本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glClear方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glClear方法的具体用法?Java GL10.glClear怎么用?Java GL10.glClear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.glClear方法的13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: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 gl) {
gl.glClearColor(1.f, 0.f, 0.f, 1.f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.f, 0.f, -50.f);
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
gl.glRotatef(angle, 0.f, 0.f, 1.f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glColor4f(1.f, 1.f, 1.f, 1.f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例2: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public synchronized void onDrawFrame(GL10 gl) {
mObserver.onDrawFrame();
gl.glClearColor(Color.red(mBackgroundColor) / 255f,
Color.green(mBackgroundColor) / 255f,
Color.blue(mBackgroundColor) / 255f,
Color.alpha(mBackgroundColor) / 255f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
if (USE_PERSPECTIVE_PROJECTION) {
gl.glTranslatef(0, 0, -6f);
}
for (int i = 0; i < mCurlMeshes.size(); ++i) {
mCurlMeshes.get(i).onDrawFrame(gl);
}
}
示例3: RenderStart
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public boolean RenderStart(GL10 gl) {
// Log.d("TextureAndFBO", ""+renderTex[0] + " And " +fb[0]);
// Bind the framebuffer
((GL11ExtensionPack) gl).glBindFramebufferOES(
GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]);
// specify texture as color attachment
((GL11ExtensionPack) gl).glFramebufferTexture2DOES(
GL11ExtensionPack.GL_FRAMEBUFFER_OES,
GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D,
renderTex[0], 0);
// Log.e("TEXTURE ID =", "Texture ID =" +renderTex[0] );
int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR) {
Log.d("err", "FIRST Background Load GLError: " + error + " ");
}
int status = ((GL11ExtensionPack) gl)
.glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES) {
Log.d("err", "SECOND Background Load GLError: " + status + " ");
;
return true;
}
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
return true;
}
示例4: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 gl) {
// clear Screen and Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Projection Matrix
gl.glLoadIdentity(); //Reset The Projection Matrix
// Drawing
/*gl.glTranslatef(0.0f, 0.0f, -10.0f); // move 10 units INTO the screen
// is the same as moving the camera 10 units away
// now the visible z range is from -9.9 to 90, and view port
// is still the 480 * 800 screen . The fvof angle and y/x
// does not change.
*
*/
draw(gl);
if (mbTakeSnapshot == true) {
mbitmapScreenSnapshot = takeScreenSnapshot(gl);
}
}
示例5: endGLElements
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
void endGLElements(GL10 gl) {
vertexListManager.end();
gl.glEnable(GL10.GL_DITHER);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glLineWidth(2);
vertexListManager.render(gl);
}
示例6: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void onDrawFrame(GL10 gl) {
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -2);
/*
* All the magic happens here. The rotation matrix mR reported by
* SensorManager.getRotationMatrix() is a 4x4 row-major matrix.
* We need to use its inverse for rendering. The inverse is
* simply calculated by taking the matrix' transpose. However, since
* glMultMatrixf() expects a column-major matrix, we can use mR
* directly!
*/
gl.glMultMatrixf(mR, 0);
// some test code which will be used/cleaned up before we ship this.
//gl.glMultMatrixf(mI, 0);
gl.glVertexPointer(3, GL_FLOAT, 0, mVertexBuffer);
gl.glColorPointer(4, GL_FLOAT, 0, mColorBuffer);
gl.glDrawElements(GL_LINES, 6, GL_UNSIGNED_BYTE, mIndexBuffer);
}
示例7: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 gl) {
// Draw background color
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Set GL_MODELVIEW transformation mode
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity(); // reset the matrix to its default state
// When using GL_MODELVIEW, you must set the view point
GLU.gluLookAt(gl, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Draw square
mSquare.draw(gl);
// Create a rotation for the triangle
// Use the following code to generate constant rotation.
// Leave this code out when using TouchEvents.
