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

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

Introduction

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

Prototype

public void glTranslatef(float x, float y, float z);

Source Link

Usage

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);
}