Example usage for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D

List of usage examples for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D.

Prototype

int GL_TEXTURE_2D

To view the source code for com.badlogic.gdx.graphics GL10 GL_TEXTURE_2D.

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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();//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();
}