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.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();

}