List of usage examples for com.badlogic.gdx.graphics GL10 glPopMatrix
public void glPopMatrix();
From source file:com.digitale.mygdxgame.SplashRenderer.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 w w .j a v a 2 s .c om*/ radius = radius * worldscale; sunTexture.bind(); gl.glPushMatrix(); //move away from origin gl.glTranslatef(x, y, z); //scale to size of earth gl.glScalef(radius, radius, radius); gl.glDisable(GL10.GL_CULL_FACE); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glPushMatrix(); gl.glDisable(GL10.GL_LIGHTING); //gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f); sunMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_CULL_FACE); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); }
From source file:com.digitale.mygdxgame.SplashRenderer.java
License:Open Source License
/** * render ship jets//from ww w . ja v a2s .c om * @param basescale :- scale factor for jet size before applying thrust * @param length :- scale factor for jet length, typically thrust value + random noise * @param x The jet's x-coordinate. * @param y The jet's y-coordinate. * @param z The jet's z-coordinate. * @return The product, in a vector <#, #, #, 1>, representing the * rotated point. */ private void renderJet(GL10 gl, float baseScale, float length, float x, float y, float z, Application app) { jetTexture.bind(); gl.glPushMatrix(); //move away from origin gl.glTranslatef(x, y, z); //scale to size of earth gl.glScalef(baseScale, baseScale, baseScale * length); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); gl.glDisable(GL10.GL_LIGHTING); //gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f); jetMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); //gl.glEnable(GL10.GL_DEPTH_TEST); }
From source file:org.interreg.docexplore.reader.book.BookEngineRenderer.java
License:Open Source License
public void render() { BookSpecification spec = engine.book; BookModel model = engine.model;/*from w ww . j a v a 2 s. c om*/ GL10 gl = Gdx.gl10; cnt += .01; engine.attractor.attract(engine.camera, .075f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); engine.camera.apply(gl); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambient); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuse); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, position); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glTranslatef((float) engine.globalTrans, 0, 0); gl.glRotatef((float) (engine.globalRot * 180 / Math.PI), 0, 1, 0); boolean pageIsActive = engine.hand.pageIsActive; int leftPageIndex = model.leftStack.nStackPages > 0 ? 1 + 2 * (model.leftStack.nStackPages - 1) : -1; int rightPageIndex = model.rightStack.nStackPages > 0 ? leftPageIndex + 1 + (pageIsActive ? 2 : 0) : -1; Bindable leftPage = leftPageIndex >= 0 ? spec.pages.get(leftPageIndex).getTexture() : null; Bindable rightPage = rightPageIndex >= 0 ? spec.pages.get(rightPageIndex).getTexture() : null; Bindable pageFront = pageIsActive ? spec.pages.get(leftPageIndex + 1).getTexture() : null; Bindable pageBack = pageIsActive ? spec.pages.get(leftPageIndex + 2).getTexture() : null; Gdx.gl10.glEnable(GL10.GL_CULL_FACE); gl.glPolygonMode(GL10.GL_FRONT_AND_BACK, GL10.GL_FILL); boolean zoomed = engine.zoom.active; model.render(leftPage, rightPage, pageFront, pageBack, engine.book.coverTex, engine.book.innerCoverTex, zoomed ? null : leftRoiMask, zoomed ? null : rightRoiMask); for (Component extension : engine.components) extension.render(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); }
From source file:org.interreg.docexplore.reader.book.ParchmentEngine.java
License:Open Source License
public void render() { if (book == null || !active) return;/*from w w w.j av a2 s. c om*/ GL10 gl = Gdx.gl10; cnt += .01; globalFrame.attract(camera, .075f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); camera.apply(gl); Gdx.gl10.glEnable(GL10.GL_TEXTURE_2D); Gdx.gl10.glDisable(GL10.GL_CULL_FACE); Gdx.gl10.glDisable(GL10.GL_LIGHTING); gl.glPolygonMode(GL10.GL_FRONT_AND_BACK, GL10.GL_FILL); int page = (int) (-camera.position.y * book.aspectRatio); int p0 = Math.max(0, page - pageSpread), p1 = Math.min(book.pages.size() - 1, page + pageSpread); for (int i = p0; i <= p1; i++) { book.pages.get(i).getTexture().bind(); GfxUtils.fillQuad(-.5f, -(float) (i / book.aspectRatio), 0, 0, .5f, -(float) ((i + 1) / book.aspectRatio), 1, 1); } gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); }
