Java Code Examples for android.opengl.GLES11#glBlendFunc()

The following examples show how to use android.opengl.GLES11#glBlendFunc() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: HyperspaceScreen.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
public void initializeGl(Rect visibleArea) {				
	float ratio = (float) windowWidth / (float) windowHeight;
     
	GlUtils.setViewport(visibleArea);
       GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
       GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
       GLES11.glPointSize(2.0f);

       GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE);
       
    GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
       GLES11.glDisable(GLES11.GL_BLEND);

       GLES11.glMatrixMode(GLES11.GL_PROJECTION);
       GLES11.glLoadIdentity();
       GlUtils.gluPerspective(game, 120f, ratio, 0.01f, 100f);
       GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
       GLES11.glLoadIdentity();        
       GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
       GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
       
       GLES11.glEnable(GLES11.GL_TEXTURE_2D);
       GLES11.glEnable(GLES11.GL_DEPTH_TEST);        
       ((Alite) game).getTextureManager().setTexture(textureFilename);
       GLES11.glDisable(GLES11.GL_LIGHTING);
}
 
Example 2
Source File: AndroidGraphics.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
@Override
public void drawText(String text, int x, int y, long color, GLText font) {
	if (font == null) {
		return;
	}
	float alpha = (float) ((((long) color) & (long) 0xFF000000) >> 24) / 255.0f;
	float red   = ((color & 0x00FF0000) >> 16) / 255.0f;
	float green = ((color & 0x0000FF00) >>  8) / 255.0f;
	float blue  =  (color & 0x000000FF)        / 255.0f;
    GLES11.glEnable(GLES11.GL_BLEND);
    GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
	font.begin(red, green, blue, alpha);
	y -= (int) (font.getSize());
	font.draw(text, transX(x), transY(y));
	font.end();
	GLES11.glDisable(GLES11.GL_BLEND);
	textureManager.setTexture(null);
}
 
Example 3
Source File: AutomaticLaunchScreen.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
public void initializeGl(Rect visibleArea) {				
	float ratio = (float) windowWidth / (float) windowHeight;
     
	GlUtils.setViewport(visibleArea);
       GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
       GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
       GLES11.glPointSize(2.0f);

       GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE);
       
    GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
       GLES11.glDisable(GLES11.GL_BLEND);

       GLES11.glMatrixMode(GLES11.GL_PROJECTION);
       GLES11.glLoadIdentity();
       GlUtils.gluPerspective(game, 120f, ratio, 0.01f, 100f);
       GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
       GLES11.glLoadIdentity();        
       GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
       GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
       
       GLES11.glEnable(GLES11.GL_TEXTURE_2D);
       GLES11.glEnable(GLES11.GL_DEPTH_TEST);        
       ((Alite) game).getTextureManager().setTexture(textureFilename);
       GLES11.glDisable(GLES11.GL_LIGHTING);
}
 
Example 4
Source File: AboutScreen.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
private void initializeGl() {
	float ratio = (float) windowWidth / (float) windowHeight;	     
       GLES11.glMatrixMode(GLES11.GL_PROJECTION);
       GlUtils.setViewport(visibleArea);
       GLES11.glLoadIdentity();
       GlUtils.gluPerspective(game, 45.0f, ratio, 10.0f, 1000.0f);
       GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
       GLES11.glLoadIdentity();        
       GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
       GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT | GLES11.GL_DEPTH_BUFFER_BIT);
       GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);		        
       GLES11.glEnable(GLES11.GL_DEPTH_TEST);
       GLES11.glDepthFunc(GLES11.GL_LEQUAL);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
}
 
Example 5
Source File: TutorialScreen.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
@Override
public void present(float deltaTime) {
	if (isGl) {
		Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
		renderGlPart(deltaTime, visibleArea);
		setUpForDisplay(visibleArea);
	}
	if (currentLine != null) {
		currentLine.prePresent(deltaTime);
	}
	doPresent(deltaTime);
	GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
	GLES11.glEnable(GLES11.GL_BLEND);
	if (!hideCloseButton) {
		closeButton.render(alite.getGraphics());
	}
	GLES11.glDisable(GLES11.GL_BLEND);
	if (currentLine != null) {
		currentLine.postPresent(deltaTime);
	}
}
 
Example 6
Source File: AndroidPixmap.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
public void render() {			
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	if (!textureManager.checkTexture(fileName)) {
		textureManager.addTexture(fileName, bitmap);
	}
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glVertexPointer(2, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
	textureManager.setTexture(fileName);
	GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 4);
	GLES11.glDisable(GLES11.GL_BLEND);
	GLES11.glDisable(GLES11.GL_TEXTURE_2D);
	textureManager.setTexture(null);
	GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);		
}
 
