private void renderPlanet( GL10 gl, String texture, boolean uvtype, float radius, float x, float y, float z, Application app) { 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(); }
private void renderStaticShip(GL10 gl, Application app) { shipTexture.bind(); 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); }
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); }
/** * 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); }
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); }
public void render(GL10 gl) { gl.glPushMatrix(); gl.glTranslatef(position.x, position.y, -50); mesh.render(GL10.GL_TRIANGLE_STRIP); gl.glPopMatrix(); }
/** * 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); }