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

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

Introduction

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

Prototype

public void glRotatef(float angle, float x, float y, float z);

Source Link

Usage

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

void render() {

    buildMesh();//w ww . j  a  va 2s.c  o m

    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.davidykay.shootout.Renderer.java

License:Apache License

private void renderShip(GL10 gl, Ship ship, Application app) {
    if (ship.isExploding)
        return;//  w  w w  .j  av a 2s .c o  m

    shipTexture.bind();
    gl.glPushMatrix();
    gl.glTranslatef(ship.position.x, ship.position.y, ship.position.z);
    gl.glRotatef(45 * (-app.getInput().getAccelerometerY() / 5), 0, 0, 1);
    gl.glRotatef(180, 0, 1, 0);
    shipMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
}

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

License:Apache License

private void renderAliens(GL10 gl, ArrayList<Alien> aliens) {
    alienTexture.bind();//from   w w  w.ja v a 2 s  . c  o m
    for (int i = 0; i < aliens.size(); i++) {
        Alien alien = aliens.get(i);
        gl.glPushMatrix();
        gl.glTranslatef(alien.position.x, alien.position.y, alien.position.z);
        gl.glRotatef(alienAngle, 0, 1, 0);
        alienMesh.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
    }
}

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

License:Open Source License

private void renderShip(GL10 gl, Ship ship, String shipname) {
    if (ship.isExploding)
        return;/* w  ww. j av a  2 s . co  m*/

    if (shipname.equals("stickleback")) {
        gl.glDisable(GL10.GL_CULL_FACE);
        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(Ship.position.x, Ship.position.y, Ship.position.z);
    gl.glDisable(GL10.GL_BLEND);
    gl.glRotatef(Ship.yawAngle, 0, 1, 0);
    gl.glRotatef(Ship.pitchAngle, 1, 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);
    }
    renderJets(gl, shipname, Ship.SHIP_VELOCITY);
    gl.glPopMatrix();
}

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

License:Open Source License

private void renderActorShip(GL10 gl, Actor actor, String shipname) {
    if (shipname.equals("stickleback")) {
        gl.glDisable(GL10.GL_CULL_FACE);
        shipTexture01.bind();/*from   w w  w  .j av a2 s  . c o m*/
    } 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.glDisable(GL10.GL_BLEND);
    gl.glRotatef(actor.yawangle, 0, 1, 0);
    gl.glRotatef(actor.pitchangle, 1, 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);
    }

    renderJets(gl, shipname, actor.velocity);
    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;//  w  w w . ja va  2 s  .  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 renderActors(GL10 gl) {

    for (int i = 0; i < Stardust3d.actorsList.size(); i++) {
        try {/*from www.  ja v a2 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);// w ww . j a va2s.  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 < 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 w w  w  . j ava 2s  . 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 < 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 ww .j  a  v  a  2  s.c o m
    // 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);
}