Example 7
Source File: TutorialScreen.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
@Override
public void postNavigationRender(float deltaTime) {
	if (currentLine != null) {
		GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
		GLES11.glEnable(GLES11.GL_BLEND);
		currentLine.renderHighlights(deltaTime);
		GLES11.glDisable(GLES11.GL_BLEND);
	}		
}
 
Example 8
Source File: AndroidPixmap.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void render(int x, int y) {
	if (x != lastX || y != lastY) {
		vertexBuffer.clear();
		vertexBuffer.put(x);
		vertexBuffer.put(y);
		vertexBuffer.put(x);
		vertexBuffer.put(y + height - 1);
		vertexBuffer.put(x + width - 1);
		vertexBuffer.put(y);
		vertexBuffer.put(x + width - 1);
		vertexBuffer.put(y + height - 1);
		vertexBuffer.position(0);
		lastX = x;
		lastY = y;
	}
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	if (!textureManager.checkTexture(fileName)) {
		if (bitmap != null && !bitmap.isRecycled()) {
			textureManager.addTexture(fileName, bitmap);
		}
	}
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glVertexPointer(2, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
	textureManager.setTexture(fileName);
	GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 4);
	GLES11.glDisable(GLES11.GL_BLEND);
	textureManager.setTexture(null);
	GLES11.glDisable(GLES11.GL_TEXTURE_2D);
	GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
}
 
Example 9
Source File: Explosion.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void render() {
	if (finished || rendered) {
		return;
	}
	GLES11.glColor4f(0.94f, 0, 0, 1.0f);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glDepthMask(false);		
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glDisable(GLES11.GL_CULL_FACE);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);		
	for (int i = 0; i < 3; i++) {
		if (explosions[i] == null) {
			continue;
		}
		GLES11.glPushMatrix();
		GLES11.glMultMatrixf(explosions[i].getMatrix(), 0);
		explosions[i].batchRender();
		GLES11.glPopMatrix();
	}		
	Alite.get().getTextureManager().setTexture(null);
	GLES11.glEnable(GLES11.GL_CULL_FACE);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glDepthMask(true);
	GLES11.glDisable(GLES11.GL_BLEND);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	rendered = true;
}
 
Example 10
Source File: Sprite.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
protected void setUp() {
	GLES11.glDisable(GLES11.GL_LIGHTING);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	
	GLES11.glVertexPointer(2, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);

	alite.getTextureManager().setTexture(textureFilename);
	
	GLES11.glDisable(GLES11.GL_CULL_FACE);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
}
 
Example 11
Source File: SpaceObject.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void renderTargetBox(float distSq) {
	if (!Settings.targetBox || targetBox == null || distSq <= SpaceObjectAI.SHOOT_DISTANCE_SQ) {
		return;
	}
	float alpha = (distSq - SpaceObjectAI.SHOOT_DISTANCE_SQ) / (LaserManager.MAX_ENEMY_DISTANCE_SQ - SpaceObjectAI.SHOOT_DISTANCE_SQ);
	targetBox.setAlpha(alpha);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);
	targetBox.render();
	GLES11.glDisable(GLES11.GL_BLEND);
}
 
Example 12
Source File: PlanetSpaceObject.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
@Override
public void render() {		
	GLES11.glDisable(GLES11.GL_LIGHTING);
	planet.render();
	GLES11.glDisable(GLES11.GL_DEPTH_TEST);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
	if (clouds != null) {
		clouds.render();
	}				
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glDisable(GLES11.GL_CULL_FACE);
	GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
	GLES11.glEnable(GLES11.GL_DEPTH_TEST);
	atmosphere.render();

	GLES11.glEnable(GLES11.GL_LIGHTING);		
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
	if (rings != null) {			
		rings.render();
		ringShadow.render();			
	}	
	GLES11.glDisable(GLES11.GL_DEPTH_TEST);
	
	GLES11.glEnable(GLES11.GL_CULL_FACE);
	alite.getTextureManager().setTexture(null);				
}
 
Example 13
Source File: EngineExhaust.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void render() {
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glDepthMask(false);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glDisable(GLES11.GL_CULL_FACE);
	GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_COLOR_ARRAY);
	GLES11.glDisable(GLES11.GL_LIGHTING);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);		
	MathHelper.copyMatrix(getMatrix(), saveMatrix);
	for (int i = 0; i < 2; i++) {
		GLES11.glPushMatrix();
		GLES11.glMultMatrixf(getMatrix(), 0);
	
		GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer);
		GLES11.glColorPointer(4, GLES11.GL_FLOAT, 0, colorBuffer1);
		GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);
	
		GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, cylinderBuffer);
		GLES11.glColorPointer(4, GLES11.GL_FLOAT, 0, colorBuffer2);
		GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 18);
	
