コード例 #1
0
  /**
   * @param simulation
   * @param gl
   */
  private void renderHud(GL10 gl) {
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_TEST);
    int width = Gdx.app.getGraphics().getWidth();
    int height = Gdx.app.getGraphics().getHeight();
    // spriteBatch.setProjectionMatrix(viewMatrix);
    // spriteBatch.setTransformMatrix(transformMatrix);

    spriteBatch.begin();
    spriteBatch.enableBlending();
    spriteBatch.setBlendFunction(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);

    /*A minimum of dataset
    B maximum of dataset
    a is from where you would like normalised data set to start
    b is where you would like normalised data set to end
    x is the value you are trying to normalise
    a + (x-A)*(b-a)/(B-A)

    */

    float length = 0 + (progress - 0) * ((Gdx.graphics.getWidth() / 10) * 8 - 0) / (1 - 0);
    spriteBatch.setColor(0, 0, 1, 1);
    spriteBatch.draw(
        progressBarTexture,
        Gdx.graphics.getWidth() / 10,
        110,
        (Gdx.graphics.getWidth() / 10) * 8,
        30);
    spriteBatch.setColor(0, 1, 1, 1);
    spriteBatch.draw(progressBarTexture, (Gdx.graphics.getWidth() / 10) + 2, 112, length, 26);
    spriteBatch.setColor(1, 1, 1, 1);
    font.draw(spriteBatch, "Version:" + BattleBeasties3d.version, 10, 10);
    font.draw(spriteBatch, "Loading " + String.format("%.0f", progress * 100) + "%", 100, 100);
    if (Splash.fadeIn) {
      spriteBatch.setColor(0, 0, 0, Splash.fadeTimer);
      spriteBatch.draw(xfadeTexture, 0, 0, width, height);
    }
    if (Splash.fadeOut) {
      spriteBatch.setColor(1, 1, 1, Splash.fadeTimer);
      spriteBatch.draw(xfadeTexture, 0, 0, width, height);
    }
    spriteBatch.setColor(1, 1, 1, 1);
    if (BattleBeasties3d.Error == BattleBeasties3d.NETWORK_DOWN && netErrorShown == false) {
      stage.addActor(
          Actors.bottomToast(
              "Connection to internet failed, Please check your network is working.", 5, skin));

      netErrorShown = true;
    }

    spriteBatch.end();
  }
コード例 #2
0
  private void renderSun(GL10 gl, float radius, float x, float y, float z, Application app) {

    gl.glDisable(GL10.GL_LIGHTING);
    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);
  }
コード例 #3
0
  private void renderSky(GL10 gl) {

    gl.glDisable(GL10.GL_LIGHTING);
    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);
  }
コード例 #4
0
 private void renderInsideStation(Application app) {
   GL10 gl = app.getGraphics().getGL10();
   gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
   gl.glViewport(0, 0, app.getGraphics().getWidth(), app.getGraphics().getHeight());
   gl.glEnable(GL10.GL_BLEND);
   gl.glDisable(GL10.GL_DITHER);
   gl.glEnable(GL10.GL_DEPTH_TEST);
   gl.glEnable(GL10.GL_CULL_FACE);
   setStaticProjectionAndCamera(app.getGraphics(), app, gl);
   setLighting(gl);
   gl.glEnable(GL10.GL_TEXTURE_2D);
   renderSky(gl);
   renderPlanet(gl, "sun", true, 1737f, Splash.planetmove - 150, 0, -2500, app);
   renderSky(gl);
   gl.glDisable(GL10.GL_DITHER);
   gl.glDisable(GL10.GL_CULL_FACE);
   // do alpha models after this
   renderStaticShip(gl, app);
   renderSun(gl, 70000f, -1600, 0, -4500, app);
   gl.glDisable(GL10.GL_TEXTURE_2D);
   renderHud(gl);
 }
コード例 #5
0
 /**
  * render ship jets
  *
  * @param basescale :- scale factor for jet size before applying thrust
  * @param length :- scale factor for jet length, typically thrust value + random noise
  * @param x The jet's x-coordinate.
  * @param y The jet's y-coordinate.
  * @param z The jet's z-coordinate.
  * @return The product, in a vector <#, #, #, 1>, representing the rotated point.
  */
 private void renderJet(
     GL10 gl, float baseScale, float length, float x, float y, float z, Application app) {
   jetTexture.bind();
   gl.glPushMatrix();
   // move away from origin
   gl.glTranslatef(x, y, z);
   // scale to size of earth
   gl.glScalef(baseScale, baseScale, baseScale * length);
   gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
   gl.glDisable(GL10.GL_LIGHTING);
   // gl.glRotatef((Splash.planetmove/10), .25f, .75f, .5f);
   jetMesh.render(GL10.GL_TRIANGLES);
   gl.glPopMatrix();
   gl.glEnable(GL10.GL_LIGHTING);
   // gl.glEnable(GL10.GL_DEPTH_TEST);
 }
コード例 #6
0
  /**
   * This method is responsible for OpenGL rendering mechanism. Adds lighting to the world. Checks
   * rigidBody map for proper collisionshapes (like SphereShape or BoxShape).
   */
  public void render(float delta) {
    float[] light_ambient = new float[] {1.5f, 1.5f, 1.5f, 1.5f};
    float[] light_diffuse = new float[] {1.0f, 1.0f, 1.0f, 1.0f};
    float[] light_specular = new float[] {1.0f, 1.0f, 1.0f, 1.0f};
    float[] light_position0 = new float[] {1.0f, 10.0f, 1.0f, 0.0f};
    light_position0[0] = position.x + 10;
    light_position0[1] = position.y;
    light_position0[2] = position.z;
    float x = 0.0f, z = 0.0f;

