List of usage examples for com.badlogic.gdx.graphics GL10 glRotatef
public void glRotatef(float angle, float x, float y, float z);
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);//w ww. j ava 2 s. co m jetTexture.bind(); 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); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glDisable(GL10.GL_CULL_FACE);/* w w w .j a v a 2s . c om*/ gl.glEnable(GL10.GL_BLEND); // gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glDisable(GL10.GL_LIGHTING); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); if (explosion.type == Explosion.NORMAL) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionTexture.bind(); gl.glScalef(10, 10, 10); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / explosion.explosionLiveTime) * 15) * 4, 4); } else if (explosion.type == Explosion.SWANSONG) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); swansongTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glScalef(explosion.scale * 10, explosion.scale * 10, explosion.scale * 10); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.RANKUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } else if (explosion.type == Explosion.LEVELUP) { gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); lvlupTexture.bind(); gl.glColor4f(1 - (explosion.aliveTime / 4), .5f, //1 - (explosion.aliveTime / 2), .5f - (explosion.aliveTime / 2), 1 - (explosion.aliveTime / 2)); gl.glRotatef(explosion.yawAngle, 0, 1, 0); gl.glRotatef(explosion.pitchAngle, 1, 0, 0); gl.glRotatef(explosion.aliveTime * 360f, 0, 0, 1); gl.glScalef(explosion.scale, explosion.scale, explosion.scale); sunMesh.render(GL10.GL_TRIANGLES); gl.glScalef(1, 1, 1); gl.glColor4f(1f, 1f, 1f, 1f); } gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.SplashRenderer.java
License:Open Source License
private void renderPlanet(GL10 gl, String texture, boolean uvtype, float radius, float x, float y, float z, Application app) {/* w w w. jav a 2s .c o m*/ radius = radius * worldscale; if (texture.equals("earth")) { //render earth/jupiter texture planetTexture.bind(); } else if (texture.equals("sun")) { //render mars/sun texture planetTexture.bind(); } gl.glPushMatrix(); //move away from origin gl.glTranslatef(x, y, z); //scale to 10% size of earth gl.glScalef(radius, radius, radius); gl.glRotatef((Splash.planetmove / 10) - 180, 0, 1, 0); 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:org.interreg.docexplore.reader.book.BookEngineRenderer.java
License:Open Source License
public void render() { BookSpecification spec = engine.book; BookModel model = engine.model;//from w w w . j a va2 s . c o m 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:se.claremont.android.wallpaper.ClaremontWallpaper.java
License:Apache License
@Override public void render() { ////from w ww.ja v a 2 s . co m // Set GL state // GL10 gl = Gdx.graphics.getGL10(); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); gl.glDisable(GL10.GL_DITHER); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_COLOR_MATERIAL); gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); // // Update light position // lightPosition.put(0, perspectiveCamera.position.x); lightPosition.put(1, perspectiveCamera.position.y); lightPosition.put(2, perspectiveCamera.position.z); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition); // // Update camera position/direction // perspectiveCamera.position.set(perspectiveCameraCurrentPosition); perspectiveCamera.direction.set(perspectiveCameraCurrentDirection); perspectiveCamera.position.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f); perspectiveCamera.direction.rotate(Gdx.graphics.getDeltaTime(), 0f, 1f, 0f); perspectiveCameraCurrentPosition = perspectiveCamera.position; perspectiveCameraCurrentDirection = perspectiveCamera.direction; perspectiveCamera.update(); perspectiveCamera.apply(gl); // // Render Claremont text model // gl.glPushMatrix(); gl.glColor4f(1f, 1f, 1f, 1f); gl.glRotatef(0.25f, 1f, 0f, 0f); claremontText.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); // // Render Claremont orb model // gl.glPushMatrix(); gl.glColor4f(0.36862745f, 0.63921569f, 0.82352941f, 1f); gl.glRotatef(0.25f, 1f, 0f, 0f); claremontOrb.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); }