本文整理汇总了Java中android.opengl.GLES11.glMultMatrixf方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glMultMatrixf方法的具体用法?Java GLES11.glMultMatrixf怎么用?Java GLES11.glMultMatrixf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.glMultMatrixf方法的12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: displayShip
import android.opengl.GLES11; //导入方法依赖的package包/类
public void displayShip() {
Rect visibleArea = ((AndroidGraphics) game.getGraphics()).getVisibleArea();
initDisplay(visibleArea);
if (SHOW_DOCKING && coriolis != null) {
GLES11.glPushMatrix();
GLES11.glMultMatrixf(coriolis.getMatrix(), 0);
coriolis.render();
GLES11.glPopMatrix();
}
GLES11.glPushMatrix();
GLES11.glMultMatrixf(currentShip.getMatrix(), 0);
((Geometry) currentShip).render();
GLES11.glPopMatrix();
endDisplay(visibleArea);
}
示例2: 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3: performPresent
import android.opengl.GLES11; //导入方法依赖的package包/类
public void performPresent(float deltaTime) {
GLES11.glPointSize(2.0f);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE_MINUS_SRC_ALPHA);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glMatrixMode(GLES11.GL_TEXTURE);
GLES11.glTranslatef(0.0007f, -0.015f, 0.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glPushMatrix();
GLES11.glMultMatrixf(cylinder.getMatrix(), 0);
GLES11.glColor4f(red, green, blue, 1.0f);
cylinder.render();
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
GLES11.glPopMatrix();
GLES11.glPointSize(1.0f);
}
示例4: 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, 900000.0f);
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(currentShip.getMatrix(), 0);
currentShip.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例5: 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6: 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(cougar.getMatrix(), 0);
cougar.render();
GLES11.glPopMatrix();
GLES11.glDisable(GLES11.GL_DEPTH_TEST);
GLES11.glDisable(GLES11.GL_TEXTURE_2D);
setUpForDisplay(visibleArea);
}
示例7: initDisplay
import android.opengl.GLES11; //导入方法依赖的package包/类
private void initDisplay(final Rect visibleArea) {
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, 900000.0f);
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.glPushMatrix();
GLES11.glMultMatrixf(skysphere.getMatrix(), 0);
skysphere.render();
GLES11.glPopMatrix();
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.glDisable(GLES11.GL_BLEND);
}
示例8: 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9: lookAt
import android.opengl.GLES11; //导入方法依赖的package包/类
private static void lookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ, float upX, float upY,
float upZ) {
float[] scratch = sScratch;
Matrix.setLookAtM(scratch, 0, eyeX, eyeY, eyeZ, centerX, centerY,
centerZ, upX, upY, upZ);
GLES11.glMultMatrixf(scratch, 0);
}
示例10: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
if (finished || rendered) {
return;
}
GLES11.glColor4f(0.94f, 0, 0, 1.0f);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glDepthMask(false);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);
for (int i = 0; i < 3; i++) {
if (explosions[i] == null) {
continue;
}
GLES11.glPushMatrix();
GLES11.glMultMatrixf(explosions[i].getMatrix(), 0);
explosions[i].batchRender();
GLES11.glPopMatrix();
}
Alite.get().getTextureManager().setTexture(null);
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glDepthMask(true);
GLES11.glDisable(GLES11.GL_BLEND);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
rendered = true;
}
示例11: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render() {
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glDepthMask(false);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glDisable(GLES11.GL_CULL_FACE);
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnableClientState(GLES11.GL_COLOR_ARRAY);
GLES11.glDisable(GLES11.GL_LIGHTING);
GLES11.glBlendFunc(GLES11.GL_SRC_ALPHA, GLES11.GL_ONE);
MathHelper.copyMatrix(getMatrix(), saveMatrix);
for (int i = 0; i < 2; i++) {
GLES11.glPushMatrix();
GLES11.glMultMatrixf(getMatrix(), 0);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer);
GLES11.glColorPointer(4, GLES11.GL_FLOAT, 0, colorBuffer1);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, cylinderBuffer);
GLES11.glColorPointer(4, GLES11.GL_FLOAT, 0, colorBuffer2);
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 18);
GLES11.glPopMatrix();
scale(0.4f, 0.4f, 1.2f);
}
MathHelper.copyMatrix(saveMatrix, currentMatrix);
extractVectors();
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisableClientState(GLES11.GL_COLOR_ARRAY);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glDepthMask(true);
GLES11.glDisable(GLES11.GL_BLEND);
}
示例12: render
import android.opengl.GLES11; //导入方法依赖的package包/类
public void render(Alite alite) {
if (!visible) {
return;
}
GLES11.glDepthFunc(GLES11.GL_LEQUAL);
GLES11.glDepthMask(false);
GLES11.glDisable(GLES11.GL_CULL_FACE);
if (textureFilename != null) {
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glEnable(GLES11.GL_LIGHTING);
alite.getTextureManager().setTexture(textureFilename);
} else {
GLES11.glDisableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
GLES11.glDisable(GLES11.GL_LIGHTING);
alite.getTextureManager().setTexture(null);
}
GLES11.glEnableClientState(GLES11.GL_NORMAL_ARRAY);
GLES11.glEnable(GLES11.GL_BLEND);
GLES11.glBlendFunc(GLES11.GL_ONE, GLES11.GL_ONE);
GLES11.glColor4f(emission[0], emission[1], emission[2], emission[3]);
for (int i = 0; i < 2; i++) {
GLES11.glPushMatrix();
GLES11.glMultMatrixf(getMatrix(), 0);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer1);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[0]);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[0]);
}
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, cylinderBuffer);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[1]);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[1]);
}
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_STRIP, 0, 18);
GLES11.glVertexPointer(3, GLES11.GL_FLOAT, 0, diskBuffer2);
GLES11.glNormalPointer(GLES11.GL_FLOAT, 0, normalBuffer[2]);
if (textureFilename != null) {
GLES11.glTexCoordPointer(2, GLES11.GL_FLOAT, 0, texCoordBuffer[2]);
}
GLES11.glDrawArrays(GLES11.GL_TRIANGLE_FAN, 0, 10);
GLES11.glPopMatrix();
MathHelper.copyMatrix(getMatrix(), saveMatrix);
scale(0.7f, 0.7f, 0.7f);
GLES11.glColor4f(1.0f, 1.0f, 1.0f, 0.8f);
}
MathHelper.copyMatrix(saveMatrix, currentMatrix);
extractVectors();
GLES11.glEnable(GLES11.GL_CULL_FACE);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glEnableClientState(GLES11.GL_TEXTURE_COORD_ARRAY);
alite.getTextureManager().setTexture(null);
GLES11.glDepthFunc(GLES11.GL_LESS);
GLES11.glDepthMask(true);
GLES11.glDisable(GLES11.GL_BLEND);
}