Example usage for com.badlogic.gdx.graphics GL10 glColor4f

List of usage examples for com.badlogic.gdx.graphics GL10 glColor4f

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics GL10 glColor4f.

Prototype

public void glColor4f(float red, float green, float blue, float alpha);

Source Link

Usage

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

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.gl10;

    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);//from   w  w  w  . ja  v  a 2s.  com
    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.davidykay.shootout.Renderer.java

License:Apache License

private void renderBlocks(GL10 gl, ArrayList<Block> blocks) {
    gl.glEnable(GL10.GL_BLEND);// www . j a  v  a2 s. co m
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
    gl.glColor4f(0.2f, 0.2f, 1, 0.7f);
    for (int i = 0; i < blocks.size(); i++) {
        Block block = blocks.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(block.position.x, block.position.y, block.position.z);
        blockMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    gl.glColor4f(1, 1, 1, 1);
    gl.glDisable(GL10.GL_BLEND);
}

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderPlayerRays(GL10 gl, ArrayList<RayShot> rays) {
    //0, 215, 237
    gl.glColor4f(0, 215 / 255.0f, 237 / 255.0f, 1);
    for (RayShot ray : rays) {
        gl.glPushMatrix();/*w ww.j a  va  2 s .c  o  m*/
        gl.glTranslatef(ray.position.x, ray.position.y, ray.position.z);
        gl.glScalef(ray.radius, ray.radius, ray.radius);
        rayMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    // Reset color to white?.
    gl.glColor4f(1, 1, 1, 1);
}

From source file:com.davidykay.shootout.Renderer.java

License:Apache License

private void renderAlienRays(GL10 gl, ArrayList<RayShot> rays) {
    gl.glColor4f(1, 1, 0, 1);
    for (RayShot ray : rays) {
        gl.glPushMatrix();/* ww  w.  jav a 2  s  .c  o  m*/
        gl.glTranslatef(ray.position.x, ray.position.y, ray.position.z);
        gl.glScalef(ray.radius, ray.radius, ray.radius);
        rayMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
    // Reset color to white?.
    gl.glColor4f(1, 1, 1, 1);
}

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   w  w  w  .j  a va  2 s  .  c  o  m
    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 renderActors(GL10 gl) {

    for (int i = 0; i < Stardust3d.actorsList.size(); i++) {
        try {//ww w .j  a v  a  2s .  co  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);
    gl.glEnable(GL10.GL_BLEND);/*from   ww  w  .j av  a2 s  . c  o  m*/
    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);
    gl.glEnable(GL10.GL_BLEND);// w  ww. j  ava2  s .  com
    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);
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderDusts(GL10 gl, ArrayList<Dust> dusts) {

    gl.glEnable(GL10.GL_BLEND);/*from w  w w .ja  va 2 s .  c om*/
    // gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

    dustTexture.bind();
    for (int i = 0; i < dusts.size(); i++) {
        Dust dust = dusts.get(i);
        if (camera.frustum.pointInFrustum(dust.position)) {
            gl.glPushMatrix();
            gl.glColor4f(dust.colour, dust.colour, dust.colour, 1);
            gl.glTranslatef(dust.position.x, dust.position.y, dust.position.z);
            gl.glRotatef(dust.yawAngle + 180, 0, 1, 0);
            gl.glRotatef(dust.pitchAngle, 1, 0, 0);
            gl.glScalef(dust.size, dust.size, dust.size);
            sunMesh.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

@SuppressWarnings("unused")
private void renderTrails(GL10 gl, ArrayList<Trail> trails) {
    gl.glColor4f(0, 1, 1, 1);
    jetTexture.bind();//ww w .j  av  a2  s .c  om
    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 < trails.size(); i++) {
        Trail trail = trails.get(i);
        gl.glPushMatrix();
        gl.glRotatef(trail.yawAngle, 0, 1, 0);
        gl.glRotatef(trail.pitchAngle, 1, 0, 0);
        gl.glTranslatef(trail.position.x, trail.position.y, trail.position.z);

        float scale = (Trail.TRAIL_LIFE - trail.life) / 4;
        gl.glScalef(scale, scale, scale * 2.5f);
        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);
}