List of usage examples for com.badlogic.gdx.graphics GL10 glTranslatef
public void glTranslatef(float x, float y, float z);
From source file:com.badlogic.gdx.tests.box2d.PhysicalCell.java
void render() { buildMesh();/*from ww w . ja v a 2 s . co 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.badlogic.gdx.tests.lw.PongLW.java
License:Apache License
@Override public void render() { // we update the game state so things move. updateGame();//from ww w. j a va 2 s.c om // First we clear the screen GL10 gl = Gdx.graphics.getGL10(); gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // Next we update the camera and set the camera matrix camera.update(); camera.apply(Gdx.gl10); // Now we render the ball, we remember that we // Defined 4 vertices so we use a triangle fan // We also push and pop the matrix. This is not really // necessary as the model view matrix doesn't contain // anything at this point. gl.glPushMatrix(); gl.glTranslatef(ball.x, ball.y, 0); ballMesh.render(GL10.GL_TRIANGLE_FAN); gl.glPopMatrix(); // Rendering the two paddles works analogous gl.glPushMatrix(); gl.glTranslatef(leftPaddle.x, leftPaddle.y, 0); paddleMesh.render(GL10.GL_TRIANGLE_FAN); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(rightPaddle.x, rightPaddle.y, 0); paddleMesh.render(GL10.GL_TRIANGLE_FAN); gl.glPopMatrix(); // Finally we render the text centered at the top // of the screen. We use the text bounds for this. // For text to be transparent we have to enable blending and texturing. // We could setup blending once but i'm lazy :) spriteBatch.begin(); // spriteBatch.drawText(font, score, Gdx.graphics.getWidth() / 2 - font.getStringWidth(score) / 2, Gdx.graphics.getHeight() // - font.getLineHeight(), Color.WHITE); spriteBatch.end(); }
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderMoon(GL10 gl, Ship ship) { moonTexture.bind();//from w w w .j a v a2 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 renderShip(GL10 gl, Ship ship, Application app) { if (ship.isExploding) return;//from ww w .ja va2s.c om 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();// w w w . ja v a2 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.davidykay.shootout.Renderer.java
License:Apache License
private void renderBlocks(GL10 gl, ArrayList<Block> blocks) { gl.glEnable(GL10.GL_BLEND);//from w w w.j a va 2 s .com gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(0.2f, 0.2f, 1, 0.7f); for (int i = 0; i < blocks.size(); i++) { Block block = blocks.get(i); gl.glPushMatrix(); gl.glTranslatef(block.position.x, block.position.y, block.position.z); blockMesh.render(GL10.GL_TRIANGLES); gl.glPopMatrix(); } gl.glColor4f(1, 1, 1, 1); gl.glDisable(GL10.GL_BLEND); }
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();//w ww. j ava 2 s. com 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);/*from w ww. ja v a 2 s . com*/ 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.davidykay.shootout.Renderer.java
License:Apache License
private void renderExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glEnable(GL10.GL_BLEND);//from w ww. j a v a 2s . c o m gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); explosionTexture.bind(); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4); gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); }
From source file:com.davidykay.shootout.Renderer.java
License:Apache License
private void renderBombExplosions(GL10 gl, ArrayList<Explosion> explosions) { gl.glEnable(GL10.GL_BLEND);/* ww w . java2s . co m*/ gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); bombExplosionTexture.bind(); for (int i = 0; i < explosions.size(); i++) { Explosion explosion = explosions.get(i); gl.glPushMatrix(); gl.glTranslatef(explosion.position.x, explosion.position.y, explosion.position.z); explosionMesh.render(GL10.GL_TRIANGLE_FAN, (int) ((explosion.aliveTime / Explosion.EXPLOSION_LIVE_TIME) * 15) * 4, 4); gl.glPopMatrix(); } gl.glDisable(GL10.GL_BLEND); }