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.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderActors(GL10 gl) {

    for (int i = 0; i < Stardust3d.actorsList.size(); i++) {
        try {/*from ww w .j  a  v a2 s . c  o m*/
            Actor actor = Stardust3d.actorsList.get(i);

            if (actor != null && !(actor.shipname.equals("dead")) && actor.getHitpoints() > 0
                    && actor.getStatus() == 1) {
                // only do for ships in space

                if (actor.getStatus() == 1 && actor.position.dst(Ship.position) < 5000) {
                    if ((actor.visible)) {
                        gl.glPushMatrix();
                        gl.glTranslatef(actor.position.x, actor.position.y, actor.position.z);

                        gl.glScalef(1, 1, 1);
                        String actorName = (actor.get_firstname() + actor.get_surname());

                        if (actorName.equals("Hive AIShield Disruptor")) {

                            gl.glRotatef(actor.yawangle, 0, 1, 0);
                            gl.glRotatef(actor.pitchangle, 1, 0, 0);
                            gl.glRotatef(invaderAngle, 0, 0, 1);
                            shieldDisruptorTexture.bind();
                            shieldDisruptorMesh.render(GL10.GL_TRIANGLES);

                            gl.glEnable(GL10.GL_BLEND);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glScalef(.5f, .5f, .5f);
                            gl.glDisable(GL10.GL_CULL_FACE);
                            gl.glDisable(GL10.GL_LIGHTING);
                            gl.glColor4f(.0f, 1f, 0f, 1);

                            swirlyTexture.bind();
                            // gl.glRotatef(-(invaderAngle * 20), 0, 0, 1);
                            coneMesh.render(GL10.GL_TRIANGLES);
                            gl.glColor4f(1f, 1f, 1f, 1f);
                            gl.glDisable(GL10.GL_BLEND);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glEnable(GL10.GL_LIGHTING);
                            gl.glEnable(GL10.GL_CULL_FACE);
                        } else if (actorName.equals("Hive AIScout")) {

                            gl.glRotatef(actor.yawangle, 0, 1, 0);
                            gl.glRotatef(actor.pitchangle, 1, 0, 0);
                            jetTexture.bind();
                            gl.glScalef(1f, 1f, 1f);
                            shieldDisruptorMesh.render(GL10.GL_TRIANGLES);
                            gl.glScalef(20f, 20f, 20f);
                            gl.glDisable(GL10.GL_CULL_FACE);
                            gl.glEnable(GL10.GL_BLEND);
                            gl.glDisable(GL10.GL_LIGHTING);
                            gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
                            gl.glColor4f(.0f, .5f, 1f, 1);
                            gl.glRotatef(-actor.yawangle, 0, 1, 0);
                            gl.glRotatef(-actor.pitchangle, 1, 0, 0);
                            swansongTexture.bind();

                            looking = Util.lookAt(Simulation.camera, actor.position);
                            gl.glRotatef(looking.y, 0, 1, 0);
                            gl.glRotatef(-looking.x, 1, 0, 0);

                            sunMesh.render(GL10.GL_TRIANGLES);
                            gl.glColor4f(1f, 1f, 1f, 1f);
                            gl.glDisable(GL10.GL_BLEND);
                            // gl.glBlendFunc(GL10.GL_SRC_ALPHA,
                            // GL10.GL_ONE);
                            gl.glEnable(GL10.GL_LIGHTING);
                            gl.glEnable(GL10.GL_CULL_FACE);

                        } else {
                            renderActorShip(gl, actor, actor.shipname);
                        }
                        gl.glPopMatrix();
                    }
                }
            }
        } catch (IndexOutOfBoundsException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }

