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

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

Introduction

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

Prototype

int GL_TRIANGLES

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

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Usage

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  .j a  v a  2s. 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.physics.bullet.demo.screens.DemoScreen.java

public void dropThing(boolean type) {
    if (!isPaused()) {
        float x = (random.nextFloat() * 10f) - 5f;
        float y = (random.nextFloat() * 10f) - 5f;
        float z = 20;

        final btTransform transform = Pools.btTRANSFORM.obtain();
        final Vector3 vector = Pools.VECTOR3.obtain();
        final Matrix3 basis = Pools.MATRIX3.obtain();

        transform.setIdentity();/*from w  w  w.  ja  v a  2  s. co  m*/
        transform.setOrigin(vector.set(x, y, z));

        MeshSimulationObject object;
        if (type) {
            // Don't autodispose the mesh and texture
            object = new MeshSimulationObject(cubeMesh, GL10.GL_TRIANGLES, false, cubeTexture, false);
            object.initialize(new btBoxShape(vector.set(1, 1, 1)), 50, -1, transform);
        } else {
            // Don't autodispose the mesh and texture
            object = new MeshSimulationObject(icosphereMesh, GL10.GL_TRIANGLES, false, icosphereTexture, false);
            object.initialize(new btSphereShape(1), 50, -1, transform);
        }

        addCollisionSimulationObject(object);

        Pools.btTRANSFORM.free(transform);
        Pools.VECTOR3.free(vector);
        Pools.MATRIX3.free(basis);
    }
}

From source file:com.badlogic.gdx.physics.bullet.demo.screens.DemoScreen.java

@Override
protected void hookAddSimulationObjects() {
    final btTransform transform = Pools.btTRANSFORM.obtain();
    final Vector3 vector = Pools.VECTOR3.obtain();

    // Terrain//from   w ww. j ava2s.  c o  m
    transform.setIdentity();
    vector.set(0, 0, 0);
    transform.setOrigin(vector);
    terrain = new MeshSimulationObject(terrainMesh, GL10.GL_TRIANGLES, false, terrainTexture, false);
    terrain.initialize(MeshSimulationObject.createTriangleMeshShape(terrainMesh, terrainTriangleMesh), 0, -1,
            transform);
    terrain.getRigidbody().setCollisionFlags(CollisionFlags.CF_STATIC_OBJECT);
    addCollisionSimulationObject(terrain);

    // terrain = new StaticPlaneSimulationObject(vector.set(0, 0, 1), 1, -1, 50, 50, terrainTexture, false);
    // addCollisionSimulationObject(terrain);

    Pools.btTRANSFORM.free(transform);
    Pools.VECTOR3.free(vector);
}

From source file:com.badlogic.gdx.tests.box2d.PhysicalCell.java

void render() {

    buildMesh();/*from   w  w w  . j  a  v  a 2  s  . c om*/

    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 ww  . j ava  2  s  .co 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();
}

From source file:com.badlogic.gdx.tests.MyFirstTriangle.java

License:Apache License

@Override
public void render() {
    renderCount++;//ww  w .  ja  va  2 s . c o  m
    Gdx.app.log("RenderCountTest", String.valueOf(renderCount));
    Gdx.gl10.glClear(GL10.GL_COLOR_BUFFER_BIT);
    mesh.render(GL10.GL_TRIANGLES, 0, 3);
    try {
        Thread.sleep(2000);
    } catch (InterruptedException e) {
        Gdx.app.log("RenderCountTest", e.toString());
    }
}

From source file:com.badlogic.gdx.tests.Water.java

@Override
public void render() {
    GL10 gl = Gdx.graphics.getGL10();/*from   w  ww  . ja  v a2s.  c om*/

    if (gl == null) {
        return;
    }

    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.getCombinedMatrix().val, 0);
    gl.glMatrixMode(GL10.GL_MODELVIEW);

    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),
                        (int) (Gdx.input.getY(i) / (float) Gdx.graphics.getHeight() * Gdx.graphics.getWidth()));
                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();
}

From source file:com.badlogic.gdx.tests.WaterRipples.java

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.graphics.getGL10();/*  ww  w .  j  a v a2s.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();
}

From source file:com.badlogic.rtm.LevelRenderer.java

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.gl10;//  w w w .j  a v a2 s  .  co m

    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_TEXTURE_2D);

    camera.update();
    camera.apply(gl);

    tiles.bind();
    gl.glColor4f(1, 1, 1, 1);
    floorMesh.render(GL10.GL_TRIANGLES);
    wallMesh.render(GL10.GL_TRIANGLES);

    batch.begin();
    batch.setBlendFunction(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
    font.draw(batch, "fps: " + Gdx.graphics.getFramesPerSecond() + ", delta:" + Gdx.graphics.getDeltaTime(), 10,
            25);
    batch.end();

    processInput();
}

From source file:com.balloongame.handlers.CustomSpriteBatch.java

License:Apache License

private void renderMesh() {
    if (idx == 0)
        return;/*from   w ww  .ja  va2  s  .c om*/

    renderCalls++;
    totalRenderCalls++;
    //int spritesInBatch = idx / 20;
    //if (spritesInBatch > maxSpritesInBatch) maxSpritesInBatch = spritesInBatch;
    int meshIndicesBufferLimit = idx * 6 / 20;

    lastTexture.bind(0);
    mesh.setVertices(vertices, 0, idx);
    mesh.getIndicesBuffer().position(0);
    mesh.getIndicesBuffer().limit(meshIndicesBufferLimit);

    if (blendingDisabled) {
        Gdx.gl.glDisable(GL20.GL_BLEND);
    } else {
        Gdx.gl.glEnable(GL20.GL_BLEND);
        if (blendSrcFunc != -1)
            Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc);
    }

    if (Gdx.graphics.isGL20Available()) {
        mesh.render(customShader != null ? customShader : shader, GL10.GL_TRIANGLES, 0, meshIndicesBufferLimit);//mesh.render(shader, GL10.GL_TRIANGLES, 0, meshIndicesBufferLimit);
    } else {
        mesh.render(GL10.GL_TRIANGLES, 0, meshIndicesBufferLimit);
    }

    idx = 0;
    currBufferIdx++;
    if (currBufferIdx == buffers.length)
        currBufferIdx = 0;
    mesh = buffers[currBufferIdx];
}