Java Code Examples for javax.microedition.khronos.opengles.GL10#glColor4f()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glColor4f() .
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Example 1
Source File: GLDrawerES1.java From Building-Android-UIs-with-Custom-Views with MIT License | 6 votes |
@Override public void onDrawFrame(GL10 gl) { gl.glClearColor(1.f, 0.f, 0.f, 1.f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glLoadIdentity(); gl.glTranslatef(0.f, 0.f, -50.f); long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); gl.glRotatef(angle, 0.f, 0.f, 1.f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glColor4f(1.f, 1.f, 1.f, 1.f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }
Example 2
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 3
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 4
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 5
Source File: GLVertexList.java From homescreenarcade with GNU General Public License v3.0 | 6 votes |
public void render(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); if (colorIndex>4) { gl.glEnableClientState(GL10.GL_COLOR_ARRAY); } else { gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); if (colorIndex>4) { gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer); } else if (colorIndex==4) { // single color gl.glColor4f( colorComponents[0], colorComponents[1], colorComponents[2], colorComponents[3]); } gl.glDrawArrays(glMode, 0, numVertices); }
Example 6
Source File: PLHotspot.java From PanoramaGL with Apache License 2.0 | 5 votes |
/**render methods*/ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { this.calculateCoords(gl); List<PLITexture> textures = this.getTextures(); int textureId = (textures.size() > 0 ? textures.get(0).getTextureId(gl) : 0); if(textureId == 0 || mVertexsBuffer == null || mTextureCoordsBuffer == null) return; gl.glEnable(GL10.GL_TEXTURE_2D); PLIView view = renderer.getInternalView(); gl.glColor4f(1.0f, 1.0f, 1.0f, (view != null && view.isValidForTransition()) || this.getTouchStatus() == PLSceneElementTouchStatus.PLSceneElementTouchStatusOut ? this.getAlpha() : mOverAlpha); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexsBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureCoordsBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_FRONT); gl.glShadeModel(GL10.GL_SMOOTH); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_BLEND); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
Example 7
Source File: PLRenderableElementBase.java From panoramagl with Apache License 2.0 | 5 votes |
/** * alpha methods */ protected void beginAlpha(GL10 gl) { gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(1.0f, 1.0f, 1.0f, this.getAlpha()); }
Example 8
Source File: PLHotspot.java From panoramagl with Apache License 2.0 | 5 votes |
/** * render methods */ @Override protected void internalRender(GL10 gl, PLIRenderer renderer) { this.calculateCoords(gl); List<PLITexture> textures = this.getTextures(); int textureId = (textures.size() > 0 ? textures.get(0).getTextureId(gl) : 0); if (textureId == 0 || mVertexsBuffer == null || mTextureCoordsBuffer == null) return; gl.glEnable(GL10.GL_TEXTURE_2D); PLIView view = renderer.getInternalView(); gl.glColor4f(1.0f, 1.0f, 1.0f, (view != null && view.isValidForTransition()) || this.getTouchStatus() == PLSceneElementTouchStatus.PLSceneElementTouchStatusOut ? this.getAlpha() : mOverAlpha); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexsBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureCoordsBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_FRONT); gl.glShadeModel(GL10.GL_SMOOTH); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_BLEND); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); }
Example 9
Source File: PLRenderableElementBase.java From PanoramaGL with Apache License 2.0 | 5 votes |
/**alpha methods*/ protected void beginAlpha(GL10 gl) { gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glColor4f(1.0f, 1.0f, 1.0f, this.getAlpha()); }
Example 10
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 11
Source File: Square.java From opengl with Apache License 2.0 | 5 votes |
/** * This function draws our square on screen. * @param gl */ public void draw(GL10 gl) { //set a color other then white, which is blue/purple gl.glColor4f(0.5f, 0.5f, 1.0f, 1.0f); // 0x8080FFFF // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // OpenGL docs // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // OpenGL docs // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); // OpenGL docs // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);// OpenGL docs. // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, // OpenGL docs vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,// OpenGL docs GL10.GL_UNSIGNED_SHORT, indexBuffer); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // OpenGL docs // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); // OpenGL docs }
Example 12
Source File: AndroidOpenGL.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // configure model space gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, 10f, 0, 0, 0, 0, 1, 0f); gl.glColor4f(1f, 0f, 0f, 1f); }
Example 13
Source File: Square.java From opengl with Apache License 2.0 | 5 votes |
/** * This function draws our square on screen. * @param gl */ public void draw(GL10 gl) { //set a color other then white, which is blue/purple gl.glColor4f(0.5f, 0.5f, 1.0f, 1.0f); // 0x8080FFFF // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // OpenGL docs // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // OpenGL docs // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); // OpenGL docs // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);// OpenGL docs. // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, // OpenGL docs vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,// OpenGL docs GL10.GL_UNSIGNED_SHORT, indexBuffer); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // OpenGL docs // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); // OpenGL docs }
