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

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

Introduction

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

Prototype

public void glLoadMatrixf(float[] m, int offset);

Source Link

Usage

From source file:com.badlogic.gdx.tests.lw.WaterRipplesLW.java

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.graphics.getGL10();
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    camera.update();/*www.j  a  va  2  s  . c  o  m*/
    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.Water.java

@Override
public void render() {
    GL10 gl = Gdx.graphics.getGL10();

    if (gl == null) {
        return;/*from  ww  w.j  av a 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.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();
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    camera.update();/*from ww  w . j a  va  2s. com*/
    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.balloongame.handlers.CustomSpriteBatch.java

License:Apache License

private void setupMatrices() {
    if (!Gdx.graphics.isGL20Available()) {
        GL10 gl = Gdx.gl10;
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadMatrixf(projectionMatrix.val, 0);
        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadMatrixf(transformMatrix.val, 0);
    } else {//w  w w .j  av  a  2  s.com
        combinedMatrix.set(projectionMatrix).mul(transformMatrix);
        if (customShader != null) {
            customShader.setUniformMatrix("u_projTrans", combinedMatrix);
            customShader.setUniformi("u_texture", 0);
        } else {
            shader.setUniformMatrix("u_projTrans", combinedMatrix);
            shader.setUniformi("u_texture", 0);
        }
    }
}

From source file:com.eightbitmage.lwtemplate.WaterRipplesLW.java

License:Apache License

@Override
public void render() {
    GL10 gl = Gdx.graphics.getGL10();
    gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

    camera.update();/*from  ww w .  j a v a2  s  . c o  m*/
    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) {
        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();
}