当前位置: 首页>>代码示例>>Java>>正文


Java GL10.glEnable方法代码示例

本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glEnable方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glEnable方法的具体用法?Java GL10.glEnable怎么用?Java GL10.glEnable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javax.microedition.khronos.opengles.GL10的用法示例。


在下文中一共展示了GL10.glEnable方法的15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 eglConfig) {
    mRenderListener.onSurfaceCreated(gl);

    mEngine.getTextureLibrary().LoadTextures(gl);

    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);

    // Enable Smooth Shading, default not really needed.
    gl.glShadeModel(GL10.GL_SMOOTH);
    // Depth buffer setup.
    gl.glClearDepthf(1.0f);
    // Enables depth testing.
    gl.glEnable(GL10.GL_DEPTH_TEST);
    // The type of depth testing to do.
    gl.glDepthFunc(GL10.GL_LEQUAL);    // Really nice perspective calculations.
    gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
    gl.glEnable(GL10.GL_ALPHA_TEST);
    gl.glAlphaFunc(GL10.GL_GREATER, 0.1f);

}
 
开发者ID:ondramisar,项目名称:AdronEngine,代码行数:22,代码来源:AdrGlRenderer.java

示例2: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
    public void draw(GL10 gl){
        gl.glRotatef(45f,0,0,0);
        gl.glFrontFace(GL10.GL_CCW);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glCullFace(GL10.GL_BACK);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glVertexPointer(3, GL10.GL_FLOAT,0,mVertexBuffer);
        gl.glColorPointer(4,GL10.GL_FIXED,0,mColorBuffer);
//        gl.glDrawArrays(GL10.GL_TRIANGLES,0,3);
        gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_SHORT,mIndexBuffer);
//        gl.glDrawElements(GL10.GL_COLOR_ARRAY,colors.length,GL10.GL_FLOAT,mColorBuffer);

        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
        gl.glDisable(GL10.GL_CULL_FACE);
    }
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:19,代码来源:Square.java

示例3: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
    public void draw(GL10 gl) {
        gl.glClearColor(1.0f,1.0f,1.0f,1.0f);
        if(shouldLoadTexture){
            loadTexture(gl);
            shouldLoadTexture = false;
        }
        if(mTextureId != -1 && mVertexBuffer != null){
            gl.glEnable(GL10.GL_TEXTURE_2D);
            gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glTexCoordPointer(2,GL10.GL_FLOAT,0,mVertexBuffer);
            gl.glBindTexture(GL10.GL_TEXTURE_2D,mTextureId);
        }
//        gl.glRotatef(180.0f,1,0,0);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glVertexPointer(2,GL10.GL_FLOAT,0,mVertexBuffer);
        gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
                GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
//        gl.glDrawArrays(GL10.GL_TRIANGLES,0,4);
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        if(mTextureId != -1 && mVertexBuffer != null){
            gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
            gl.glDisable(GL10.GL_TEXTURE_2D);
        }

    }
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:27,代码来源:Texture.java

示例4: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
@Override
    public void draw(GL10 gl){
        gl.glRotatef(30f, 1, 0, 0);
        gl.glRotatef(30f, 0, 1, 0);
//        gl.glRotatef(45f, 0, 0, 1);
        gl.glFrontFace(GL10.GL_CCW);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glCullFace(GL10.GL_BACK);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glVertexPointer(3, GL10.GL_FLOAT,0,mVertexBuffer);
        gl.glColorPointer(4,GL10.GL_FIXED,0,mColorBuffer);
//        gl.glDrawArrays(GL10.GL_TRIANGLES,0,3);
        gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_SHORT,mIndexBuffer);
//        gl.glDrawElements(GL10.GL_COLOR_ARRAY,colors.length,GL10.GL_FLOAT,mColorBuffer);

        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
        gl.glDisable(GL10.GL_CULL_FACE);
    }
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:21,代码来源:Cube.java

示例5: setup

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void setup(GL10 gl){
	gl.glEnable(GL10.GL_TEXTURE_2D);
	gl.glGenTextures(1, renderTex, 0);// generate texture
	gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
			GL10.GL_NEAREST);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
			GL10.GL_NEAREST);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
			GL10.GL_CLAMP_TO_EDGE);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
			GL10.GL_CLAMP_TO_EDGE);
	// texBuffer =
	// ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer();
	// gl.glTexEnvf(GL10.GL_TEXTURE_ENV,
	// GL10.GL_TEXTURE_ENV_MODE,GL10.GL_MODULATE);
	gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, texW, texH, 0,
			GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
	gl.glDisable(GL10.GL_TEXTURE_2D);
	//Log.e("Creating", "Creating Texture = " +renderTex[0]);
}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:22,代码来源:FBO.java

示例6: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void draw(GL10 gl, float alpha) {

	    gl.glDisable(GL_TEXTURE_2D);
	    gl.glEnable(GL_BLEND);
		gl.glEnableClientState(GL_VERTEX_ARRAY);
		gl.glDisableClientState(GL_COLOR_ARRAY);