Example 14
Source File: AndroidOpenGL.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // configure model space gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, 10f, 0, 0, 0, 0, 1, 0f); gl.glColor4f(1f, 0f, 0f, 1f); }
Example 15
Source File: ShadeRenderer.java From BobEngine with GNU Lesser General Public License v2.1 | 5 votes |
@Override public void render(GL10 gl, int layer) { if (alpha[layer] > 0.0001f) { float x = 0; float y = 0; float width = getRoom().getViewWidth(); float height = getRoom().getViewHeight(); x += getRoom().getCameraLeftEdge() * getRoom().getGridUnitX(); y += getRoom().getCameraBottomEdge() * getRoom().getGridUnitY(); vertices[0] = x; // Bottom Left X vertices[1] = y; // Bottom Left Y vertices[2] = vertices[0]; // Top Left X (Same as Bottom X) vertices[3] = y + height; // Top Left Y vertices[4] = x + width; // Bottom Right X vertices[5] = vertices[1]; // Bottom Right Y (Same as Left Y) vertices[6] = vertices[4]; // Top Right X (Same as Bottom X) vertices[7] = vertices[3]; // Top Right Y (Same as Left Y) vertexBuffer.clear(); vertexBuffer.put(vertices); vertexBuffer.position(0); textureBuffer.position(0); indexBuffer.position(0); gl.glBindTexture(GL11.GL_TEXTURE_2D, 0); gl.glColor4f(red[layer] * alpha[layer], green[layer] * alpha[layer], blue[layer] * alpha[layer], alpha[layer]); // Point to our vertex and texture buffers gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); // Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, INDICES.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); } }
Example 16
Source File: DemoHeartRateSensorActivity.java From BLE-Heart-rate-variability-demo with MIT License | 5 votes |
protected void draw(GL10 gl) { long curtime = SystemClock.uptimeMillis(); this.prepareBuffers(sides, interval[1]); gl.glColor4f(96/255.0f, 246/255.0f, 255/255.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, this.numOfIndecies, GL10.GL_UNSIGNED_SHORT, mIndexBuffer); }
Example 17
Source File: PLRenderableElementBase.java From PanoramaGL with Apache License 2.0 | 4 votes |
protected void endAlpha(GL10 gl) { gl.glDisable(GL10.GL_BLEND); gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); }
Example 18
Source File: PLRenderableElementBase.java From panoramagl with Apache License 2.0 | 4 votes |
protected void endAlpha(GL10 gl) { gl.glDisable(GL10.GL_BLEND); gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); }
Example 19
Source File: Graph3DRenderer.java From ncalc with GNU General Public License v3.0 | 4 votes |
@Override public void onDrawFrame(GL10 gl) { 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(gamma, 0, 1f, 0); gl.glRotatef(alpha, 1f, 1f, 0); gl.glRotatef(beta, 0, 0, 1f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); if (dirty) { setUpArray(); dirty = false; } gl.glLineWidth(1.0f); for (int k = 0; k < functions.size(); k++) { int colors[] = Graph2DView.colors[k]; gl.glColor4f((float) colors[0] / 255, (float) colors[1] / 255, (float) colors[2], 1); for (int i = 0; i <= 30; i++) { vertexBuffer[k][i][1].position(0); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer[k][i][0]); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, 31); vertexBuffer[k][i][1].position(0); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer[k][i][1]); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, 31); } } gl.glLineWidth(3.0f); gl.glColor4f(1, 1, 1, 1); axisBuffer.position(0); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, axisBuffer); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, axis.length); gl.glRotatef(gamma * 2.0f, 0, 0, 1); gl.glTranslatef(0.5f, 0.5f, 0.5f); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); long newSeconds = System.currentTimeMillis(); if (!userRotate) { gamma += .04f * (newSeconds - milliseconds); } milliseconds = newSeconds; }
Example 20
Source File: QuadRenderSystem.java From BobEngine with GNU Lesser General Public License v2.1 | 4 votes |
/** * Render the quads in this system. * * @param gl OpenGL ES 1 object. * @param layer layer to render. */ public void render(GL10 gl, int layer) { boolean obFound = false; int gID; int numIndices = 0; // The number of indices for all objects if (graphic == null) { gID = 0; } else { gID = graphic.id; } for (int i = 0; i < numQuads; i++) { Transformation t = quads.get(i).getTransformation(); GraphicAreaTransformation g = quads.get(i).getGraphicAreaTransformation(); if (t.getLayer() == layer && onScreen(t, getRoom()) && Transform.getRealVisibility(t)) { if (!obFound) { vertexBuffer.clear(); textureBuffer.clear(); vertexBuffer.position(0); textureBuffer.position(0); indexBuffer[layer].position(0); obFound = true; } vertexBuffer.put(getVertices(t)); textureBuffer.put(getVertices(g)); numIndices += INDICES; } } if (obFound) { if (numIndices != lastIndex[layer]) { if (numIndices > indices.length) { indices = new short[numIndices + 1]; } for (int i = 0; i < numIndices; i += 6) { indices[i + 0] = (short) (((i / 6) * 4) + 0); indices[i + 1] = (short) (((i / 6) * 4) + 1); indices[i + 2] = (short) (((i / 6) * 4) + 2); indices[i + 3] = (short) (((i / 6) * 4) + 1); indices[i + 4] = (short) (((i / 6) * 4) + 2); indices[i + 5] = (short) (((i / 6) * 4) + 3); } indexBuffer[layer].clear(); indexBuffer[layer].put(indices); lastIndex[layer] = numIndices; } vertexBuffer.position(0); textureBuffer.position(0); indexBuffer[layer].position(0); // Add color gl.glColor4f(red[layer] * alpha[layer], green[layer] * alpha[layer], blue[layer] * alpha[layer], alpha[layer]); // Bind the texture gl.glBindTexture(GL11.GL_TEXTURE_2D, gID); // Point to our vertex and texture buffers gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); // Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, numIndices, GL10.GL_UNSIGNED_SHORT, indexBuffer[layer]); } }