public void initScene() { Light light = new Light(); light.ambient.setAll(0xff888888); light.position.setAll(3, 0, 3); scene.lights().add(light); // Create objects // * Note: // ------- // While the order in which objects are drawn is not important in terms of // z-ordering (which is taken care of automatically by OpenGL), the order // _is_ important when it comes to transparency. Here, for the transparency // of the "_jupiter" sphere to be apparent, it must added as the second child // of the scene (which means it will be drawn second). The engine does not // manage this automatically for you. _cube = new Box(1.3f, 1.3f, 1.3f); _cube.position().x = +0.4f; _cube.normalsEnabled(false); scene.addChild(_cube); // Add textures in TextureManager Bitmap b; b = Utils.makeBitmapFromResourceId(R.drawable.jupiter); Shared.textureManager().addTextureId(b, "jupiter", false); b.recycle(); // Add textures to sphere _cube.textures().addById("jupiter"); }
public Rectangle(float $width, float $height, int $segsW, int $segsH, Color4 color) { super(4 * $segsW * $segsH, 2 * $segsW * $segsH); int row, col; float w = $width / $segsW; float h = $height / $segsH; float width5 = $width / 2f; float height5 = $height / 2f; // Add vertices for (row = 0; row <= $segsH; row++) { for (col = 0; col <= $segsW; col++) { this.vertices() .addVertex( col * w - width5, row * h - height5, 0f, (float) col / (float) $segsW, 1 - (float) row / (float) $segsH, 0, 0, 1f, color.r, color.g, color.b, color.a); } } // Add faces int colspan = $segsW + 1; for (row = 1; row <= $segsH; row++) { for (col = 1; col <= $segsW; col++) { int lr = row * colspan + col; int ll = lr - 1; int ur = lr - colspan; int ul = ur - 1; Utils.addQuad(this, ul, ur, lr, ll); } } }
public void initScene() { _scene.backgroundColor().setAll(_backColor); _scene.lights().add(new Light()); Bitmap b = null; switch (_wallTexture) { case 1: b = Utils.makeBitmapFromResourceId(R.drawable.wood); break; case 2: b = Utils.makeBitmapFromResourceId(R.drawable.checkerboard); break; case 3: b = Utils.makeBitmapFromResourceId(R.drawable.gray_waves); break; case 4: b = Utils.makeBitmapFromResourceId(R.drawable.paper); break; } if (b != null) { Shared.textureManager().addTextureId(b, "wall", false); b.recycle(); Color4 planeColor = new Color4(255, 255, 255, 255); _east = new Rectangle(40, 12, 2, 2, planeColor); _west = new Rectangle(40, 12, 2, 2, planeColor); _up = new Rectangle(40, 12, 2, 2, planeColor); _down = new Rectangle(40, 12, 2, 2, planeColor); _east.position().x = -6; _east.rotation().y = -90; _east.position().z = -20; _east.lightingEnabled(false); _east.textures().addById("wall"); _west.position().x = 6; _west.rotation().y = 90; _west.position().z = -20; _west.lightingEnabled(false); _west.textures().addById("wall"); _up.rotation().x = -90; _up.rotation().z = 90; _up.position().y = 6; _up.position().z = -20; _up.lightingEnabled(false); _up.textures().addById("wall"); _down.rotation().x = 90; _down.rotation().z = 90; _down.position().y = -6; _down.position().z = -20; _down.lightingEnabled(false); _down.textures().addById("wall"); _scene.addChild(_east); _scene.addChild(_west); _scene.addChild(_up); _scene.addChild(_down); } _scene.fogColor(new Color4(0, 0, 0, 255)); _scene.fogNear(10); _scene.fogFar(40); _scene.fogEnabled(true); if (_theme != 2) { // not rainbow _light = new Light(); _light.type(LightType.POSITIONAL); _light.position.setZ(10); _light.direction.z = -100; _scene.lights().add(_light); if (_theme == 0) { _light.ambient.setAll(_ballColor); _light.diffuse.setAll(_ballColor); } } TextureVo t = null; if (_theme >= 3) { b = null; if (_theme == 3) b = Utils.makeBitmapFromResourceId(Shared.context(), R.drawable.earth); if (_theme == 4) b = Utils.makeBitmapFromResourceId(Shared.context(), R.drawable.beach_ball); if (_theme == 5) b = Utils.makeBitmapFromResourceId(Shared.context(), R.drawable.smiley); if (_theme == 6) b = Utils.makeBitmapFromResourceId(Shared.context(), R.drawable.google); if (_theme == 7) b = Utils.makeBitmapFromResourceId(Shared.context(), R.drawable.checkerboard); Shared.textureManager().addTextureId(b, "texture", false); b.recycle(); t = new TextureVo("texture"); } Random r = new Random(); for (int i = 0; i < _ballCount; i++) { Sphere s = new Sphere((float) (_ballSize * .001), 10, 10); if (t != null) s.textures().add(t); if (_style == 0) s.renderType(RenderType.TRIANGLES); if (_style == 1) s.renderType(RenderType.POINTS); else if (_style == 2) s.renderType(RenderType.LINES); else if (_style == 3) s.renderType(RenderType.LINE_LOOP); else if (_style == 4) s.renderType(RenderType.LINE_STRIP); else if (_style == 5) s.renderType(RenderType.TRIANGLE_STRIP); else if (_style == 6) s.renderType(RenderType.TRIANGLE_FAN); s.position().x = r.nextFloat(); s.position().y = r.nextFloat(); s.position().z = r.nextInt(15) * -1; s.rotation().x = r.nextInt(100); s.rotation().y = r.nextInt(100); if (_theme == 2) { s.colorMaterialEnabled(true); s.vertexColorsEnabled(true); } else { s.vertexColorsEnabled(false); } _scene.addChild(s); } }