Java Code Examples for javax.microedition.khronos.opengles.GL10#glOrthof()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glOrthof() .
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Example 1
Source File: WaveformVisualizerSurfaceView.java From android-openslmediaplayer with Apache License 2.0 | 6 votes |
private static void drawWaveForm( GL10 gl, int width, int height, FloatBuffer vertices, int n, float ymin, float ymax, FloatColor color) { gl.glPushMatrix(); // viewport gl.glViewport(0, 0, width, height); // X: [0:1], Y: [ymin:ymax] gl.glOrthof(0.0f, 1.0f, ymin, ymax, -1.0f, 1.0f); gl.glColor4f(color.red, color.green, color.blue, color.alpha); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, (2 * Float.SIZE / 8), vertices); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, n); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); }
Example 2
Source File: HQFftVisualizerSurfaceView.java From android-openslmediaplayer with Apache License 2.0 | 6 votes |
private static void drawFFT( GL10 gl, int width, int height, FloatBuffer vertices, int n, int vposition, float yrange, FloatColor color) { gl.glPushMatrix(); // viewport gl.glViewport(0, (height / 2) * (1 - vposition), width, (height / 2)); // X: [0:1], Y: [0:1] gl.glOrthof(0.0f, 1.0f, 0.0f, yrange, -1.0f, 1.0f); gl.glColor4f(color.red, color.green, color.blue, color.alpha); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, (2 * Float.SIZE / 8), vertices); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, n); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); }
Example 3
Source File: HQWaveformVisualizerSurfaceView.java From android-openslmediaplayer with Apache License 2.0 | 6 votes |
private static void drawWaveForm( GL10 gl, int width, int height, FloatBuffer vertices, int n, int vposition, float yrange, FloatColor color) { gl.glPushMatrix(); // viewport gl.glViewport(0, (height / 2) * (1 - vposition), width, (height / 2)); // X: [0:1], Y: [-1:+1] (scaled) gl.glOrthof(0.0f, 1.0f, -yrange, yrange, -1.0f, 1.0f); gl.glColor4f(color.red, color.green, color.blue, color.alpha); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, (2 * Float.SIZE / 8), vertices); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, n); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); }
Example 4
Source File: FftVisualizerSurfaceView.java From android-openslmediaplayer with Apache License 2.0 | 6 votes |
private static void drawFFT( GL10 gl, int width, int height, FloatBuffer vertices, int n, float yrange, FloatColor color) { gl.glPushMatrix(); // viewport gl.glViewport(0, 0, width, height); // X: [0:1], Y: [0:yrange] gl.glOrthof(0.0f, 1.0f, 0.0f, yrange, -1.0f, 1.0f); gl.glColor4f(color.red, color.green, color.blue, color.alpha); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, (2 * Float.SIZE / 8), vertices); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, n); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); }
Example 5
Source File: Room.java From BobEngine with GNU Lesser General Public License v2.1 | 6 votes |
/** * Gathers the vertex, texture, and index data for each GameObject in this * room and passes that information to openGL. Can be called from another * room's draw method to draw both rooms at once. If overridden, call * super.draw(gl). * * @param gl OpenGL ES 1.0 object to do pass drawing information to. */ public void draw(GL10 gl) { // Update camera gl.glMatrixMode(GLES10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(camLeft, camRight, camBottom, camTop, -1, 1); // Draw graphics gl.glMatrixMode(GLES10.GL_MODELVIEW); gl.glLoadIdentity(); for (int l = 0; l < layers; l++) { for (int i = 0; i < renderables.size(); i++) { Renderable r = renderables.get(i); if (r.getGraphic() != null && r.getGraphic().shouldLoad()) { // Load the graphic if needed getView().getGraphicsHelper().addGraphic(r.getGraphic()); } r.render(gl, l); } } }
Example 6
Source File: TouchSurfaceView.java From retrobreaker with MIT License | 6 votes |
@Override public void onSurfaceChanged(GL10 gl, int width, int height) { mScreenWidth = width; mScreenHeight = height; float ratio = (float) width / height; State.setScreenMeasures((2.0f * Config.SCREEN_RATIO) - Config.WALL, 2.0f - Config.WALL); // Define a fixed game screen ratio independently of the screen resolution if(ratio >= Config.SCREEN_RATIO) { int newWidth = Math.round(height * Config.SCREEN_RATIO); gl.glViewport((width - newWidth)/2, 0, newWidth, height); } else { int newHeight = Math.round(width/Config.SCREEN_RATIO); gl.glViewport(0, (height - newHeight)/2, width, newHeight); } gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(-Config.SCREEN_RATIO, Config.SCREEN_RATIO, -1.0f, 1.0f, -1.0f, 1.0f); Matrix.orthoM(mUnprojectProjMatrix, 0, -Config.SCREEN_RATIO, Config.SCREEN_RATIO, -1.0f, 1.0f, -1.0f, 1.0f); Matrix.setIdentityM(mUnprojectViewMatrix, 0); }
Example 7
Source File: LabelMaker.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
/** * Begin drawing labels. Sets the OpenGL state for rapid drawing. * * @param gl * @param viewWidth * @param viewHeight */ public void beginDrawing(GL10 gl, float viewWidth, float viewHeight) { checkState(STATE_INITIALIZED, STATE_DRAWING); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); gl.glShadeModel(GL10.GL_FLAT); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4x(0x10000, 0x10000, 0x10000, 0x10000); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(0.0f, viewWidth, 0.0f, viewHeight, 0.0f, 1.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); // Magic offsets to promote consistent rasterization. gl.glTranslatef(0.375f, 0.375f, 0.0f); }
Example 8
Source File: GLDrawerES1.java From Building-Android-UIs-with-Custom-Views with MIT License | 5 votes |
@Override public void onSurfaceChanged(GL10 gl, int width, int height) { if (height == 0) height = 1; float aspect = (float) width / height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(-10.f, 10.f, 10.f / aspect, -10.f / aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); }