本文整理汇总了Java中android.opengl.GLES11.glTexEnvf方法的典型用法代码示例。如果您正苦于以下问题:Java GLES11.glTexEnvf方法的具体用法?Java GLES11.glTexEnvf怎么用?Java GLES11.glTexEnvf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.glTexEnvf方法的5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: 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2: init
import android.opengl.GLES11; //导入方法依赖的package包/类
private void init() {
inGame.setPlayerControl(false);
inGame.setViewport(0);
inGame.getShip().setSpeed(0);
inGame.getShip().getForwardVector().copy(movementVector);
startTime = System.nanoTime();
Alite.get().getTextureManager().addTexture(textureFilename);
cylinder = new CylinderSpaceObject(Alite.get(), "HyperspaceTunnel", 12500.0f, 100.0f, 16, false, false, textureFilename);
red = 0.2f + (float) Math.random() * 0.5f;
green = 0.2f + (float) Math.random() * 0.5f;
blue = 0.2f + (float) Math.random() * 0.5f;
SoundManager.stop(Assets.hyperspace);
SoundManager.play(Assets.hyperspace);
progress = 0.0f;
cylinder.setMatrix(inGame.getShip().getMatrix());
cylinder.setColor(red, green, blue, 1.0f);
cylinder.setSpeed(-400.0f);
cylinder.moveForward(17.0f, movementVector);
GLES11.glTexEnvf(GLES11.GL_TEXTURE_ENV, GLES11.GL_TEXTURE_ENV_MODE, GLES11.GL_MODULATE);
movementVector.negate();
}
示例3: 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4: initializeGl
import android.opengl.GLES11; //导入方法依赖的package包/类
public void initializeGl(final Rect visibleArea) {
float ratio = (float) windowWidth / (float) windowHeight;
GlUtils.setViewport(visibleArea);
GLES11.glDisable(GLES11.GL_FOG);
GLES11.glPointSize(1.0f);
GLES11.glLineWidth(1.0f);
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, 45.0f, ratio, 1.0f, 900000.0f);
GLES11.glMatrixMode(GLES11.GL_MODELVIEW);
GLES11.glLoadIdentity();
GLES11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLES11.glShadeModel(GLES11.GL_SMOOTH);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_AMBIENT, lightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_DIFFUSE, lightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_SPECULAR, lightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT1, GLES11.GL_POSITION, lightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT1);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_AMBIENT, sunLightAmbient, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_DIFFUSE, sunLightDiffuse, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_SPECULAR, sunLightSpecular, 0);
GLES11.glLightfv(GLES11.GL_LIGHT2, GLES11.GL_POSITION, sunLightPosition, 0);
GLES11.glEnable(GLES11.GL_LIGHT2);
GLES11.glEnable(GLES11.GL_LIGHTING);
GLES11.glClear(GLES11.GL_COLOR_BUFFER_BIT);
GLES11.glHint(GLES11.GL_PERSPECTIVE_CORRECTION_HINT, GLES11.GL_NICEST);
GLES11.glHint(GLES11.GL_POLYGON_SMOOTH_HINT, GLES11.GL_NICEST);
GLES11.glEnable(GLES11.GL_TEXTURE_2D);
GLES11.glEnable(GLES11.GL_CULL_FACE);
}
示例5: 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);
}