Java Code Examples for javax.microedition.khronos.opengles.GL10#glClearColor()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glClearColor() .
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: TouchRotateActivity.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { /* * 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); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(1,1,1,1); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); }
Example 2
Source File: BouncyCubeRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onDrawFrame(GL10 gl) { gl.glClearColor(0.0f,0.5f,0.5f,1.0f); gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL11.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f,(float)Math.sin(mTransY), -7.0f); gl.glRotatef(mAngle, 0.0f, 1.0f, 0.0f); gl.glRotatef(mAngle, 1.0f, 0.0f, 0.0f); gl.glEnableClientState(GL11.GL_VERTEX_ARRAY); gl.glEnableClientState(GL11.GL_COLOR_ARRAY); mCube.draw(gl); mTransY += .075f; mAngle+=.4; }
Example 3
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 4
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 5
Source File: BouncyCubeRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glDisable(GL11.GL_DITHER); gl.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_FASTEST); if (mTranslucentBackground) { gl.glClearColor(1,0,0,0); } else { gl.glClearColor(1,1,1,1); } gl.glEnable(GL11.GL_CULL_FACE); gl.glShadeModel(GL11.GL_SMOOTH); gl.glEnable(GL11.GL_DEPTH_TEST); }
Example 6
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 7
Source File: CubeRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { /* * 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); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); if (mTranslucentBackground) { gl.glClearColor(0,0,0,0); } else { gl.glClearColor(1,1,1,1); } gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); }
Example 8
Source File: LaserScanRenderer.java From RobotCA with GNU General Public License v3.0 | 5 votes |
/** * Called when the surface is created or recreated. * * @param gl the GL interface. * @param config the EGLConfig of the created surface. Can be used */ @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0.9f, 0.9f, 0.9f, 1.0f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glDisable(GL10.GL_DITHER); }
Example 9
Source File: KubeRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void onDrawFrame(GL10 gl) { if (mCallback != null) { mCallback.animate(); } /* * 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(). However we must make sure to set the scissor * correctly first. The scissor is always specified in window * coordinates: */ gl.glClearColor(0.5f,0.5f,0.5f,1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D object */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glScalef(0.5f, 0.5f, 0.5f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glColor4f(0.7f, 0.7f, 0.7f, 1.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); mWorld.draw(gl); }
Example 10
Source File: CubeRenderer.java From tilt-game-android with MIT License | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // dither is enabled by default, we don't need it gl.glDisable(GL10.GL_DITHER); // clear screen in black gl.glClearColor(0, 0, 0, 1); }
Example 11
Source File: MyGLRenderer.java From TikTok with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, javax.microedition.khronos.egl.EGLConfig arg1) { glBitmap.loadGLTexture(gl, this.context); gl.glEnable(GL10.GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) gl.glShadeModel(GL10.GL_SMOOTH); // Enable Smooth Shading gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background gl.glClearDepthf(1.0f); // Depth Buffer Setup gl.glEnable(GL10.GL_DEPTH_TEST); // Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); // The Type Of Depth Testing To Do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); }
Example 12
Source File: OpenGLRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // OpenGL docs. // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH);// OpenGL docs. // Depth buffer setup. gl.glClearDepthf(1.0f);// OpenGL docs. // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST);// OpenGL docs. // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL);// OpenGL docs. // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, // OpenGL docs. GL10.GL_NICEST); }
Example 13
Source File: AndroidOpenGL.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); // configure projection to screen gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glClearColor(0.5f, 0.5f, 0.5f, 1); float aspect = (float) width / height; GLU.gluPerspective(gl, 45.0f, aspect, 1.0f, 30.0f); }
Example 14
Source File: VortexRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // preparation Log.i(LOG_TAG, "onSurfaceCreated()"); gl.glMatrixMode(GL10.GL_PROJECTION); float size = .01f * (float) Math.tan(Math.toRadians(45.0) / 2); float ratio = _width / _height; // perspective: gl.glFrustumf(-size, size, -size / ratio, size / ratio, 0.01f, 100.0f); // orthographic: //gl.glOrthof(-1, 1, -1 / ratio, 1 / ratio, 0.01f, 100.0f); gl.glViewport(0, 0, (int) _width, (int) _height); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glEnable(GL10.GL_DEPTH_TEST); // define the color we want to be displayed as the "clipping wall" gl.glClearColor(0f, 0f, 0f, 1.0f); // enable the differentiation of which side may be visible gl.glEnable(GL10.GL_CULL_FACE); // which is the front? the one which is drawn counter clockwise gl.glFrontFace(GL10.GL_CCW); // which one should NOT be drawn gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); initTriangle(); }
Example 15
Source File: SquareRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) {//15 gl.glDisable(GL10.GL_DITHER); //16 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, //17 GL10.GL_FASTEST); if (mTranslucentBackground) {//18 gl.glClearColor(0,0,0,0); } else { gl.glClearColor(1,1,1,1); } gl.glEnable(GL10.GL_CULL_FACE); //19 gl.glShadeModel(GL10.GL_SMOOTH); //20 gl.glEnable(GL10.GL_DEPTH_TEST); //21 }
Example 16
Source File: RotationVectorDemo.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { // dither is enabled by default, we don't need it gl.glDisable(GL10.GL_DITHER); // clear screen in white gl.glClearColor(1,1,1,1); }
Example 17
Source File: MatrixPaletteRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 4 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { /* * 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); /* * Some one-time OpenGL initialization can be made here * probably based on features of this particular context */ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); gl.glClearColor(.5f, .5f, .5f, 1); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_TEXTURE_2D); /* * Create our texture. This has to be done each time the * surface is created. */ int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTextureID = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); InputStream is = mContext.getResources() .openRawResource(R.raw.robot); Bitmap bitmap; try { bitmap = BitmapFactory.decodeStream(is); } finally { try { is.close(); } catch(IOException e) { // Ignore. } } GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); mGrid = generateWeightedGrid(gl); }
Example 18
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 19
Source File: InvertedColorsVideoRenderer.java From opentok-android-sdk-samples with MIT License | 4 votes |
@Override public void onDrawFrame(GL10 gl) { gl.glClearColor(0, 0, 0, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); mFrameLock.lock(); if (mCurrentFrame != null && !mVideoDisabled) { GLES20.glUseProgram(mProgram); if (mTextureWidth != mCurrentFrame.getWidth() || mTextureHeight != mCurrentFrame.getHeight()) { setupTextures(mCurrentFrame); } updateTextures(mCurrentFrame); Matrix.setIdentityM(mScaleMatrix, 0); float scaleX = 1.0f, scaleY = 1.0f; float ratio = (float) mCurrentFrame.getWidth() / mCurrentFrame.getHeight(); float vratio = (float) mViewportWidth / mViewportHeight; if (mVideoFitEnabled) { if (ratio > vratio) { scaleY = vratio / ratio; } else { scaleX = ratio / vratio; } } else { if (ratio < vratio) { scaleY = vratio / ratio; } else { scaleX = ratio / vratio; } } Matrix.scaleM(mScaleMatrix, 0, scaleX * (mCurrentFrame.isMirroredX() ? -1.0f : 1.0f), scaleY, 1); if (metadataListener != null) { metadataListener.onMetadataReady(mCurrentFrame.getMetadata()); } int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mScaleMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLES, mVertexIndex.length, GLES20.GL_UNSIGNED_SHORT, mDrawListBuffer); } else { //black frame when video is disabled gl.glClearColor(0, 0, 0, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); } mFrameLock.unlock(); }
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(); }