Java Code Examples for javax.microedition.khronos.opengles.GL10#glClear()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glClear() .
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Example 1
Source File: FrameBufferObjectActivity.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void onDrawFrame(GL10 gl) { checkGLError(gl); if (mContextSupportsFrameBufferObject) { GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; if (DEBUG_RENDER_OFFSCREEN_ONSCREEN) { drawOffscreenImage(gl, mSurfaceWidth, mSurfaceHeight); } else { gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, mFramebuffer); drawOffscreenImage(gl, mFramebufferWidth, mFramebufferHeight); gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0); drawOnscreen(gl, mSurfaceWidth, mSurfaceHeight); } } else { // Current context doesn't support frame buffer objects. // Indicate this by drawing a red background. gl.glClearColor(1,0,0,0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); } }
Example 2
Source File: SolarSystemRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glClearColor(0.0f,0.0f,0.0f,1.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -4.0f); gl.glRotatef(mAngle, 1, 0, 0); gl.glRotatef(mAngle, 0, 1, 0); mPlanet.draw(gl); mTransY+=.075f; mAngle+=.4; }
Example 3
Source File: FlipRenderer.java From UltimateAndroid with Apache License 2.0 | 6 votes |
@Override public void onDrawFrame(GL10 gl) { if (cards.isVisible() && cards.isFirstDrawFinished()) gl.glClearColor(1f, 1f, 1f, 1f); else gl.glClearColor(0f, 0f, 0f, 0f); gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); synchronized (postDestroyTextures) { for (Texture texture : postDestroyTextures) { texture.destroy(gl); } postDestroyTextures.clear(); } cards.draw(this, gl); }
Example 4
Source File: BaseAudioVisualizerSurfaceView.java From android-openslmediaplayer with Apache License 2.0 | 5 votes |
public void onDrawFrame(GL10 gl, int width, int height) { CapturedDataHolder capData = null; capData = mDoubleBufferingManager.getAndSwapBuffer(); if (capData != null && capData.valid()) { // clear background gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); onRenderAudioData(gl, width, height, mRendererWorkObj, capData); } }
Example 5
Source File: OpenGLRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onDrawFrame(GL10 gl) { // Clears the screen and depth buffer. gl.glClear(GL10.GL_COLOR_BUFFER_BIT | // OpenGL docs. GL10.GL_DEPTH_BUFFER_BIT); // Replace the current matrix with the identity matrix gl.glLoadIdentity(); // OpenGL docs // Translates 4 units into the screen. gl.glTranslatef(0, 0, -4); // OpenGL docs // Draw our square. square.draw(gl); // ( NEW ) }
Example 6
Source File: AndroidOpenGL.java From opengl with Apache License 2.0 | 5 votes |
public void onDrawFrame(GL10 gl) { if (!fAnimPaused) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glRotatef(1f, 0, 0, 1f); if (mTriangle != null) { mTriangle.drawColorful(gl); } } }
Example 7
Source File: SquareRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onDrawFrame(GL10 gl) {//4 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);//5 gl.glMatrixMode(GL10.GL_MODELVIEW); //6 gl.glLoadIdentity(); //7 gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -3.0f); //8 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //9 gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mSquare.draw(gl); //10 mTransY += .075f; }
Example 8
Source File: AndroidOpenGL.java From opengl with Apache License 2.0 | 5 votes |
public void onDrawFrame(GL10 gl) { if (!fAnimPaused) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glRotatef(1f, 0, 0, 1f); if (mTriangle != null) { mTriangle.drawColorful(gl); } } }
Example 9
Source File: DemoHeartRateSensorActivity.java From BLE-Heart-rate-variability-demo with MIT License | 5 votes |
public void onDrawFrame(GL10 gl) { gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); draw(gl); }
Example 10
Source File: BaseAudioVisualizerSurfaceView.java From android-openslmediaplayer with Apache License 2.0 | 5 votes |
@Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); // clear background gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); mWidth = width; mHeight = height; }
Example 11
Source File: FrameBufferObjectActivity.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
private void drawOffscreenImage(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearColor(0,0.5f,1,0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); gl.glRotatef(mAngle*2.0f, 0, 1, 1); gl.glTranslatef(0.5f, 0.5f, 0.5f); mCube.draw(gl); mAngle += 1.2f; // Restore default state so the other renderer is not affected. gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }
Example 12
Source File: PLBlankPanorama.java From panoramagl with Apache License 2.0 | 5 votes |
/** * render methods */ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { gl.glClearColor(mColor.red, mColor.green, mColor.blue, 1.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); }
Example 13
Source File: PageRenderer.java From PlayLikeCurl with MIT License | 5 votes |
public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glPushMatrix(); gl.glTranslatef(0.0f, 0.0f, -2.0f); gl.glTranslatef(-0.5f, -0.5f, 0.0f); leftPage.draw(gl,context); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(0.0f, 0.0f, -2.0f); gl.glTranslatef(-0.5f, -0.5f, 0.0f); frontPage.draw(gl, context); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(0.0f, 0.0f, -2.0f); gl.glTranslatef(-0.5f, -0.5f, 0.0f); rightPage.draw(gl,context); gl.glPopMatrix(); }
Example 14
Source File: PLBlankPanorama.java From PanoramaGL with Apache License 2.0 | 5 votes |