    GL10 gl = Gdx.graphics.getGL10();
    deltaTime = Gdx.graphics.getDeltaTime();

    Gdx.gl.glClearColor(0.0f, 0.0f, 0.0f, 1);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, light_ambient, 0);
    Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, light_diffuse, 0);
    Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, light_specular, 0);
    Gdx.graphics.getGL11().glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, light_position0, 0);

    Gdx.graphics.getGL11().glEnable(GL10.GL_LIGHTING);
    Gdx.graphics.getGL11().glEnable(GL10.GL_LIGHT0);

    Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);

    Gdx.gl.glEnable(GL10.GL_CULL_FACE);
    Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);

    startTime = System.nanoTime();
    rigidBody = physics.doSimulation(deltaTime, 1);
    endTime = (System.nanoTime() - startTime) / 1000000000.0f;

    for (RigidBody body : rigidBody.values()) {

      if (body.geometry.shape.getType() == ShapeType.BOX_SHAPE_PROXYTYPE) {
        gl.glPushMatrix();

        body.motionState.resultSimulation.getOpenGLMatrix(glMat);
        gl.glMultMatrixf(glMat, 0);

        wallShapeZ = (BoxShape) body.geometry.shape;

        wood.bind();
        gl.glRotatef(270, 1, 0, 0);
        gl.glScalef(7, 7, 7);
        wall.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
      }

      if (body.geometry.shape.getType() == ShapeType.STATIC_PLANE_PROXYTYPE) {
        gl.glPushMatrix();

        body.motionState.resultSimulation.getOpenGLMatrix(glMat);
        gl.glMultMatrixf(glMat, 0);

        groundShape = (StaticPlaneShape) body.geometry.shape;

        stone.bind();
        gl.glRotatef(270, 1, 0, 0);
        gl.glScalef(6f, 6f, 6f);
        plane.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
      }

      if (body.geometry.shape.getType() == ShapeType.SPHERE_SHAPE_PROXYTYPE) {

        gl.glPushMatrix();

        sphereMovement(body);

        body.motionState.resultSimulation.getOpenGLMatrix(glMat);
        gl.glMultMatrixf(glMat, 0);

        x = body.motionState.resultSimulation.originPoint.x;
        z = body.motionState.resultSimulation.originPoint.z;

        if ((x >= 19.0 && x <= 26.5) && (z >= 8.4 && z <= 8.6)) {
          Gdx.app.log("Zwyciestwo", "lolol");
        }

        if (indexior == 0) black.bind();
        else if (indexior == 1) green.bind();
        else if (indexior == 2) pink.bind();
        else if (indexior == 3) steel.bind();
        else if (indexior == 4) maja.bind();

        sphere.render(GL10.GL_TRIANGLES);
        gl.glPopMatrix();
        cameraSetup(body);
      }
    }

    if (Gdx.input.justTouched()) {
      FileHandle fh = Gdx.files.local("ala.txt");
      fh.writeString(
          String.valueOf(x) + " " + String.valueOf(z) + " " + String.valueOf(indexior), false);
      game.setScreen(new MenuScreen(game));
    }

    gl.glPushMatrix();
    gl.glTranslatef(22.0f, -10.0f, 8.5f);
    gl.glScalef(1.0f, 1.0f, 1.0f);
    gl.glRotatef(270, 1, 0, 0);
    aim.bind();
    target.render(GL10.GL_TRIANGLES);
    gl.glPopMatrix();

    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_TEST);
  }