From source file:org.interreg.docexplore.reader.book.roi.ROIOverlay.java
License:Open Source License
public void render() { if (alpha < alphaGoal) alpha += .02f;/*from w w w. ja v a 2 s . c om*/ else if (alpha > alphaGoal) alpha -= .02f; alpha = alpha < 0 ? 0 : alpha > 1 ? 1 : alpha; if (alpha == 0) return; GL10 gl = Gdx.gl10; gl.glDisable(GL10.GL_LIGHTING); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(-1, 1, -1, 1, -1, 1); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glColor4f(0, 0, 0, .75f * alpha); doQuad(-2 * offsetMargin, 1, 1, -1); float y0 = 0; gl.glEnable(GL10.GL_TEXTURE_2D); gl.glColor4f(1, 1, 1, alpha); for (OverlayElement element : elements) { float w = elementWidth(element); float h = elementHeight(w, element); if (element.bind()) { doQuad(-offsetMargin + .5f - .5f * w, 1 - y0 + offset, -offsetMargin + .5f + .5f * w, 1 - y0 - h + offset); y0 += h + vmargin * element.marginFactor(); } } if (offset > 0) { up.bind(); gl.glColor4f(1, 1, 1, .5f * alpha); float bw = .05f; doQuad(1 - bw, 1, 1, 1 - (bw * Gdx.graphics.getWidth() / Gdx.graphics.getHeight())); } if (offset < maxOffset) { down.bind(); gl.glColor4f(1, 1, 1, .5f * alpha); float bw = .05f; doQuad(1 - bw, (bw * Gdx.graphics.getWidth() / Gdx.graphics.getHeight()) - 1, 1, -1); } gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_TEXTURE_2D); }
From source file:org.interreg.docexplore.reader.book.roi.ROIOverlay.java
License:Open Source License
static void doQuad(float x1, float y1, float x2, float y2) { if (quad == null) quad = GfxUtils.buildQuad(0, 0, 0, 0, 1, 1, 1, 1); GL10 gl = Gdx.gl10; gl.glMatrixMode(GL10.GL_MODELVIEW);/*from w ww . j a v a 2 s . c om*/ gl.glPushMatrix(); gl.glTranslatef(x1, y1, 0); gl.glScalef(x2 - x1, y2 - y1, 1); quad.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); }
From source file:org.interreg.docexplore.reader.gfx.Camera.java
License:Open Source License
public void unsetup() { GL10 gl = Gdx.gl10; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); }
From source file:org.interreg.docexplore.reader.gui.GuiLayer.java
License:Open Source License
public void render() { GL10 gl = Gdx.gl10; gl.glMatrixMode(GL10.GL_MODELVIEW);// w w w .j av a 2 s . co m gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 0, -1, 1); for (Widget widget : widgets) widget.render(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); }
From source file:org.interreg.docexplore.reader.InputManager.java
License:Open Source License
public void render() { if (cursor == null) return;/*from w ww . java 2 s . co m*/ GL10 gl = Gdx.gl10; gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 0, -1, 1); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_LIGHTING); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glColor4f(1, 1, 1, 1); if (cursor != null) { cursor.bind(); int my = Gdx.graphics.getHeight() - Mouse.getY(); GfxUtils.fillQuad(Mouse.getX() - cursorHotSpot[0], my - cursorHotSpot[1], 0, 0, Mouse.getX() - cursorHotSpot[0] + cursor.width(), my - cursorHotSpot[1] + cursor.height(), 1, 1); } gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_DEPTH_TEST); app.debugGfx.render(); }
From source file:org.interreg.docexplore.reader.shelf.ShelfEngine.java
License:Open Source License
public synchronized void render() { if (alpha < .01) return;/* w ww. ja v a 2s .c om*/ GL10 gl = Gdx.gl10; gl.glDisable(GL10.GL_LIGHTING); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_STENCIL_TEST); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), 0, -1, 1); gl.glEnable(GL10.GL_TEXTURE_2D); if (textures == null) cursor = -1; else if (cursor > textures.length) cursor = textures.length - 1; if (cursor >= 0) { for (int i = 0; i < textures.length; i++) { int j = (textures.length / 2 + (i + 1) / 2 * (i % 2 == 0 ? 1 : -1)) % textures.length; int index = (cursor + j) % textures.length; Texture tex = textures[index]; if (tex != null) { double x = getEntryX(j); double y = getEntryY(j); float k = (float) (.75 + .125 * (y + 1)); k *= k; //float colk = (float)(.5*(y+1)); gl.glColor4f(1, 1, 1, alpha * k); float x0 = (float) (.5 * (Gdx.graphics.getWidth() - k * tex.width()) + x * Gdx.graphics.getWidth() / 4); float y0 = (float) (.5 * (Gdx.graphics.getHeight() - k * tex.height()) + y * Gdx.graphics.getHeight() / 5); tex.bind(); GfxUtils.fillQuad(x0, y0, 0, 0, x0 + k * tex.width(), y0 + k * tex.height(), 1, 1); } } } gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDisable(GL10.GL_TEXTURE_2D); }