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
gl.glRotatef(mAngle, 0.0f, 0.0f, 1.0f);
// Draw triangle
mTriangle.draw(gl);
}
示例8: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 gl) {
// gl.glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
// Log.d(TAG,"5->" + System.currentTimeMillis());
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glTranslatef(0, 0, -4);
gl.glLoadIdentity();
mGraph.draw(gl);
}
示例9: RenderEnd
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void RenderEnd(GL10 gl) {
((GL11ExtensionPack) gl).glBindFramebufferOES(
GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
gl.glDisable(GL10.GL_TEXTURE_2D);
}
示例10: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 gl10) {
long now = SystemClock.uptimeMillis(); // Current time
long timeElapsed = (long) OPTIMAL_TIME; // Amount of time the frame took
gl10.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl10.glMatrixMode(GL10.GL_PROJECTION);
gl10.glLoadIdentity();
if (lastTime > 0) {
timeElapsed = now - lastTime; // The amount of time the last frame took
}
if (frames < OPTIMAL_FPS) {
frames++;
averageDelta = (timeElapsed + averageDelta * (frames - 1)) / frames; // Update the average amount of time a frame takes
} else {
averageDelta = (timeElapsed + averageDelta * (OPTIMAL_FPS - 1)) / OPTIMAL_FPS; // Update the average amount of time a frame takes
}
mEngine.getTextureLibrary().LoadTextures(gl10);
// draws and updated the scene from engine
mEngine.onDrawFrame(gl10, averageDelta);
if (mEngine.isCameraActive() && mEngine.getCamera() != null)
mEngine.getCamera().update(mEngine.getViewWidth(), mEngine.getViewHeight());
lastTime = now;
if (mEngine.isFpsOutput() && frames % 60 == 0) {
double fps = (double) 1000 / (double) averageDelta;
if (1000.0 / timeElapsed < low || low == -1) {
low = 1000.0 / timeElapsed;
}
if (1000.0 / timeElapsed > high || high == -1) {
high = 1000.0 / timeElapsed;
}
if (1000.0 / timeElapsed < FRAME_DROP_THRES) {
Log.d("fps", "FRAME DROPPED. FPS: " + (1000.0 / timeElapsed));
}
if (SystemClock.uptimeMillis() % 100 <= 10) {
Log.d("fps", "FPS: " + fps + " LOW: " + low + " HIGH: " + high); // Show FPS in logcat
}
}
}
示例11: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 gl) {
if (bufferCounter < 1) {
return;
}
bufferCounter--;
gl.glLoadIdentity();
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glTranslatef(positionX, -positionY, 0);
// rotation and apply Z-axis
gl.glTranslatef(0, 0, translation_z);
gl.glRotatef(angleX, 0, 1, 0);
gl.glRotatef(angleY, 1, 0, 0);
scale_rember=scale_now*scale;
gl.glScalef(scale_rember, scale_rember, scale_rember);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glMatrixMode(GL10.GL_MODELVIEW);
// draw X-Y field
if (displayGrids) {
drawGrids(gl);
}
// // draw axis
// if (displayAxes) {
// gl.glLineWidth(3f);
// float[] vertexArray = { -100, 0, 0, 100, 0, 0, 0, -100, 0, 0, 100, 0, 0, 0, -100, 0, 0, 100 };
// FloatBuffer lineBuffer = getFloatBufferFromArray(vertexArray);
// gl.glVertexPointer(3, GL10.GL_FLOAT, 0, lineBuffer);
//
// // X : red
// gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, new float[] { 1.0f, 0f, 0f, 0.75f }, 0);
// gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, new float[] { 1.0f, 0f, 0f, 0.5f }, 0);
// gl.glDrawArrays(GL10.GL_LINES, 0, 2);
//
// // Y : blue
// gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, new float[] { 0f, 0f, 1.0f, 0.75f }, 0);
// gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, new float[] { 0f, 0f, 1.0f, 0.5f }, 0);
// gl.glDrawArrays(GL10.GL_LINES, 2, 2);
//
// // Z : green
// gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, new float[] { 0f, 1.0f, 0f, 0.75f }, 0);
// gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, new float[] { 0f, 1.0f, 0f, 0.5f }, 0);
// gl.glDrawArrays(GL10.GL_LINES, 4, 2);
// }
// draw object
if (stlObject != null) {
gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_AMBIENT, new float[] { 0.75f,0.75f,0.75f,1.0f }, 0);
gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_DIFFUSE, new float[] { 0.75f,0.75f,0.75f,1.0f }, 0);
gl.glEnable(GL10.GL_COLOR_MATERIAL);
gl.glPushMatrix();
gl.glColor4f(red,green,blue, 1.0f);
stlObject.draw(gl);
gl.glPopMatrix();
gl.glDisable(GL10.GL_COLOR_MATERIAL);
}
}
示例12: onDrawFrame
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public synchronized void onDrawFrame(GL10 gl) {
if (CreatePNG) {
saveBmp(gl);
CreatePNG = false;
}
mObserver.onDrawFrame();
// glClearColor miad rangi ke maa entekhaab kardim ro tooye carde
// Graphic register mikone
gl.glClearColor(Color.red(mBackgroundColor) / 255f,
Color.green(mBackgroundColor) / 255f,
Color.blue(mBackgroundColor) / 255f,
Color.alpha(mBackgroundColor) / 255f);
// glClear miad oon rangi ke bala register karde boodim ro dige az
// buffer paak mikone
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// miad matris ro be MabdaEsh barmigardoone, ke bAd baraye glRotate va
// glTranslate moshkeli ijaad nashe
// chon maa asle jaabejaa kardan hamoon baraye safhe, baste be makaane
// avalieye
// kaaghazemoon hast, na oon makani ke dar haale hazer gharaar dare
gl.glLoadIdentity();
if (capture) {
// Log.e("Capturing..", "Capturing..");
if (BeforeStart) {
// Log.e("BeforeStartCalled", "BeforeStartCalled");
frameBuffer.BeforeStart(gl);
BeforeStart = false;
}
if (AttachTexture) {
// Log.e("SETUP", "SETUP Ran");
int h = gl.glGetError();
frameBuffer.setup(gl);
if (h != 0) {
// Log.d("ERROR", "ERROR Happend" + h + "");
}
AttachTexture = false;
}
frameBuffer.RenderStart(gl);
if (USE_PERSPECTIVE_PROJECTION) {
double x = mCurlMesh.GetMinX() * mCurlMesh.GetMinY();
gl.glTranslatef((float) (-1.000 - mCurlMesh.GetMinX()),
(float) (-1.000 - mCurlMesh.GetMinY()), -6f);
}
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, (float) mCurlMesh.GetMinX(),
(float) mCurlMesh.GetMaxX(), (float) mCurlMesh.GetMinY(),
(float) mCurlMesh.GetMaxY());
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, texW, texH);
mCurlMesh.onDrawFrame(gl, false);
frameBuffer.RenderEnd(gl);
}
// Reset Every Thing to Its Normal State
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, -1.2f, 1.2f, -1.2f, 1.2f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, mViewportWidth, mViewportHeight);
mCurlMesh.onDrawFrame(gl, true);
// Log.e("Rendered", "Rendered");
if (DelPrevious) {
// Log.e("DeleTing", "Deleting Texture = " +DelTextureId[0]);
gl.glDeleteTextures(1, DelTextureId, 0);
DelPrevious = false;
Counter++;
}
DoneRender = true;
}
示例13: onSurfaceChanged
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
float aspectRatio = (float) width / height;
gl.glViewport(0, 0, width, height);
gl.glLoadIdentity();
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
GLU.gluPerspective(gl, 45f, aspectRatio, 1f, 5000f);// (stlObject.maxZ - stlObject.minZ) * 10f + 100f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
GLU.gluLookAt(gl, 100f, 0, 0, 0, 0, 0, 0, 0, 1f);
}