List of usage examples for com.badlogic.gdx.graphics GL10 GL_TRIANGLES
int GL_TRIANGLES
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From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderStaticShip(GL10 gl, Ship ship, Application app, String shipname) { if (ship.isExploding) return;//ww w . ja v a2 s .co m if (shipname.equals("stickleback")) { shipTexture01.bind(); } else if (shipname.equals("salx")) { shipTexture02.bind(); } else if (shipname.equals("cynomys")) { shipTexture03.bind(); } else if (shipname.equals("squirrel")) { gl.glDisable(GL10.GL_CULL_FACE); squirrelTexture.bind(); } gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); if (shipname.equals("stickleback")) { shipMesh01.render(GL10.GL_TRIANGLES); } else if (shipname.equals("salx")) { shipMesh02.render(GL10.GL_TRIANGLES); } else if (shipname.equals("cynomys")) { shipMesh03.render(GL10.GL_TRIANGLES); } else if (shipname.equals("squirrel")) { squirrelMesh.render(GL10.GL_TRIANGLES); } gl.glPopMatrix(); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderHangar(GL10 gl, Ship ship, Application app) { if (ship.isExploding) return;/*from w w w . j a v a2 s .c om*/ // render hangar hangarTexture.bind(); gl.glPushMatrix(); hangarMesh.render(GL10.GL_TRIANGLES); // do forcefield gl.glDisable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glDisable(GL10.GL_LIGHTING); forcefieldMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderSky(GL10 gl, Ship ship, Application app) { gl.glDisable(GL10.GL_LIGHTING);/*from www . ja v a 2 s .com*/ skyTexture.bind(); gl.glColor4f(1, 1, 1, 1); gl.glPushMatrix(); gl.glTranslatef(Ship.position.x, Ship.position.y, Ship.position.z); gl.glScalef(155f, 155f, 155f); skyMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderPlanet(GL10 gl, String texture, boolean uvtype, float radius, float x, float y, float z) { radius = radius * worldscale;/*from ww w .j a v a2s.c om*/ if (texture.equals("earth")) { // render earth/jupiter texture planetTexture.bind(); } else if (texture.equals("sun")) { // render mars/sun texture planetTexture02.bind(); } gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to 10% size of earth gl.glScalef(radius, radius, radius); if (uvtype == true) { // render lower planet texture planetMesh.render(GL10.GL_TRIANGLES); } else { // render upper planet texture planetMesh02.render(GL10.GL_TRIANGLES); } gl.glPopMatrix(); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderStation(GL10 gl, String texture, boolean uvtype, float radius, float x, float y, float z) { radius = radius * worldscale;//from ww w.j av a 2s.co m if (texture.equals("station01")) { // render earth/jupiter texture stationTexture.bind(); } else if (texture.equals("sun")) { // render mars/sun texture planetTexture02.bind(); } // render station gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to 10% size of earth gl.glScalef(radius, radius, radius); gl.glRotatef(Station.yawAngle, 0, 1, 0); stationMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); // render station forcefield // gl.glPushMatrix(); // rendermode for glow // gl.glEnable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); // gl.glPushMatrix(); // gl.glDisable(GL10.GL_LIGHTING); // gridTexture.bind(); // gl.glColor4f(.5f, .5f, 1f, 1f); // gl.glScalef(radius * 1.2f, radius * 1.2f, radius * 1.2f); // doubleside render // gl.glDisable(GL10.GL_CULL_FACE); // gl.glRotatef(-Station.yawAngle, 0, 1, 0); // moonMesh.render(GL10.GL_TRIANGLES); // gl.glPopMatrix(); // gl.glColor4f(1, 1, 1, 1); // doubleside render off // gl.glEnable(GL10.GL_CULL_FACE); // gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderSun(GL10 gl, float radius, float x, float y, float z, Application app) { gl.glDisable(GL10.GL_LIGHTING);/* w ww . j a v a 2 s .c o m*/ radius = radius * worldscale; planetTexture02.bind(); gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to size of earth gl.glScalef(radius, radius, radius); planetMesh02.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
