本文整理汇总了Java中android.opengl.GLES11.glColor4f方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glColor4f方法的具体用法?Java GLES11.glColor4f怎么用?Java GLES11.glColor4f使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.opengl.GLES11
的用法示例。
在下文中一共展示了GLES11.glColor4f方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
if (!textureManager.checkTexture(fileName)) {
textureManager.addTexture(fileName, bitmap);
}
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glVertexPointer(2, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
textureManager.setTexture(fileName);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 4);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
textureManager.setTexture(null);
GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
}
示例2: renderMissiles
import android.opengl.GLES11; //导入方法依赖的package包/类
public void renderMissiles() {
int installedMissiles = alite.getCobra().getMissiles();
GLES11.glColor4f(Settings.alpha, Settings.alpha, Settings.alpha, 0.2f * Settings.alpha);
missile.justRender();
for (int i = 0; i < 4; i++) {
if (i < installedMissiles) {
if (i == installedMissiles - 1 && alite.getCobra().isMissileLocked()) {
lockedSlot.setPosition(ct.getTextureCoordX(165 + i * 80), ct.getTextureCoordY(990),
ct.getTextureCoordX(165 + i * 80 + 80), ct.getTextureCoordY(1027));
lockedSlot.justRender();
} else if (i == installedMissiles - 1 && alite.getCobra().isMissileTargetting()) {
targettingSlot.setPosition(ct.getTextureCoordX(165 + i * 80), ct.getTextureCoordY(990),
ct.getTextureCoordX(165 + i * 80 + 80), ct.getTextureCoordY(1027));
targettingSlot.justRender();
} else {
filledSlot.setPosition(ct.getTextureCoordX(165 + i * 80), ct.getTextureCoordY(990),
ct.getTextureCoordX(165 + i * 80 + 80), ct.getTextureCoordY(1027));
filledSlot.justRender();
}
} else {
emptySlot.setPosition(ct.getTextureCoordX(165 + i * 80), ct.getTextureCoordY(990),
ct.getTextureCoordX(165 + i * 80 + 80), ct.getTextureCoordY(1027));
emptySlot.justRender();
}
}
}
示例3: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
GLES11.glDisableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
alite.getTextureManager().setTexture(textureFilename);
GLES11.glDrawArrays(glDrawMode, 0, numberOfVertices);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
}
示例4: performPresent
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void performPresent(float deltaTime) {
inGame.render(deltaTime, allObjects);
if (!allObjects.isEmpty()) {
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPushMatrix();
GLES11.glLoadIdentity();
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
GlUtils.ortho(game, visibleArea);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(0.937f, 0.396f, 0.0f, 1.0f);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glPopMatrix();
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
}
}
示例5: render
import android.opengl.GLES11; //导入方法依赖的package包/类
@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();
}
}
}
示例6: initializeGl
import android.opengl.GLES11; //导入方法依赖的package包/类
public void initializeGl(Rect visibleArea) {
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glPointSize(2.0f);
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.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 120f, ratio, 0.01f, 100f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
((Alite) game).getTextureManager().setTexture(textureFilename);
GLES11.glDisable(GLES11.GL_LIGHTING);
}
示例7: displayShip
import android.opengl.GLES11; //导入方法依赖的package包/类
public void displayShip() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, aspectRatio, 1.0f, 100000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(constrictor.getMatrix(), 0);
constrictor.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例8: setUpForDisplay
import android.opengl.GLES11; //导入方法依赖的package包/类
protected final void setUpForDisplay(Rect visibleArea) {
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.ortho(game, visibleArea);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
示例9: render
import android.opengl.GLES11; //导入方法依赖的package包/类
void render() {
GLES11.glEnable(GLES11.GL_FOG);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
GLES11.glEnableClientState(GLES11.GL_POINT_SIZE_ARRAY_OES);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, dustParticles);
GLES11.glPointSizePointerOES(GLES11.GL_FLOAT, 0, particleSizes);
GLES11.glColor4f(0.7f, 0.7f, 1.0f, 0.8f);
alite.getTextureManager().setTexture("textures/glow_mask.png");
GLES11.glEnable(GLES11.GL_POINT_SPRITE_OES);
GLES11.glTexEnvf(GLES11.GL_POINT_SPRITE_OES, GLES11.GL_COORD_REPLACE_OES, GLES11.GL_TRUE);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glHint(GLES11.GL_POINT_SMOOTH_HINT, GLES11.GL_NICEST);
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDrawArrays(GLES11.GL_POINTS, 0, particleCount);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glPointSize(1.0f);
GLES11.glDisableClientState(GLES11.GL_POINT_SIZE_ARRAY_OES);
GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glDisable(GLES11.GL_FOG);
}
示例10: afterDisplay
import android.opengl.GLES11; //导入方法依赖的package包/类
public void afterDisplay() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
float aspectRatio = (float) visibleArea.width() / (float) visibleArea.height();
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, aspectRatio, 20000.0f, 1000000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glClear(GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(planet.getMatrix(), 0);
planet.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例11: renderYesNoButtons
import android.opengl.GLES11; //导入方法依赖的package包/类
public void renderYesNoButtons() {
GLES11.glColor4f(Settings.alpha, Settings.alpha, Settings.alpha, Settings.alpha);
yesButton.render();
noButton.render();
if (yesTouched) {
overlay.setPosition(yesButton.getPosition());
overlay.render();
}
if (noTouched) {
overlay.setPosition(noButton.getPosition());
overlay.render();
}
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
示例12: render
import android.opengl.GLES11; //导入方法依赖的package包/类
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);
}
}
示例13: debugDocking
import android.opengl.GLES11; //导入方法依赖的package包/类
public static final void debugDocking(final Alite alite, final GraphicObject ship, final List <DepthBucket> sortedObjectsToDraw) {
for (DepthBucket depthBucket: sortedObjectsToDraw) {
for (AliteObject object: depthBucket.sortedObjects) {
if (object instanceof SpaceObject && ((SpaceObject) object).getType() == ObjectType.SpaceStation) {
float distanceSq = ObjectUtils.computeDistanceSq(object, ship);
if (distanceSq < 64000000) {
displayDockingAlignment(alite, ship, (SpaceObject) object, distanceSq);
}
return;
}
}
}
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
示例14: performPresent
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void performPresent(float deltaTime) {
if (isDisposed) {
return;
}
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT | GLES11.GL_DEPTH_BUFFER_BIT);
counter += 0.72f;
if (counter > 360) {
counter = 0;
}
switch (increase) {
case 0: red += 0.002f; if (red > 1.0f) red = 1.0f; break;
case 1: green += 0.002f; if (green > 1.0f) green = 1.0f; break;
case 2: blue += 0.002f; if (blue > 1.0f) blue = 1.0f; break;
}
GLES11.glLoadIdentity();
lookAt(-3.5f, 0, 0,
-3.5f, 1.0f, 0,
(float) Math.sin(Math.toRadians(counter)), 0.0f, (float) Math.cos(Math.toRadians(counter)));
GLES11.glRotatef(counter * 2, 0.0f, 0.0f, 1.0f);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, vertexBuffer);
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, textureBuffer);
GLES11.glMatrixMode(GLES11.GL_TEXTURE);
GLES11.glTranslatef(0.0f, -0.015f, 0.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glColor4f(red, green, blue, 1.0f);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, totalIndices);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
示例15: render
import android.opengl.GLES11; //导入方法依赖的package包/类
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);
}