本文整理汇总了Java中android.opengl.GLES11.glEnable方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glEnable方法的具体用法?Java GLES11.glEnable怎么用?Java GLES11.glEnable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.glEnable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: present
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void present(float deltaTime) {
if (isGl) {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
renderGlPart(deltaTime, visibleArea);
setUpForDisplay(visibleArea);
}
if (currentLine != null) {
currentLine.prePresent(deltaTime);
}
doPresent(deltaTime);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE_MINUS_SRC_ALPHA);
GLES11.glEnable(GLES11.GL_BLEND);
if (!hideCloseButton) {
closeButton.render(alite.getGraphics());
}
GLES11.glDisable(GLES11.GL_BLEND);
if (currentLine != null) {
currentLine.postPresent(deltaTime);
}
}
示例2: initializeGl
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initializeGl() {
float ratio = (float) windowWidth / (float) windowHeight;
GLES11.glMatrixMode(GLES11.GL_PROJECTION);
GlUtils.setViewport(visibleArea);
GLES11.glLoadIdentity();
GlUtils.gluPerspective(game, 45.0f, ratio, 10.0f, 1000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT | GLES11.GL_DEPTH_BUFFER_BIT);
GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
GLES11.glDepthFunc(GLES11.GL_LEQUAL);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
}
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: drawText
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void drawText(String text, int x, int y, long color, GLText font) {
if (font == null) {
return;
}
float alpha = (float) ((((long) color) & (long) 0xFF000000) >> 24) / 255.0f;
float red = ((color & 0x00FF0000) >> 16) / 255.0f;
float green = ((color & 0x0000FF00) >> 8) / 255.0f;
float blue = (color & 0x000000FF) / 255.0f;
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
font.begin(red, green, blue, alpha);
y -= (int) (font.getSize());
font.draw(text, transX(x), transY(y));
font.end();
GLES11.glDisable(GLES11.GL_BLEND);
textureManager.setTexture(null);
}
示例5: 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6: renderTargetBox
import android.opengl.GLES11; //导入方法依赖的package包/类
public void renderTargetBox(float distSq) {
if (!Settings.targetBox || targetBox == null || distSq <= SpaceObjectAI.SHOOT_DISTANCE_SQ) {
return;
}
float alpha = (distSq - SpaceObjectAI.SHOOT_DISTANCE_SQ) / (LaserManager.MAX_ENEMY_DISTANCE_SQ - SpaceObjectAI.SHOOT_DISTANCE_SQ);
targetBox.setAlpha(alpha);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);
targetBox.render();
GLES11.glDisable(GLES11.GL_BLEND);
}
示例7: render
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void render() {
GLES11.glDisable(GLES11.GL_LIGHTING);
planet.render();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
if (clouds != null) {
clouds.render();
}
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glEnable(GLES11.GL_DEPTH_TEST);
atmosphere.render();
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
if (rings != null) {
rings.render();
ringShadow.render();
}
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glEnable(GLES11.GL_CULL_FACE);
alite.getTextureManager().setTexture(null);
}
示例8: 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9: cleanUp
import android.opengl.GLES11; //导入方法依赖的package包/类
protected void cleanUp() {
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisableClientState(GLES11.GL_VERTEX_ARRAY);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, 0);
}
示例10: 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11: presentTradeGoods
import android.opengl.GLES11; //导入方法依赖的package包/类
public void presentTradeGoods(float deltaTime) {
Graphics g = game.getGraphics();
for (int y = 0; y < ROWS; y++) {
for (int x = 0; x < COLUMNS; x++) {
if (tradeButton[x][y] == null) {
continue;
}
if (selection == tradeButton[x][y]) {
if (Settings.animationsEnabled) {
computeCurrentFrame();
}
//tradeButton[x][y].setBorderColors(AliteColors.get().selectedColoredFrameLight(), AliteColors.get().selectedColoredFrameDark());
tradeButton[x][y].render(g, currentFrame);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glEnableClientState(GLES11.GL_VERTEX_ARRAY);
g.fillRect(tradeButton[x][y].getX(), tradeButton[x][y].getY(), tradeButton[x][y].getWidth(), tradeButton[x][y].getHeight(), AliteColors.get().highlightColor());
GLES11.glDisable(GLES11.GL_BLEND);
if (errorText == null) {
presentSelection(y, x);
}
} else {
//tradeButton[x][y].setBorderColors(AliteColors.get().coloredFrameLight(), AliteColors.get().coloredFrameDark());
tradeButton[x][y].render(g);
}
String price = getCost(y, x);
int halfWidth = g.getTextWidth(price, Assets.regularFont) >> 1;
g.drawText(price, x * GAP_X + X_OFFSET + (SIZE >> 1) - halfWidth, y * GAP_Y + Y_OFFSET + SIZE + 35, AliteColors.get().price(), Assets.regularFont);
drawAdditionalTradeGoodInformation(y, x, deltaTime);
}
}
if (errorText != null) {
game.getGraphics().drawText(errorText, X_OFFSET, 1050, AliteColors.get().message(), Assets.regularFont);
}
if (cashLeft != null) {
g.drawText(cashLeft, X_OFFSET, 1050, AliteColors.get().message(), Assets.regularFont);
}
}
示例12: 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13: setClip
import android.opengl.GLES11; //导入方法依赖的package包/类
@Override
public void setClip(int x1, int y1, int x2, int y2) {
if (x1 == -1 && y1 == -1 && x2 == -1 && y2 == -1) {
GLES11.glDisable(GLES11.GL_SCISSOR_TEST);
return;
}
x1 = x1 == -1 ? Math.max(visibleArea.left - 1, 0) : transX(x1);
y1 = y1 == -1 ? Math.max(visibleArea.top - 1, 0) : transY(y1);
x2 = x2 == -1 ? Math.min(visibleArea.right + 1, visibleArea.width()) : transX(x2);
y2 = y2 == -1 ? Math.min(visibleArea.bottom + 1, visibleArea.height()) : transY(y2);
GLES11.glEnable(GLES11.GL_SCISSOR_TEST);
GLES11.glScissor(x1, y1, x2 - x1 + 1, y2 - y1 + 1);
}
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: begin
import android.opengl.GLES11; //导入方法依赖的package包/类
public void begin(float red, float green, float blue, float alpha) {
GLES11.glColor4f(red, green, blue, alpha); // Set Color+Alpha
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glBindTexture(GLES11.GL_TEXTURE_2D, textureId); // Bind the
// Texture
batch.beginBatch(); // Begin Batch
}