示例#1
0
  @Override
  public void draw(GL10 gl) {
    super.draw(gl);
    // gl = (GL10) GLDebugHelper.wrap(gl, GLDebugHelper.CONFIG_CHECK_GL_ERROR, log);
    // do positioning:
    gl.glScalef(model.scale, model.scale, model.scale);
    gl.glTranslatef(model.xpos, model.ypos, model.zpos);
    gl.glRotatef(model.xrot, 1, 0, 0);
    gl.glRotatef(model.yrot, 0, 1, 0);
    gl.glRotatef(model.zrot, 0, 0, 1);

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);

    // first draw non textured groups
    gl.glDisable(GL10.GL_TEXTURE_2D);
    int cnt = nonTexturedGroups.length;
    for (int i = 0; i < cnt; i++) {
      Group group = nonTexturedGroups[i];
      Material mat = group.getMaterial();
      if (mat != null) {
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, mat.specularlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, mat.ambientlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, mat.diffuselight);
        gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, mat.shininess);
      }
      gl.glVertexPointer(3, GL10.GL_FLOAT, 0, group.vertices);
      gl.glNormalPointer(GL10.GL_FLOAT, 0, group.normals);
      gl.glDrawArrays(GL10.GL_TRIANGLES, 0, group.vertexCount);
    }

    // now we can continue with textured ones
    gl.glEnable(GL10.GL_TEXTURE_2D);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    cnt = texturedGroups.length;
    for (int i = 0; i < cnt; i++) {
      Group group = texturedGroups[i];
      Material mat = group.getMaterial();
      if (mat != null) {
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, mat.specularlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, mat.ambientlight);
        gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, mat.diffuselight);
        gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, mat.shininess);
        if (mat.hasTexture()) {
          gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, group.texcoords);
          gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs.get(mat).intValue());
        }
      }
      gl.glVertexPointer(3, GL10.GL_FLOAT, 0, group.vertices);
      gl.glNormalPointer(GL10.GL_FLOAT, 0, group.normals);
      gl.glDrawArrays(GL10.GL_TRIANGLES, 0, group.vertexCount);
    }

    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  }
示例#2
0
  @Override
  public void init(GL10 gl) {
    int[] tmpTextureID = new int[1];
    // load textures of every material(that has a texture):
    Iterator<Material> materialI = model.getMaterials().values().iterator();
    while (materialI.hasNext()) {
      Material material = (Material) materialI.next();
      if (material.hasTexture()) {
        // load texture
        gl.glGenTextures(1, tmpTextureID, 0);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, tmpTextureID[0]);
        textureIDs.put(material, tmpTextureID[0]);
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, material.getTexture(), 0);
        material.getTexture().recycle();
        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
      }
    }

    // transfer vertices to video memory
  }