/**render methods*/ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { gl.glClearColor(mColor.red, mColor.green, mColor.blue, 1.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); }
Example 15
Source File: GLFieldView.java From homescreenarcade with GNU General Public License v3.0 | 5 votes |
void endGLElements(GL10 gl) { vertexListManager.end(); gl.glEnable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glLineWidth(2); vertexListManager.render(gl); }
Example 16
Source File: VideoGLSurfaceView.java From Socket.io-FLSocketIM-Android with MIT License | 5 votes |
@Override public void onDrawFrame(GL10 gl) { //每帧都需要调用该方法进行绘制。绘制时通常先调用glClear来清空framebuffer。 //然后调用OpenGL ES其他接口进行绘制 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); }
Example 17
Source File: BobRenderer.java From BobEngine with GNU Lesser General Public License v2.1 | 4 votes |
/** * Execute a frame. <br /> * <br /> * This method will update game logic and update the graphics. */ @Override public void onDrawFrame(GL10 gl) { Room current = myOwner.getCurrentRoom(); // Current room long now = SystemClock.uptimeMillis(); // Current time long timeElapsed = (long) OPTIMAL_TIME; // Amount of time the frame took gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // Get rid of the previous frame gl.glClearColor(red, green, blue, alpha); // BG color myOwner.getGraphicsHelper().handleGraphics((GL11) gl); if (current != null) { current.update(1/*averageDelta / OPTIMAL_TIME*/); // Update game logic current.draw(gl); // Draw graphics } if (lastTime > 0) { timeElapsed = now - lastTime; // The amount of time the last frame took } if (frames < OPTIMAL_FPS) { frames++; averageDelta = (timeElapsed + averageDelta * (frames - 1)) / frames; // Update the average amount of time a frame takes } else { averageDelta = (timeElapsed + averageDelta * (OPTIMAL_FPS - 1)) / OPTIMAL_FPS; // Update the average amount of time a frame takes } lastTime = now; if (outputFPS && frames % 60 == 0) { double fps = (double) 1000 / (double) averageDelta; if (1000.0 / timeElapsed < low || low == -1) { low = 1000.0 / timeElapsed; } if (1000.0 / timeElapsed > high || high == -1) { high = 1000.0 / timeElapsed; } if (1000.0 / timeElapsed < FRAME_DROP_THRES) { Log.d("fps", "FRAME DROPPED. FPS: " + (1000.0 / timeElapsed)); } if (SystemClock.uptimeMillis() % 100 <= 10) { Log.d("fps", "FPS: " + fps + " LOW: " + low + " HIGH: " + high); // Show FPS in logcat } } }
Example 18
Source File: CubeMapActivity.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onDrawFrame(GL10 gl) { checkGLError(gl); if (mContextSupportsCubeMap) { gl.glClearColor(0,0,1,0); } else { // Current context doesn't support cube maps. // Indicate this by drawing a red background. gl.glClearColor(1,0,0,0); } gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); checkGLError(gl); if (mContextSupportsCubeMap) { gl.glActiveTexture(GL10.GL_TEXTURE0); checkGLError(gl); gl.glEnable(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP); checkGLError(gl); gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, mCubeMapTextureID); checkGLError(gl); GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; gl11ep.glTexGeni(GL11ExtensionPack.GL_TEXTURE_GEN_STR, GL11ExtensionPack.GL_TEXTURE_GEN_MODE, GL11ExtensionPack.GL_REFLECTION_MAP); checkGLError(gl); gl.glEnable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); checkGLError(gl); gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_DECAL); } checkGLError(gl); mGrid.draw(gl); if (mContextSupportsCubeMap) { gl.glDisable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); } checkGLError(gl); mAngle += 1.2f; }
Example 19
Source File: TriangleRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onDrawFrame(GL10 gl) { /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); /* * Usually, the first thing one might want to do is to clear * the screen. The most efficient way of doing this is to use * glClear(). */ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D objects */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glActiveTexture(GL10.GL_TEXTURE0); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); gl.glRotatef(angle, 0, 0, 1.0f); mTriangle.draw(gl); }
Example 20
Source File: GLRender.java From LiveBlurListView with Apache License 2.0 | 4 votes |
private void process(Bitmap bitmap, boolean fast) { final GL10 gl = mGL; gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearDepthf(1.0f); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_LEQUAL); float[] color = new float[16]; FloatBuffer colorBuffer; float[] texVertex = new float[12]; FloatBuffer vertexBuffer; ByteBuffer texByteBuffer = ByteBuffer.allocateDirect(texVertex.length * 4); texByteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = texByteBuffer.asFloatBuffer(); vertexBuffer.put(texVertex); vertexBuffer.position(0); ByteBuffer colorByteBuffer = ByteBuffer.allocateDirect(color.length * 4); colorByteBuffer.order(ByteOrder.nativeOrder()); colorBuffer = colorByteBuffer.asFloatBuffer(); colorBuffer.put(color); colorBuffer.position(0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glPushMatrix(); gl.glTranslatef(0.0f, 0.0f, 0.0f); colorBuffer.clear(); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); colorBuffer.put(1.0f); colorBuffer.put(0.0f); colorBuffer.put(0.0f); colorBuffer.put(1.0f); vertexBuffer.clear(); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(5f); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(5f); vertexBuffer.put(5f); vertexBuffer.put(0); vertexBuffer.put(0); vertexBuffer.put(5f); vertexBuffer.put(0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer); gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, 4); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); }