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

The following examples show how to use android.opengl.GLES11#glNormalPointer() . 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: AliteLogo.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
@Override
public void render() {		
	alite.getTextureManager().setTexture(textureFilename);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
	GLES11.glEnable(GLES11.GL_BLEND);
	GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);
	GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
	GLES11.glDisable(GLES11.GL_BLEND);
	alite.getTextureManager().setTexture(null);
	if (Settings.engineExhaust && exhaust != null && !exhaust.isEmpty() && getSpeed() < 0f) {
		for (EngineExhaust ex: exhaust) {
			ex.render();
		}
	}
}
 
Example 2
Source File: Cougar.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
@Override
public void render() {		
	alite.getTextureManager().setTexture(textureFilename);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);		
	GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
	wing.render();
	wing.applyDeltaRotation(0, 0, 180);
	GLES11.glMultMatrixf(wing.getMatrix(), 0);
	wing.render();
	wing.applyDeltaRotation(0, 0, 180);		
	alite.getTextureManager().setTexture(null);
	if (Settings.engineExhaust && !exhaust.isEmpty()) {
		for (EngineExhaust ex: exhaust) {
			ex.render();
		}
	}
}
 
Example 3
Source File: Sphere.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
public void render() {
	if (hasNormals) {
		GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
		GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	} else {
		GLES11.glDisableClientState(GLES11.GL_NORMAL_ARRAY);
	}
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	if (textureFilename != null) {
		GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
	} else {
		GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glDisable(GLES11.GL_LIGHTING);
		GLES11.glColor4f(r, g, b, a);
	}
	alite.getTextureManager().setTexture(textureFilename);
	GLES11.glDrawArrays(glDrawMode, 0, numberOfVertices);
	if (!hasNormals) {
		GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
	}
	if (textureFilename == null) {
		GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glEnable(GLES11.GL_LIGHTING);
		GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);			
	}
}
 
Example 4
Source File: Disk.java    From Alite with GNU General Public License v3.0 6 votes vote down vote up
public void render() {
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	if (textureFilename != null) {
		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.glDrawArrays(glDrawMode, 0, numberOfVertices);
	if (textureFilename == null) {
		GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
		GLES11.glEnable(GLES11.GL_LIGHTING);
	}
}
 
Example 5
Source File: IcosDockingBay.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
void render() {
	boolean enabled = GLES11.glIsEnabled(GLES11.GL_CULL_FACE);
	if (enabled) {
		GLES11.glDisable(GLES11.GL_CULL_FACE);
	}
	alite.getTextureManager().setTexture(textureFilename);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);		
	GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
	if (enabled) {
		GLES11.glEnable(GLES11.GL_CULL_FACE);
	}		
}
 
Example 6
Source File: DodecDockingBay.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
void render() {
	boolean enabled = GLES11.glIsEnabled(GLES11.GL_CULL_FACE);
	if (enabled) {
		GLES11.glDisable(GLES11.GL_CULL_FACE);
	}
	alite.getTextureManager().setTexture(textureFilename);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);		
	GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
	if (enabled) {
		GLES11.glEnable(GLES11.GL_CULL_FACE);
	}		
}
 
Example 7
Source File: DockingBay.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
void render() {
	boolean enabled = GLES11.glIsEnabled(GLES11.GL_CULL_FACE);
	if (enabled) {
		GLES11.glDisable(GLES11.GL_CULL_FACE);
	}
	alite.getTextureManager().setTexture(textureFilename);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);		
	GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
	if (enabled) {
		GLES11.glEnable(GLES11.GL_CULL_FACE);
	}		
}
 
Example 8
Source File: SpaceObject.java    From Alite with GNU General Public License v3.0 5 votes vote down vote up
@Override
public void render() {
	alite.getTextureManager().setTexture(textureFilename);
	GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
	GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer);
	GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
	GLES11.glDrawArrays(GLES11.GL_TRIANGLES, 0, numberOfVertices);
	alite.getTextureManager().setTexture(null);
	if (Settings.engineExhaust && exhaust != null && !exhaust.isEmpty() && getSpeed() < 0f) {
		for (EngineExhaust ex: exhaust) {
			ex.render();
		}
	}
}
 
Example 9
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);
}
 
Example 10
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 11
Source File: Vertices.java    From Alite with GNU General Public License v3.0 4 votes vote down vote up
public void bind() {
	GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY); // Enable Position
														// in Vertices
	vertices.position(0); // Set Vertex Buffer to Position
	GLES11.glVertexPointer(positionCnt, GLES11.GL_FLOAT, vertexSize,
			vertices); // Set Vertex Pointer

	if (hasColor) { // IF Vertices Have Color
		GLES11.glEnableClientState(GLES11.GL_COLOR_ARRAY); // Enable Color
															// in Vertices
		vertices.position(positionCnt); // Set Vertex Buffer to Color
		GLES11.glColorPointer(COLOR_CNT, GLES11.GL_FLOAT, vertexSize,
				vertices); // Set Color Pointer
	}

	if (hasTexCoords) { // IF Vertices Have Texture Coords
		GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY); // Enable
																	// Texture
																	// Coords
																	// in
																	// Vertices
		vertices.position(positionCnt + (hasColor ? COLOR_CNT : 0)); // Set
																		// Vertex
																		// Buffer
																		// to
																		// Texture
																		// Coords
																		// (NOTE:
																		// position
																		// based
																		// on
																		// whether
																		// color
																		// is
																		// also
																		// specified)
		GLES11.glTexCoordPointer(TEXCOORD_CNT, GLES11.GL_FLOAT, vertexSize,
				vertices); // Set Texture Coords Pointer
	}

	if (hasNormals) {
		GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY); // Enable
															// Normals in
															// Vertices
		vertices.position(positionCnt + (hasColor ? COLOR_CNT : 0)
				+ (hasTexCoords ? TEXCOORD_CNT : 0)); // Set Vertex Buffer
														// to Normals (NOTE:
														// position based on
														// whether
														// color/texcoords
														// is also
														// specified)
		GLES11.glNormalPointer(GLES11.GL_FLOAT, vertexSize, vertices); // Set
																		// Normals
																		// Pointer
	}
}