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

The following examples show how to use android.opengl.GLES11#glDepthFunc() . 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: 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 2
Source File: ShipEditorScreen.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void displayShip() {
	Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
	float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	GLES11.glEnable(GLES11.GL_CULL_FACE);				
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 900000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);		
	GLES11.glLoadIdentity();
	
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);

	GLES11.glEnable(GLES11.GL_DEPTH_TEST);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
	GLES11.glPushMatrix();
	GLES11.glMultMatrixf(currentShip.getMatrix(), 0);
	currentShip.render();		
	GLES11.glPopMatrix();
	
	GLES11.glDisable(GLES11.GL_DEPTH_TEST);		
	GLES11.glDisable(GLES11.GL_TEXTURE_2D);
	setUpForDisplay(visibleArea);
}
 
Example 3
Source File: ConstrictorScreen.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void displayShip() {
	Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
	float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	GLES11.glEnable(GLES11.GL_CULL_FACE);				
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 100000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);		
	GLES11.glLoadIdentity();
	
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);

	GLES11.glEnable(GLES11.GL_DEPTH_TEST);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
	GLES11.glPushMatrix();
	GLES11.glMultMatrixf(constrictor.getMatrix(), 0);
	constrictor.render();
	GLES11.glPopMatrix();
	
	GLES11.glDisable(GLES11.GL_DEPTH_TEST);		
	GLES11.glDisable(GLES11.GL_TEXTURE_2D);
	setUpForDisplay(visibleArea);
}
 
Example 4
Source File: CougarScreen.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void displayShip() {
	Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
	float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	GLES11.glEnable(GLES11.GL_CULL_FACE);				
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 100000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);		
	GLES11.glLoadIdentity();
	
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);

	GLES11.glEnable(GLES11.GL_DEPTH_TEST);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
	GLES11.glPushMatrix();
	GLES11.glMultMatrixf(cougar.getMatrix(), 0);
	cougar.render();
	GLES11.glPopMatrix();
	
	GLES11.glDisable(GLES11.GL_DEPTH_TEST);		
	GLES11.glDisable(GLES11.GL_TEXTURE_2D);
	setUpForDisplay(visibleArea);
}
 
Example 5
Source File: ShipIntroScreen.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
private void initDisplay(final Rect visibleArea) {
	float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	GLES11.glEnable(GLES11.GL_CULL_FACE);
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 900000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
	GLES11.glLoadIdentity();

	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glPushMatrix();
	  GLES11.glMultMatrixf(skysphere.getMatrix(), 0);
      skysphere.render();
	GLES11.glPopMatrix();

	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	GLES11.glEnable(GLES11.GL_DEPTH_TEST);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);

	GLES11.glDisable(GLES11.GL_BLEND);
}
 
Example 6
Source File: PlanetScreen.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
public void afterDisplay() {		
	Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
	float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
	GLES11.glEnable(GLES11.GL_TEXTURE_2D);
	GLES11.glEnable(GLES11.GL_CULL_FACE);				
	GLES11.glMatrixMode(GLES11.GL_PROJECTION);
	GLES11.glLoadIdentity();
	GlUtils.gluPerspective(game, 45.0f, aspectRatio, 20000.0f, 1000000.0f);
	GLES11.glMatrixMode(GLES11.GL_MODELVIEW);		
	GLES11.glLoadIdentity();
	
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);

	GLES11.glEnable(GLES11.GL_DEPTH_TEST);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
	GLES11.glPushMatrix();
	GLES11.glMultMatrixf(planet.getMatrix(), 0);
	planet.render();
	GLES11.glPopMatrix();
	
	GLES11.glDisable(GLES11.GL_DEPTH_TEST);		
	GLES11.glDisable(GLES11.GL_TEXTURE_2D);
	setUpForDisplay(visibleArea);
	
}
 
Example 7
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 8
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 9
Source File: GLES11DrawContext.java    From settlers-remake with MIT License 5 votes vote down vote up
public GLES11DrawContext(Context context) {
	this.context = context;
	GLES11.glClearColor(0, 0, 0, 1);
	GLES11.glPixelStorei(GLES11.GL_UNPACK_ALIGNMENT, 1);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);

	GLES11.glDepthFunc(GLES11.GL_LEQUAL);
	GLES11.glEnable(GLES11.GL_DEPTH_TEST);

	init();
}
 
Example 10
Source File: LaserCylinder.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
public void render(Alite alite) {
	if (!visible) {
		return;
	}
	GLES11.glDepthFunc(GLES11.GL_LEQUAL);
	GLES11.glDepthMask(false);
	GLES11.glDisable(GLES11.GL_CULL_FACE);
	if (textureFilename != null) {
		GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glEnable(GLES11.GL_LIGHTING);
		alite.getTextureManager().setTexture(textureFilename);
	} else {
		GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glDisable(GLES11.GL_LIGHTING);
		alite.getTextureManager().setTexture(null);
	}			
	GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
	GLES11.glColor4f(emission[0], emission[1], emission[2], emission[3]);
	for (int i = 0; i < 2; i++) {
		GLES11.glPushMatrix();
		GLES11.glMultMatrixf(getMatrix(), 0);
	
		GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer1);
		GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[0]);
		if (textureFilename != null) {
			GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[0]);
		}
		GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);
				
		GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, cylinderBuffer);
		GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[1]);
		if (textureFilename != null) {
			GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[1]);
		}
		GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 18);
	
		GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer2);
		GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[2]);
		if (textureFilename != null) {
			GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[2]);
		}
		GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);

		GLES11.glPopMatrix();
		MathHelper.copyMatrix(getMatrix(), saveMatrix);
		scale(0.7f, 0.7f, 0.7f);			
		GLES11.glColor4f(1.0f, 1.0f, 1.0f, 0.8f);
	}
	MathHelper.copyMatrix(saveMatrix, currentMatrix);
	extractVectors();
	GLES11.glEnable(GLES11.GL_CULL_FACE);
	GLES11.glEnable(GLES11.GL_LIGHTING);
	GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
	alite.getTextureManager().setTexture(null);
	GLES11.glDepthFunc(GLES11.GL_LESS);
	GLES11.glDepthMask(true);
	GLES11.glDisable(GLES11.GL_BLEND);
}