本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glBlendFunc方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glBlendFunc方法的具体用法?Java GL10.glBlendFunc怎么用?Java GL10.glBlendFunc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javax.microedition.khronos.opengles.GL10
的用法示例。
在下文中一共展示了GL10.glBlendFunc方法的4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: onSurfaceCreated
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glShadeModel(GL10.GL_FLAT);
gl.glDisable(GL10.GL_DEPTH_TEST);
// Alpha support.
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, getWidth(), getHeight(), 0);
}
示例2: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
* same as draw in a Sprite but doesn't render a texture
* @param gl
*/
@Override
public void draw(GL10 gl) {
textureCoordinates = Alignment.getVertices(this, Alignment.LEFT_TOP);
ByteBuffer byteBuf = ByteBuffer.allocateDirect(textureCoordinates.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mTextureBuffer = byteBuf.asFloatBuffer();
mTextureBuffer.put(textureCoordinates);
mTextureBuffer.position(0);
float vertices[] = Alignment.getVertices(this, Alignment.LEFT_TOP);
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();
indexBuffer.put(indices);
indexBuffer.position(0);
gl.glEnable(GL_BLEND);
gl.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4f(red / 100, green / 100, blue / 100, alpha / 100);
gl.glFrontFace(GL10.GL_CCW);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_BACK);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
示例3: render
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
void render(GL10 gl, boolean DrawDest) {
if (DRAW_TEXTURE && mPage.getTexturesChanged()) {
mPage.recycle();
reset();
}
// Some 'global' settings.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
if (DRAW_TEXTURE) {
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mBufTexCoords);
}
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBufVertices);
// Enable color array.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mBufColors);
gl.glDisable(GL10.GL_LIGHTING);
gl.glDisable(GL10.GL_TEXTURE_2D);
if (!DRAW_TEXTURE) {
// inja khasiate transparent ro faAl mikonim ke betoonim too
// CurlPage be kaaghaz alpha bedim
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
}
// Draw front facing texture.
if (DRAW_TEXTURE) {
gl.glEnable(GL10.GL_BLEND);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
gl.glBlendFunc(GL10.GL_ONE_MINUS_DST_ALPHA, GL10.GL_ZERO);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, mVerticesCountFront);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
int backStartIdx = Math.max(0, mVerticesCountFront - 2);
int backCount = mVerticesCountFront + mVerticesCountBack - backStartIdx;
// Draw back facing blank vertices.
if (!DRAW_TEXTURE) {
// Added At 5/6/1394
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount);
}
// Draw back facing texture.
if (DRAW_TEXTURE) {
gl.glEnable(GL10.GL_BLEND);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
// Changed with gl.glBlendFunc(GLES10.GL_SRC_ALPHA,
// GLES10.GL_ONE_MINUS_SRC_ALPHA); At 5/6/1394
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, backStartIdx, backCount);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
// Disable textures and color array.
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
if (DRAW_POLYGON_OUTLINES_FRONT) {
gl.glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
gl.glLineWidth(3.0f);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufOutFront);
gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, mOutFrontCount);
}
if (DRAW_DEST_POLY && DrawDest) {
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
gl.glLineWidth(5.0f);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, mBufDestVertices);
gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, mDesPoly.getNumPoints());
}
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例4: applyRectTexture
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
* convert a rectangle bitmap texture and apply it to a rectangle,
* note that order of pnts is top left -> top right -> bottom left -> bottom right
*/
public void applyRectTexture(GL10 gl, Position3D[] pnts, int nTextureId) { //a 4 point rectangle.
if (nTextureId < 0 || nTextureId >= NUMBER_OF_TEXTURES) {
return; // invalid texture
}
// apply the texture
FloatBuffer vertexBuffer; // buffer holding the vertices
float vertices[] = {
(float)pnts[0].getX(), (float)pnts[0].getY(), (float)pnts[0].getZ(), // bottom left
(float)pnts[1].getX(), (float)pnts[1].getY(), (float)pnts[1].getZ(), // top left
(float)pnts[2].getX(), (float)pnts[2].getY(), (float)pnts[2].getZ(), // bottom right
(float)pnts[3].getX(), (float)pnts[3].getY(), (float)pnts[3].getZ(), // top right
};
FloatBuffer textureBuffer; // buffer holding the texture coordinates
float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left
0.0f, 0.0f, // bottom left
1.0f, 1.0f, // top right
1.0f, 0.0f // bottom right
};
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
// Set the face rotation
gl.glFrontFace(GL10.GL_CW);
// Point to our buffers
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
//gl.glBlendFunc(GL10.GL_ZERO, GL10.GL_ONE);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); // was GL10.GL_REPLACE
//...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, mtextureMgr.mtextures[nTextureId]);
gl.glColor4f(0f, 0f, 0f, 0f);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_TEXTURE_2D); //Disable Texture Mapping ( NEW )
}