools.VECTOR3.obtain(); planeOrigin.set(planeNormal); planeOrigin.scale(planeConstant, planeConstant, planeConstant); // Move to the origin Gdx.gl10.glTranslatef(planeOrigin.x, planeOrigin.y, planeOrigin.z); // Compute the angle difference between the plane and mesh normal ("up") float angle = MathUtils.radiansToDegrees * BulletDemoMath.angle(planeNormal, MESH_NORMAL); // Cross product gives us the vector around which to rotate planeNormal.crs(MESH_NORMAL); // Rotate by that angle Gdx.gl10.glRotatef(angle, planeNormal.x, planeNormal.y, planeNormal.z); Gdx.gl10.glColor4f(1, 1, 1, 1); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl10.glEnable(GL10.GL_COLOR_MATERIAL); screen.enableLights(); texture.bind(); mesh.render(GL10.GL_TRIANGLE_STRIP); Gdx.gl10.glPopMatrix(); Pools.VECTOR3.free(planeNormal); Pools.VECTOR3.free(planeOrigin); }
From source file:com.badlogic.gdx.tests.box2d.PhysicalCell.java
void render() { buildMesh();/*from w w w .j a v a2 s . c o m*/ GL10 gl = Gdx.graphics.getGL10(); Gdx.gl.glEnable(GL10.GL_TEXTURE_2D); //Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); texture.bind(); gl.glPushMatrix(); gl.glTranslatef(0.3f, 0.0f, 0.0f); //gl.glScalef(0.5f, 0.5f, 1.0f); gl.glRotatef(0, 0f, 0f, 1f); mesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); }
From source file:com.badlogic.gdx.tests.lw.WaterRipplesLW.java
License:Apache License
@Override public void render() { GL10 gl = Gdx.graphics.getGL10();//from w w w. ja v a 2 s . c o m gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadMatrixf(camera.combined.val, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); accum += Gdx.graphics.getDeltaTime(); while (accum > TICK) { // for (int i = 0; i < 5; i++) { // if (Gdx.input.isTouched(i)) { // Ray ray = camera.getPickRay(Gdx.input.getX(i), Gdx.input.getY(i)); // Intersector.intersectRayPlane(ray, plane, point); // touchWater(point); // } // } updateWater(); float[][] tmp = curr; curr = last; last = tmp; accum -= TICK; } float alpha = accum / TICK; interpolateWater(alpha); updateVertices(intp); gl.glEnable(GL10.GL_TEXTURE_2D); texture.bind(); mesh.render(GL10.GL_TRIANGLES); batch.begin(); // batch.drawText(font, "fps: " + Gdx.graphics.getFramesPerSecond(), 10, 20, Color.WHITE); batch.end(); }