		GLES11.glPopMatrix();
		scale(0.4f, 0.4f, 1.2f);
	}
	MathHelper.copyMatrix(saveMatrix, currentMatrix);
	extractVectors();
	GLES11.glEnable(GLES11.GL_CULL_FACE);
	GLES11.glEnable(GLES11.GL_LIGHTING);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glDepthMask(true);
	GLES11.glDisable(GLES11.GL_BLEND);
}
 
Example 14
Source File: StarDust.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
void render() {		
       GLES11.glEnable(GLES11.GL_FOG);
	GLES11.glDisable(GLES11.GL_CULL_FACE);
       GLES11.glDisable(GLES11.GL_LIGHTING);
	GLES11.glDisableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_POINT_SIZE_ARRAY_OES);		
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, dustParticles);
	GLES11.glPointSizePointerOES(GLES11.GL_FLOAT, 0, particleSizes);
	GLES11.glColor4f(0.7f, 0.7f, 1.0f, 0.8f);
	alite.getTextureManager().setTexture("textures/glow_mask.png");
       GLES11.glEnable(GLES11.GL_POINT_SPRITE_OES);
       GLES11.glTexEnvf(GLES11.GL_POINT_SPRITE_OES, GLES11.GL_COORD_REPLACE_OES, GLES11.GL_TRUE);
       GLES11.glEnable(GLES11.GL_BLEND);
       GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
       GLES11.glHint(GLES11.GL_POINT_SMOOTH_HINT, GLES11.GL_NICEST);
	GLES11.glDisable(GLES11.GL_DEPTH_TEST);
	GLES11.glDrawArrays(GLES11.GL_POINTS, 0, particleCount);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glPointSize(1.0f);
	GLES11.glDisableClientState(GLES11.GL_POINT_SIZE_ARRAY_OES);
	GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glEnable(GLES11.GL_LIGHTING);
	GLES11.glEnable(GLES11.GL_CULL_FACE);
	GLES11.glDisable(GLES11.GL_BLEND);
	GLES11.glDisable(GLES11.GL_FOG);
}
 
Example 15
Source File: ConstrictorScreen.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
private void initGl() {
	Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
	int windowWidth = visibleArea.width();
	int windowHeight = visibleArea.height();

	float ratio = (float) windowWidth / (float) windowHeight;
	GlUtils.setViewport(visibleArea);
	GLES11.glDisable(GLES11.GL_FOG);
	GLES11.glPointSize(1.0f);
       GLES11.glLineWidth(1.0f);

       GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
       GLES11.glDisable(GLES11.GL_BLEND);
       
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
	GLES11.glLoadIdentity();

	GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	GLES11.glShadeModel(GLES11.GL_SMOOTH);
	
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
	GLES11.glEnable(GLES11.GL_LIGHT1);

	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
	GLES11.glEnable(GLES11.GL_LIGHT2);

	GLES11.glEnable(GLES11.GL_LIGHTING);
	
	GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
	GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
	GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
	GLES11.glEnable(GLES11.GL_CULL_FACE);	
}
 
Example 16
Source File: PlanetScreen.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
private void initGl() {		
		Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
		int windowWidth = visibleArea.width();
		int windowHeight = visibleArea.height();

		float ratio = (float) windowWidth / (float) windowHeight;
		GlUtils.setViewport(visibleArea);
		GLES11.glDisable(GLES11.GL_FOG);
		GLES11.glPointSize(1.0f);
        GLES11.glLineWidth(1.0f);

        GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
        GLES11.glDisable(GLES11.GL_BLEND);
        
		GLES11.glMatrixMode(GLES11.GL_PROJECTION);
		GLES11.glLoadIdentity();
		GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
		GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
		GLES11.glLoadIdentity();

		GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		GLES11.glShadeModel(GLES11.GL_SMOOTH);
		
		GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
		GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
		GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
		GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
		GLES11.glEnable(GLES11.GL_LIGHT1);

		GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
		GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
		GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
		GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
		GLES11.glEnable(GLES11.GL_LIGHT2);

		GLES11.glEnable(GLES11.GL_LIGHTING);
		

		GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
		GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
		GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
//		GLES11.glEnable(GLES11.GL_TEXTURE_2D);
		GLES11.glEnable(GLES11.GL_CULL_FACE);	
		
	}
 
Example 17
Source File: AliteHud.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
@Override
public void render() {
	
	setUp();
	GLES11.glColor4f(Settings.alpha, Settings.alpha, Settings.alpha, Settings.alpha);
	GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 4);

	computeLaser();
	if (currentLaserIndex >= 0) {
		laser.simpleRender();
	}
	if (!witchSpace) {
		compass.render();
	}

	infoGauges.render();
	GLES11.glColor4f(Settings.alpha, Settings.alpha, Settings.alpha, Settings.alpha);
	aliteText.justRender();
	if (safeZone) {
		safeIcon.justRender();
	}
	if (System.currentTimeMillis() < ecmActive) {
		ecmIcon.justRender();
	}
	
	if (Settings.controlMode == ShipControl.CONTROL_PAD && controlPad != null) {
		controlPad.render();
	} else if ((Settings.controlMode == ShipControl.CURSOR_BLOCK || Settings.controlMode == ShipControl.CURSOR_SPLIT_BLOCK) && controlKeys != null) {
		controlKeys.render();
	}
	
	GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
	switch (viewDirection) {
		case 0: frontViewport.justRender(); break;
		case 1: rightViewport.justRender(); break;
		case 2: rearViewport.justRender();  break;
		case 3: leftViewport.justRender();  break;
	}
	
	GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);			
	renderLollipops();
	if (zoomFactor > 1.5f && zoomFactor < 3.0f) {
		GLES11.glColor4f(0.94f * Settings.alpha, 0.94f * Settings.alpha, 0.0f, 0.6f * Settings.alpha);
		alite.getFont().drawText("x2", RADAR_X1 + 20, RADAR_Y1 + 20, false, 1.0f);			
	} else if (zoomFactor > 3.0f) {
		GLES11.glColor4f(0.94f * Settings.alpha, 0.94f * Settings.alpha, 0.0f, 0.6f * Settings.alpha);
		alite.getFont().drawText("x4", RADAR_X1 + 20, RADAR_Y1 + 20, false, 1.0f);				
	}
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glDisable(GLES11.GL_BLEND);
	GLES11.glEnable(GLES11.GL_CULL_FACE);
	GLES11.glEnable(GLES11.GL_LIGHTING);

	GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
	cleanUp();
	
}
 
Example 18
Source File: ShipEditorScreen.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
private void initGl() {
	Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
	int windowWidth = visibleArea.width();
	int windowHeight = visibleArea.height();

	float ratio = (float) windowWidth / (float) windowHeight;
	GlUtils.setViewport(visibleArea);
	GLES11.glDisable(GLES11.GL_FOG);
	GLES11.glPointSize(1.0f);
       GLES11.glLineWidth(1.0f);

       GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
       GLES11.glDisable(GLES11.GL_BLEND);
       
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
	GLES11.glLoadIdentity();

	GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	GLES11.glShadeModel(GLES11.GL_SMOOTH);
	
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
	GLES11.glEnable(GLES11.GL_LIGHT1);

	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
	GLES11.glEnable(GLES11.GL_LIGHT2);

	GLES11.glEnable(GLES11.GL_LIGHTING);
	
	GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
	GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
	GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
	GLES11.glEnable(GLES11.GL_CULL_FACE);	
}
 
Example 19
Source File: Cylinder.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
public void render() {
	GLES11.glDisable(GLES11.GL_CULL_FACE);

	if (hasTop) {
		GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
		GLES11.glEnable(GLES11.GL_BLEND);
		GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);		
		GLES11.glColor4f(r, g, b, a);
		GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer1);
		GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[0]);		
		GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, segments + 2);
	}
					
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[1]);		
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, cylinderBuffer);		
	if (textureFilename != null) {
		GLES11.glEnable(GLES11.GL_LIGHTING);
		GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
		alite.getTextureManager().setTexture(textureFilename);
	} else {
		GLES11.glDisable(GLES11.GL_LIGHTING);
		GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);			
	}
       GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE);        
    GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
       GLES11.glDisable(GLES11.GL_BLEND);
	GLES11.glColor4f(r, g, b, a);
	GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, segments * 2 + 2);
	
	if (hasBottom) {
		GLES11.glDisable(GLES11.GL_LIGHTING);
		GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
		GLES11.glEnable(GLES11.GL_BLEND);
		GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);		
		GLES11.glColor4f(r, g, b, a);
		GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer2);
		GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[2]);		
		GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, segments + 2);
	}
	
	GLES11.glColor4f(1, 1, 1, 1);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glEnable(GLES11.GL_LIGHTING);
}
 
Example 20
Source File: FlightScreen.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
public void initializeGl(final Rect visibleArea) {		
	float ratio = (float) windowWidth / (float) windowHeight;
	GlUtils.setViewport(visibleArea);
	GLES11.glDisable(GLES11.GL_FOG);
	GLES11.glPointSize(1.0f);
       GLES11.glLineWidth(1.0f);

       GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE);
       
    GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
       GLES11.glDisable(GLES11.GL_BLEND);
       
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, ratio, 1.0f, 900000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
	GLES11.glLoadIdentity();

	GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	GLES11.glShadeModel(GLES11.GL_SMOOTH);
	
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
	GLES11.glEnable(GLES11.GL_LIGHT1);

	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
	GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
	GLES11.glEnable(GLES11.GL_LIGHT2);

	GLES11.glEnable(GLES11.GL_LIGHTING);
	
	GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
	GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
	GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	GLES11.glEnable(GLES11.GL_CULL_FACE);			
}