		// Use mColorBuffer as a global alpha mask:
		glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL11.GL_COMBINE);
		glTexEnvx(GL_TEXTURE_ENV, GL11.GL_COMBINE_RGB, GL11.GL_REPLACE);
		glTexEnvx(GL_TEXTURE_ENV, GL11.GL_COMBINE_ALPHA, GL11.GL_MODULATE); // mix with alpha from glColor

		// Alpha from glColor will be used thanks to GL_MODULATE mode
		glColor4f(1f, 1f, 1f, 1f-alpha);

		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);

		gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer);

		glDrawElements(GL_TRIANGLE_STRIP, VERTS, GL_UNSIGNED_SHORT, mIndexBuffer);
	}
 
开发者ID:archos-sa,项目名称:aos-MediaLib,代码行数:22,代码来源:FadeOutVeil.java

示例7: 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);
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:13,代码来源:GLFieldView.java

示例8: 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);
}
 
开发者ID:StringMon,项目名称:homescreenarcade,代码行数:16,代码来源:GLFieldView.java

示例9: 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(0f, 0f, 0f, 0.5f);

		
		//gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
		gl.glEnable(GL10.GL_BLEND);
//		 gl.glEnable(GL10.GL_TEXTURE_2D);     
//		 gl.glBlendFunc(GL10.GL_ONE, GL10.GL_SRC_COLOR);
		gl.glClearDepthf(1.0f);
		gl.glEnable(GL10.GL_DEPTH_TEST);
		gl.glDepthFunc(GL10.GL_LEQUAL);
		gl.glHint(3152, 4354);
		gl.glEnable(GL10.GL_NORMALIZE);
		gl.glShadeModel(GL10.GL_SMOOTH);

		gl.glMatrixMode(GL10.GL_PROJECTION);

		// Lighting
		gl.glEnable(GL10.GL_LIGHTING);
		gl.glLightModelfv(GL10.GL_LIGHT_MODEL_AMBIENT, getFloatBufferFromArray(new  float[]{0.5f,0.5f,0.5f,1.0f}));// 全局环境光
		gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT_AND_DIFFUSE, new float[]{0.3f, 0.3f, 0.3f, 1.0f}, 0);
		gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, new float[] { 1000f, 1000f, 1000f, 1.0f }, 0);
		gl.glEnable(GL10.GL_LIGHT0);

	}
 
开发者ID:xhd-Git,项目名称:3DPrint-Controller,代码行数:28,代码来源:STLRenderer.java

示例10: 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(0f, 0f, 0f, 1f);
	gl.glShadeModel(GL10.GL_SMOOTH);
	gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
	gl.glHint(GL10.GL_LINE_SMOOTH_HINT, GL10.GL_NICEST);
	gl.glHint(GL10.GL_POLYGON_SMOOTH_HINT, GL10.GL_NICEST);
	gl.glEnable(GL10.GL_LINE_SMOOTH);
	gl.glDisable(GL10.GL_DEPTH_TEST);
	gl.glDisable(GL10.GL_CULL_FACE);

	mObserver.onSurfaceCreated();
}
 
开发者ID:ichason,项目名称:PageCurl,代码行数:14,代码来源:CurlRenderer.java

示例11: draw

import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
/**
 * Draws this cube of the given GL-Surface
 * 
 * @param gl The GL-Surface this cube should be drawn upon.
 */
public void draw(GL10 gl) {
    gl.glEnable(GL10.GL_CULL_FACE);
    gl.glFrontFace(GL10.GL_CW);
    gl.glShadeModel(GL10.GL_SMOOTH);
    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
    gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
    gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
}
 
开发者ID:peter10110,项目名称:Android-SteamVR-controller,代码行数:14,代码来源:Cube.java

示例12: 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);
}
 
开发者ID:AmulaySoftGroup,项目名称:TaBeTa,代码行数:11,代码来源:FBO.java

示例13: 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.glGenTextures(NUMBER_OF_TEXTURES, mtextureMgr.mtextures, 0);

    gl.glShadeModel(GL10.GL_SMOOTH);             //Enable Smooth Shading
    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);     //Black Background
    gl.glClearDepthf(1.0f);                     //Depth Buffer Setup
    gl.glEnable(GL10.GL_DEPTH_TEST);             //Enables Depth Testing
    gl.glDepthFunc(GL10.GL_LEQUAL);             //The Type Of Depth Testing To Do

    //Really Nice Perspective Calculations
    gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

}
 
开发者ID:woshiwpa,项目名称:SmartMath,代码行数:15,代码来源:OGLChart.java

示例14: 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);
}
 
开发者ID:ondramisar,项目名称:AdronEngine,代码行数:56,代码来源:HitBox.java

示例15: 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);
		}
	}
 
开发者ID:xhd-Git,项目名称:3DPrint-Controller,代码行数:65,代码来源:STLRenderer.java


注:本文中的javax.microedition.khronos.opengles.GL10.glEnable方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。