@SuppressWarnings("unused") private void renderMoon(GL10 gl, float radius, float x, float y, float z) { radius = radius * worldscale;/*w ww. java2 s .c o m*/ moonTexture.bind(); gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to size of moon gl.glScalef(radius, radius, radius); moonMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderActors(GL10 gl) { for (int i = 0; i < Stardust3d.actorsList.size(); i++) { try {//from w w w . jav a 2 s . c o m Actor actor = Stardust3d.actorsList.get(i); if (actor != null && !(actor.shipname.equals("dead")) && actor.getHitpoints() > 0 && actor.getStatus() == 1) { // only do for ships in space if (actor.getStatus() == 1 && actor.position.dst(Ship.position) < 5000) { if ((actor.visible)) { gl.glPushMatrix(); gl.glTranslatef(actor.position.x, actor.position.y, actor.position.z); gl.glScalef(1, 1, 1); String actorName = (actor.get_firstname() + actor.get_surname()); if (actorName.equals("Hive AIShield Disruptor")) { gl.glRotatef(actor.yawangle, 0, 1, 0); gl.glRotatef(actor.pitchangle, 1, 0, 0); gl.glRotatef(invaderAngle, 0, 0, 1); shieldDisruptorTexture.bind(); shieldDisruptorMesh.render(GL10.GL_TRIANGLES); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glScalef(.5f, .5f, .5f); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_LIGHTING); gl.glColor4f(.0f, 1f, 0f, 1); swirlyTexture.bind(); // gl.glRotatef(-(invaderAngle * 20), 0, 0, 1); coneMesh.render(GL10.GL_TRIANGLES); gl.glColor4f(1f, 1f, 1f, 1f); gl.glDisable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); } else if (actorName.equals("Hive AIScout")) { gl.glRotatef(actor.yawangle, 0, 1, 0); gl.glRotatef(actor.pitchangle, 1, 0, 0); jetTexture.bind(); gl.glScalef(1f, 1f, 1f); shieldDisruptorMesh.render(GL10.GL_TRIANGLES); gl.glScalef(20f, 20f, 20f); gl.glDisable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_LIGHTING); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glColor4f(.0f, .5f, 1f, 1); gl.glRotatef(-actor.yawangle, 0, 1, 0); gl.glRotatef(-actor.pitchangle, 1, 0, 0); swansongTexture.bind(); looking = Util.lookAt(Simulation.camera, actor.position); gl.glRotatef(looking.y, 0, 1, 0); gl.glRotatef(-looking.x, 1, 0, 0); sunMesh.render(GL10.GL_TRIANGLES); gl.glColor4f(1f, 1f, 1f, 1f); gl.glDisable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, // GL10.GL_ONE); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); } else { renderActorShip(gl, actor, actor.shipname); } gl.glPopMatrix(); } } } } catch (IndexOutOfBoundsException e) { // TODO Auto-generated catch block e.printStackTrace(); } } }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderShots(GL10 gl, ArrayList<Shot> shots) { gl.glColor4f(1, 1, 0, 1);//from www .jav a2 s .co m gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_LIGHTING); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE); jetTexture.bind(); for (int i = 0; i < shots.size(); i++) { Shot shot = shots.get(i); gl.glPushMatrix(); gl.glTranslatef(shot.position.x, shot.position.y, shot.position.z); gl.glRotatef(shot.yawAngle, 0, 1, 0); gl.glRotatef(shot.pitchAngle, 1, 0, 0); gl.glScalef(3 + (float) (shot.shotLife) * 1f, (float) (3 + shot.shotLife) * 1f, (float) (3 + shot.shotLife) * 1f); jetMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } gl.glColor4f(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderMissiles(GL10 gl, ArrayList<Missile> missiles) { gl.glColor4f(1, 0, 0, 1);/*from www .j a va 2 s . c o m*/ gl.glEnable(GL10.GL_BLEND); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_LIGHTING); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE); jetTexture.bind(); for (int i = 0; i < missiles.size(); i++) { Missile missile = missiles.get(i); gl.glPushMatrix(); gl.glTranslatef(missile.position.x, missile.position.y, missile.position.z); gl.glRotatef(missile.yawAngle, 0, 1, 0); gl.glRotatef(missile.pitchAngle, 1, 0, 0); gl.glScalef(10f, 10f, 10f); jetMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } gl.glColor4f(1, 1, 1, 1); gl.glEnable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_LIGHTING); }