本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glColor4f方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glColor4f方法的具体用法?Java GL10.glColor4f怎么用?Java GL10.glColor4f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.glColor4f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: render
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void render(GL10 gl) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
if (colorIndex>4) {
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
}
else {
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer);
if (colorIndex>4) {
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
}
else if (colorIndex==4) {
// single color
gl.glColor4f(
colorComponents[0], colorComponents[1], colorComponents[2], colorComponents[3]);
}
gl.glDrawArrays(glMode, 0, numVertices);
}
示例2: 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3: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
* Encapsulates the OpenGL ES instructions for drawing this shape.
*
* @param gl - The OpenGL ES context in which to draw this shape.
*/
public void draw(GL10 gl) {
// Since this shape uses vertex arrays, enable them
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// draw the shape
gl.glColor4f( // set color
color[0], color[1],
color[2], color[3]);
gl.glVertexPointer( // point to vertex data:
COORDS_PER_VERTEX,
GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements( // draw shape:
GL10.GL_TRIANGLES,
drawOrder.length, GL10.GL_UNSIGNED_SHORT,
drawListBuffer);
// Disable vertex array drawing to avoid
// conflicts with shapes that don't use it
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例4: draw
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
* Encapsulates the OpenGL ES instructions for drawing this shape.
*
* @param gl - The OpenGL ES context in which to draw this shape.
*/
public void draw(GL10 gl) {
// Since this shape uses vertex arrays, enable them
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// draw the shape
gl.glColor4f( // set color:
color[0], color[1],
color[2], color[3]);
gl.glVertexPointer( // point to vertex data:
COORDS_PER_VERTEX,
GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawArrays( // draw shape:
GL10.GL_TRIANGLES, 0,
triangleCoords.length / COORDS_PER_VERTEX);
// Disable vertex array drawing to avoid
// conflicts with shapes that don't use it
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例5: drawLine
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void drawLine(GL10 gl, Position3D p3PrevPoint, Position3D p3NextPoint, com.cyzapps.VisualMFP.Color color) {
// set the colour for the line
gl.glColor4f(color.getF1R(), color.getF1G(), color.getF1B(), color.getF1Alpha());
float vertices[] = {
(float)p3PrevPoint.getX(), (float)p3PrevPoint.getY(), (float)p3PrevPoint.getZ(),
(float)p3NextPoint.getX(), (float)p3NextPoint.getY(), (float)p3NextPoint.getZ(),
};
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer;
vertexBuffer = byteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Set the face rotation
//gl.glFrontFace(GL10.GL_CW);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_LINES, 0, vertices.length / 3);
// Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例6: drawPoint
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void drawPoint(GL10 gl, Position3D p3Point, com.cyzapps.VisualMFP.Color color) {
// 3d chart ignore point shape and size.
gl.glColor4f(color.getF1R(), color.getF1G(), color.getF1B(), color.getF1Alpha());
float vertices[] = {
(float)p3Point.getX(), (float)p3Point.getY(), (float)p3Point.getZ()
};
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer;
vertexBuffer = byteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Set the face rotation
//gl.glFrontFace(GL10.GL_CW);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_POINTS, 0, vertices.length / 3);
// Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
示例7: 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8: drawRectangle
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void drawRectangle(GL10 gl, Position3D p3LeftTop, Position3D p3RightBottom, com.cyzapps.VisualMFP.Color color) {
/** 3d chart ignore point shape and size. An alternative way is like
gl.glColor3f(r, g, b);
gl.glBegin(GL.GL_QUADS);
gl.glVertex3f(-halfFaceSize, -halfFaceSize, halfFaceSize);
gl.glVertex3f( halfFaceSize, -halfFaceSize, halfFaceSize);
gl.glVertex3f( halfFaceSize, halfFaceSize, halfFaceSize);
gl.glVertex3f(-halfFaceSize, halfFaceSize, halfFaceSize);
gl.glEnd();
*/
gl.glColor4f(color.getF1R(), color.getF1G(), color.getF1B(), color.getF1Alpha());
float vertices[] = {
(float)p3LeftTop.getX(), (float)p3RightBottom.getY(), (float)p3LeftTop.getZ(),
(float)p3RightBottom.getX(), (float)p3RightBottom.getY(), (float)p3RightBottom.getZ(),
(float)p3LeftTop.getX(), (float)p3LeftTop.getY(), (float)p3LeftTop.getZ(),
(float)p3RightBottom.getX(), (float)p3LeftTop.getY(), (float)p3LeftTop.getZ()
};
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer;
vertexBuffer = byteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Set the face rotation
//gl.glFrontFace(GL10.GL_CW);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// 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);
}
示例9: 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10: 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11: 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12: 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 )
}