    }
}

From source file:com.digitale.mygdxgame.Renderer.java

License:Open Source License

private void renderShots(GL10 gl, ArrayList<Shot> shots) {
    gl.glColor4f(1, 1, 0, 1);//from ww  w .  j a  va 2s .  c  om
    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 < shots.size(); i++) {
        Shot shot = shots.get(i);
        gl.glPushMatrix();

        gl.glTranslatef(shot.position.x, shot.position.y, shot.position.z);
        gl.glRotatef(shot.yawAngle, 0, 1, 0);
        gl.glRotatef(shot.pitchAngle, 1, 0, 0);
        gl.glScalef(3 + (float) (shot.shotLife) * 1f, (float) (3 + shot.shotLife) * 1f,
                (float) (3 + shot.shotLife) * 1f);
        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 renderMissiles(GL10 gl, ArrayList<Missile> missiles) {
    gl.glColor4f(1, 0, 0, 1);//from  w w w .j a  v a  2 s. c o m
    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 < missiles.size(); i++) {
        Missile missile = missiles.get(i);
        gl.glPushMatrix();

        gl.glTranslatef(missile.position.x, missile.position.y, missile.position.z);
        gl.glRotatef(missile.yawAngle, 0, 1, 0);
        gl.glRotatef(missile.pitchAngle, 1, 0, 0);
        gl.glScalef(10f, 10f, 10f);
        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 renderDusts(GL10 gl, ArrayList<Dust> dusts) {

    gl.glEnable(GL10.GL_BLEND);//from   www.  j  a  v a  2 s . c  o  m
    // gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

    dustTexture.bind();
    for (int i = 0; i < dusts.size(); i++) {
        Dust dust = dusts.get(i);
        if (camera.frustum.pointInFrustum(dust.position)) {
            gl.glPushMatrix();
            gl.glColor4f(dust.colour, dust.colour, dust.colour, 1);
            gl.glTranslatef(dust.position.x, dust.position.y, dust.position.z);
            gl.glRotatef(dust.yawAngle + 180, 0, 1, 0);
            gl.glRotatef(dust.pitchAngle, 1, 0, 0);
            gl.glScalef(dust.size, dust.size, dust.size);
            sunMesh.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

@SuppressWarnings("unused")
private void renderTrails(GL10 gl, ArrayList<Trail> trails) {
    gl.glColor4f(0, 1, 1, 1);// w w  w.  jav  a2 s .c o  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);/*from www  .j  a  v  a  2  s . 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 renderStaticShip(GL10 gl, Application app) {

    shipTexture.bind();//from   w w w.j  av a 2 s.c  o  m
    gl.glPushMatrix();
    gl.glTranslatef(0, 0, 0);
    shipMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    float noise = (float) Math.random() / 2;
    renderJet(gl, 2.3f, 1f + noise, 1.1f, -.5f, 1.8f, app);
    noise = (float) Math.random() / 2;
    renderJet(gl, 2.3f, 1f + noise, -1.1f, -.5f, 1.8f, app);

}

From source file:com.digitale.mygdxgame.SplashRenderer.java

License:Open Source License

private void renderSky(GL10 gl) {

    gl.glDisable(GL10.GL_LIGHTING);//from   www.  j a  va  2  s. c o m
    skyTexture.bind();
    gl.glColor4f(1, 1, 1, 1);

    gl.glPushMatrix();
    gl.glTranslatef(0, 0, 0);
    gl.glScalef(100f, 100f, 100f);
    skyMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    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) {/*from   w w  w. j a v a 2 s . com*/
    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:com.digitale.mygdxgame.SplashRenderer.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 .jav a2s.  c  o  m
    radius = radius * worldscale;
    sunTexture.bind();
    gl.glPushMatrix();
    //move away from origin
    gl.glTranslatef(x, y, z);
    //scale to size of earth
    gl.glScalef(radius, radius, radius);
    gl.glDisable(GL10.GL_CULL_FACE);

    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
    gl.glPushMatrix();
    gl.glDisable(GL10.GL_LIGHTING);
    //gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f);
    sunMesh.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();
    gl.glEnable(GL10.GL_LIGHTING);
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

}