本文整理汇总了Java中javax.microedition.khronos.opengles.GL10.glShadeModel方法的典型用法代码示例。如果您正苦于以下问题:Java GL10.glShadeModel方法的具体用法?Java GL10.glShadeModel怎么用?Java GL10.glShadeModel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.glShadeModel方法的8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);
}
示例2: 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3: 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);
}
示例4: 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();
}
示例5: 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);
}
示例6: 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, 0f);
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);
gl.glDisable(GL10.GL_DITHER);
}
示例7: 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);
}
示例8: onSurfaceCreated
import javax.microedition.khronos.opengles.GL10; //导入方法依赖的package包/类
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
/*
* By default, OpenGL enables features that improve quality
* but reduce performance. One might want to tweak that
* especially on software renderer.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here
* probably based on features of this particular context
*/
gl.glClearColor(1,1,1,1);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
/*
* create / load the our 3D models here
*/
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
float vertices[] = {
0,0,0,
1,0,0,
0,1,0,
0,0,1
};
float colors[] = {
0,0,0,0,
1,0,0,1,
0,1,0,1,
0,0,1,1
};
byte indices[] = { 0, 1, 0, 2, 0, 3 };
// Buffers to be passed to gl*Pointer() functions
// must be direct, i.e., they must be placed on the
// native heap where the garbage collector cannot
// move them.
//
// Buffers with multi-byte datatypes (e.g., short, int, float)
// must have their byte order set to native order
ByteBuffer vbb;
vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asFloatBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
vbb = ByteBuffer.allocateDirect(colors.length*4);
vbb.order(ByteOrder.nativeOrder());
mColorBuffer = vbb.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
}