List of usage examples for com.badlogic.gdx.graphics GL10 glScalef
public void glScalef(float x, float y, float z);
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderMoon(GL10 gl, Ship ship) { moonTexture.bind();/*from w w w . ja v a 2 s. c o m*/ gl.glPushMatrix(); final float MOON_RADIUS = 10.0f; final float MOON_SCALE = MOON_RADIUS; //gl.glTranslatef(ship.position.x, ship.position.y - MOON_RADIUS, ship.position.z); gl.glTranslatef(0.0f, ship.position.y - MOON_RADIUS, 0.0f); gl.glScalef(MOON_SCALE, MOON_SCALE, MOON_SCALE); //gl.glRotatef(45 * (-app.getInput().getAccelerometerY() / 5), 0, 0, 1); //gl.glRotatef(180, 0, 1, 0); moonMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); }
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderPlayerRays(GL10 gl, ArrayList<RayShot> rays) { //0, 215, 237 gl.glColor4f(0, 215 / 255.0f, 237 / 255.0f, 1); for (RayShot ray : rays) { gl.glPushMatrix();/*from www .java2s. c o m*/ gl.glTranslatef(ray.position.x, ray.position.y, ray.position.z); gl.glScalef(ray.radius, ray.radius, ray.radius); rayMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } // Reset color to white?. gl.glColor4f(1, 1, 1, 1); }
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderAlienRays(GL10 gl, ArrayList<RayShot> rays) { gl.glColor4f(1, 1, 0, 1);/* ww w .j a v a 2s . c om*/ for (RayShot ray : rays) { gl.glPushMatrix(); gl.glTranslatef(ray.position.x, ray.position.y, ray.position.z); gl.glScalef(ray.radius, ray.radius, ray.radius); rayMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } // Reset color to white?. gl.glColor4f(1, 1, 1, 1); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
/** * @param gl//from w ww . j a v a 2s . c o m * @param shipname * @param velocity */ private void renderJets(GL10 gl, String shipname, float velocity) { float noise = (float) Math.random(); float length = velocity / 50; 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(); // gl.glPushMatrix(); for (int i = 0; i < Stardust3d.shipdefs.size(); i++) { String currentShipdef = Stardust3d.shipdefs.get(i).getModel().substring(0, Stardust3d.shipdefs.get(i).getModel().length() - 4); if (Stardust3d.DEEPDEBUG) System.out.println("shipdef " + currentShipdef); if (currentShipdef.equals(shipname)) { if (Stardust3d.shipdefs.get(i).getJet1x() != 99999) { gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet1x(), Stardust3d.shipdefs.get(i).getJet1y(), Stardust3d.shipdefs.get(i).getJet1z()); gl.glScalef(2f, 2f, (1f + length + noise)); jetMesh.render(GL10.GL_TRIANGLES); gl.glScalef(.5f, .5f, 1 / (1f + length + noise)); gl.glTranslatef(-Stardust3d.shipdefs.get(i).getJet1x(), -Stardust3d.shipdefs.get(i).getJet1y(), -Stardust3d.shipdefs.get(i).getJet1z()); // gl.glScalef(1, 1, 1); } if (Stardust3d.shipdefs.get(i).getJet2x() != 99999) { gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet2x(), Stardust3d.shipdefs.get(i).getJet2y(), Stardust3d.shipdefs.get(i).getJet2z()); gl.glScalef(2f, 2f, (1f + length + noise)); jetMesh.render(GL10.GL_TRIANGLES); } if (Stardust3d.shipdefs.get(i).getJet3x() != 99999) { gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet3x(), Stardust3d.shipdefs.get(i).getJet3y(), Stardust3d.shipdefs.get(i).getJet3z()); gl.glScalef(2f, 2f, (1f + length + noise)); jetMesh.render(GL10.GL_TRIANGLES); } if (Stardust3d.shipdefs.get(i).getJet4x() != 99999) { gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet4x(), Stardust3d.shipdefs.get(i).getJet4y(), Stardust3d.shipdefs.get(i).getJet4z()); gl.glScalef(2f, 2f, (1f + length + noise)); jetMesh.render(GL10.GL_TRIANGLES); } if (Stardust3d.shipdefs.get(i).getJet5x() != 99999) { gl.glTranslatef(Stardust3d.shipdefs.get(i).getJet5x(), Stardust3d.shipdefs.get(i).getJet5y(), Stardust3d.shipdefs.get(i).getJet5z()); gl.glScalef(2f, 2f, (1f + length + noise)); jetMesh.render(GL10.GL_TRIANGLES); } } } 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
@SuppressWarnings("unused") private void renderDrones(GL10 gl, ArrayList<Drone> drones, Application app, Ship ship) { if (ship.isExploding) return;//from w w w .ja v a 2 s. c o m // invaderTexture.bind(); for (int i = 0; i < drones.size(); i++) { Drone drone = drones.get(i); gl.glPushMatrix(); gl.glScalef(.25f, .25f, .25f); gl.glTranslatef(drone.position.x, drone.position.y, drone.position.z); // invaderMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderSky(GL10 gl, Ship ship, Application app) { gl.glDisable(GL10.GL_LIGHTING);//from ww w . j av a 2 s . c o m skyTexture.bind(); gl.glColor4f(1, 1, 1, 1); gl.glPushMatrix(); gl.glTranslatef(Ship.position.x, Ship.position.y, Ship.position.z); gl.glScalef(155f, 155f, 155f); skyMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
private void renderPlanet(GL10 gl, String texture, boolean uvtype, float radius, float x, float y, float z) { radius = radius * worldscale;/*w w w.jav a 2s. c o m*/ if (texture.equals("earth")) { // render earth/jupiter texture planetTexture.bind(); } else if (texture.equals("sun")) { // render mars/sun texture planetTexture02.bind(); } gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to 10% size of earth gl.glScalef(radius, radius, radius); 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: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;//from w w w. j av a 2 s .c om 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 renderSun(GL10 gl, float radius, float x, float y, float z, Application app) { gl.glDisable(GL10.GL_LIGHTING);//from w w w . j ava2 s. co m radius = radius * worldscale; planetTexture02.bind(); gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to size of earth gl.glScalef(radius, radius, radius); planetMesh02.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); gl.glEnable(GL10.GL_LIGHTING); }
From source file:com.digitale.mygdxgame.Renderer.java
License:Open Source License
@SuppressWarnings("unused") private void renderMoon(GL10 gl, float radius, float x, float y, float z) { radius = radius * worldscale;//from w w w . j a v a 2 s . co m moonTexture.bind(); gl.glPushMatrix(); // move away from origin gl.glTranslatef(x, y, z); // scale to size of moon gl.glScalef(radius, radius, radius); moonMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); }