/** * drawing a frame drawing happens if world.start than it is assumed that game is loaded and * running therefore is ** scene.draw (GL10 gl) is called until world.start it is assumed that we * are still loading therefore ** scene.loading (GL10 gl) is called --- world starts in ** * scene.loader() (a load method without gl parameter) if you do not call world.start() in * scene.loader() than scene.load(GL10 gl) will be called on every frame draw --- scene.loading * (GL10 gl) is called every time the frame is going to draw scene.loader is called once --- while * loading you can draw a loader or progressbar * * @param gl */ @Override public void onDrawFrame(GL10 gl) { // debug ("image: bitmaps size "+bitmaps.values().size()); if (bitmaps.size() > 0) { if (!active) { active = true; } for (int resource : bitmaps.keySet()) { debug("image: entering binder for resource " + resource); // here comes decode(R.drawable.something) from decode method for binding image(gl, resource); // @TODO try bind (gl, resource) instead of image(gl,resource) // because it seems that why decoding twice same image ? // if load thread is running it only binds it // assuming bitmap is already decoded } } else { // debug ("image: bitmaps not populated"); } // // clear Screen and Depth Buffer gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); // // Reset the Modelview Matrix gl.glLoadIdentity(); if (world.start) { draw(gl); // System.out.println ("world entity count "+world.subjects.size ()); } else { loading(gl); } if (config.display == Config.FIT && shift > 0) { square.draw(gl, 0, null, 0, -shift, display.width, shift, 0); square.draw(gl, 0, null, 0, display.height, display.width, shift, 0); } }
public static void save(ArrayList<Square> squares, int stage) { BufferedImage img = new BufferedImage(IMAGE_SIZE, IMAGE_SIZE, BufferedImage.TYPE_INT_ARGB); Graphics2D g = img.createGraphics(); // g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); g.setBackground(Color.WHITE); g.setColor(Color.BLACK); g.clearRect(0, 0, IMAGE_SIZE, IMAGE_SIZE); for (Square square : squares) { square.draw(g); } g.drawString("STAGE " + stage, 30, 30); try { ImageIO.write(img, "PNG", Util.createFile("fractals/custom/custom-" + stage + ".png")); } catch (IOException ex) { ex.printStackTrace(); } }
public void render(float r, float g, float b, float rT, float gT, float bT) { AbstractTexture glowed = Glow.getGlowed(texture, bluredTexture, r, g, b); checkForGLError(); Shader.defaultShader.enable(); Camera.useCamera(); glowed.bind(); Shader.getCurrentShader() .setUniformMat4f(Shader.getCurrentShader().modelMatrixUniformId, model); Square.draw(); glowed.unbind(); Shader.defaultShader.disable(); /*Shader.defaultShader.enable(); Camera.useCamera(); Shader.getCurrentShader().setUniformMat4f(Shader.getCurrentShader().modelMatrixUniformId, model); glowed = Glow.getGlowed(titlesLayer, titlesLayerBlured, rT, gT, bT); glowed.bind(); Square.draw(); glowed.unbind(); Shader.defaultShader.disable(); */ }
public void draw(GL10 gl) { gl.glColor4f(0.3f, 0.8f, 1.0f, 1.0f); super.draw(gl); }