List of usage examples for com.badlogic.gdx.graphics GL10 GL_TRIANGLE_FAN
int GL_TRIANGLE_FAN
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From source file:com.badlogic.gdx.tests.lw.PongLW.java
License:Apache License
@Override public void render() { // we update the game state so things move. updateGame();/*from w w w . j a v a2 s . c o m*/ // First we clear the screen GL10 gl = Gdx.graphics.getGL10(); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // Next we update the camera and set the camera matrix camera.update(); camera.apply(Gdx.gl10); // Now we render the ball, we remember that we // Defined 4 vertices so we use a triangle fan // We also push and pop the matrix. This is not really // necessary as the model view matrix doesn't contain // anything at this point. gl.glPushMatrix(); gl.glTranslatef(ball.x, ball.y, 0); ballMesh.render(GL10.GL_TRIANGLE_FAN); gl.glPopMatrix(); // Rendering the two paddles works analogous gl.glPushMatrix(); gl.glTranslatef(leftPaddle.x, leftPaddle.y, 0); paddleMesh.render(GL10.GL_TRIANGLE_FAN); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(rightPaddle.x, rightPaddle.y, 0); paddleMesh.render(GL10.GL_TRIANGLE_FAN); gl.glPopMatrix(); // Finally we render the text centered at the top // of the screen. We use the text bounds for this. // For text to be transparent we have to enable blending and texturing. // We could setup blending once but i'm lazy :) spriteBatch.begin(); // spriteBatch.drawText(font, score, Gdx.graphics.getWidth() / 2 - font.getStringWidth(score) / 2, Gdx.graphics.getHeight() // - font.getLineHeight(), Color.WHITE); spriteBatch.end(); }
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glEnable(GL10.GL_BLEND);/*from www . j a va 2s. co m*/ gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); explosionTexture.bind(); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4); gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); }
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderBombExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glEnable(GL10.GL_BLEND);//from w ww . ja v a 2s.c o m gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); bombExplosionTexture.bind(); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4); gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glDisable(GL10.GL_CULL_FACE);/*from w w w. ja va2s .co m*/ gl.glEnable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDisable(GL10.GL_LIGHTING); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); if (explosion.type == Explosion.NORMAL) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionTexture.bind(); gl.glScalef(10, 10, 10); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / explosion.explosionLiveTime) * 15) * 4, 4); } else if (explosion.type == Explosion.SWANSONG) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); swansongTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glScalef(explosion.scale * 10, explosion.scale * 10, explosion.scale * 10); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.RANKUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.LEVELUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 4), .5f, //1 - (explosion.aliveTime / 2), .5f - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.explatcreations.sft.graphics.Fbo.java
License:Open Source License
public void drawSimple(final Shader shader, final Mesh mesh, IAction func) { draw(func);/*from w ww . j a v a 2s . c om*/ shader.draw(new IAction() { @Override public void eval() { getTexture().bind(); mesh.render(shader.getShader(), GL10.GL_TRIANGLE_FAN); } }); }
From source file:com.explatcreations.sft.graphics.ScreenStretcher.java
License:Open Source License
public void render() { fbo.draw(new IAction() { @Override/*from ww w . j a v a2 s . co m*/ public void eval() { for (IAction layer : layers) { layer.eval(); } } }); shader.draw(new IAction() { @Override public void eval() { fbo.getTexture().bind(0); mesh.render(shader.getShader(), GL10.GL_TRIANGLE_FAN); } }); layers.clear(); }
From source file:com.explatcreations.sft.graphics.Sepiaizer.java
License:Open Source License
private void shaderDraw() { Renderer.batch.end();//from w w w . jav a2s .c o m shader.draw(new IAction() { @Override public void eval() { fbo.getTexture().bind(0); mesh.render(shader.getShader(), GL10.GL_TRIANGLE_FAN); } }); Renderer.batch.begin(); }
From source file:org.interreg.docexplore.reader.gfx.GfxUtils.java
License:Open Source License
public static void fillQuad(float x1, float y1, float s1, float t1, float x2, float y2, float s2, float t2) { doQuad(x1, y1, s1, t1, x2, y2, s2, t2, GL10.GL_TRIANGLE_FAN); }