예제 #1
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 /**
  * The material's diffuse color. This can be overwritten by {@link Object3D#setColor(int)}. This
  * color will be applied to the whole object. For vertex colors use {@link
  * Material#useVertexColors(boolean)} and {@link Material#setVertexColors(int)}.
  *
  * @param color A float array containing the colors to be used. These are normalized values
  *     containing values for the red, green, blue and alpha channels.
  */
 public void setColor(float[] color) {
   mColor[0] = color[0];
   mColor[1] = color[1];
   mColor[2] = color[2];
   mColor[3] = color[3];
   if (mVertexShader != null) mVertexShader.setColor(mColor);
 }
예제 #2
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 /**
  * The material's diffuse color. This can be overwritten by {@link Object3D#setColor(int)}. This
  * color will be applied to the whole object. For vertex colors use {@link
  * Material#useVertexColors(boolean)} and {@link Material#setVertexColors(int)}.
  *
  * @param int color The color to be used. Color.RED for instance. Or 0xffff0000.
  */
 public void setColor(int color) {
   mColor[0] = (float) Color.red(color) / 255.f;
   mColor[1] = (float) Color.green(color) / 255.f;
   mColor[2] = (float) Color.blue(color) / 255.f;
   mColor[3] = (float) Color.alpha(color) / 255.f;
   if (mVertexShader != null) mVertexShader.setColor(mColor);
 }
예제 #3
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  /**
   * Applies parameters that should be set on the shaders. These are parameters like time, color,
   * buffer handles, etc.
   */
  public void applyParams() {
    mVertexShader.setColor(mColor);
    mVertexShader.setTime(mTime);
    mVertexShader.applyParams();

    mFragmentShader.setColorInfluence(mColorInfluence);
    mFragmentShader.applyParams();
  }