Add Pointer capture demo to APIDemos
Bug: 30897034 Test: manually in ApiDemos > Graphics > OpenGL ES > Touch Rotate Change-Id: Id87b17938cf876b4886de69ffaa8a2b3c4f27143
This commit is contained in:
@@ -16,9 +16,6 @@
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package com.example.android.apis.graphics;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.app.Activity;
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import android.content.Context;
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import android.opengl.GLSurfaceView;
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@@ -27,6 +24,9 @@ import android.view.InputDevice;
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import android.view.KeyEvent;
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import android.view.MotionEvent;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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/**
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* Wrapper activity demonstrating the use of {@link GLSurfaceView}, a view
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* that uses OpenGL drawing into a dedicated surface.
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@@ -35,6 +35,9 @@ import android.view.MotionEvent;
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* + How to redraw in response to user input.
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*/
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public class TouchRotateActivity extends Activity {
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private GLSurfaceView mGLSurfaceView;
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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@@ -63,125 +66,147 @@ public class TouchRotateActivity extends Activity {
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mGLSurfaceView.onPause();
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}
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private GLSurfaceView mGLSurfaceView;
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}
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/**
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* Implement a simple rotation control.
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*
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*/
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class TouchSurfaceView extends GLSurfaceView {
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public TouchSurfaceView(Context context) {
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super(context);
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mRenderer = new CubeRenderer();
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setRenderer(mRenderer);
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setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
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}
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@Override public boolean onTrackballEvent(MotionEvent e) {
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mRenderer.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR;
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mRenderer.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR;
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requestRender();
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return true;
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}
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@Override public boolean onTouchEvent(MotionEvent e) {
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if (e.getActionMasked() == MotionEvent.ACTION_MOVE) {
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updateAngles(e);
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}
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mPreviousX = e.getX();
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mPreviousY = e.getY();
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return true;
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}
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private void updateAngles(MotionEvent e) {
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float dx = e.getX() - mPreviousX;
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float dy = e.getY() - mPreviousY;
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if (dx != 0 && dy != 0) {
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mRenderer.mAngleX += dx * TOUCH_SCALE_FACTOR;
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mRenderer.mAngleY += dy * TOUCH_SCALE_FACTOR;
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requestRender();
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}
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}
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/**
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* Render a cube.
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* Implement a simple rotation control.
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*
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*/
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private class CubeRenderer implements GLSurfaceView.Renderer {
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public CubeRenderer() {
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mCube = new Cube();
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private static class TouchSurfaceView extends GLSurfaceView {
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private static final float TOUCH_SCALE_FACTOR = 180.0f / 320;
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private static final float TRACKBALL_SCALE_FACTOR = 36.0f;
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private CubeRenderer mRenderer;
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private float mPreviousX;
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private float mPreviousY;
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TouchSurfaceView(Context context) {
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super(context);
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mRenderer = new CubeRenderer();
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setRenderer(mRenderer);
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setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
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}
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public void onDrawFrame(GL10 gl) {
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/*
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* Usually, the first thing one might want to do is to clear
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* the screen. The most efficient way of doing this is to use
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* glClear().
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*/
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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/*
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* Now we're ready to draw some 3D objects
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*/
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity();
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gl.glTranslatef(0, 0, -3.0f);
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gl.glRotatef(mAngleX, 0, 1, 0);
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gl.glRotatef(mAngleY, 1, 0, 0);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
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mCube.draw(gl);
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@Override
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public boolean onTrackballEvent(MotionEvent e) {
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updateAngles(e.getX(), e.getY(), TRACKBALL_SCALE_FACTOR);
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return true;
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}
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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gl.glViewport(0, 0, width, height);
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/*
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* Set our projection matrix. This doesn't have to be done
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* each time we draw, but usually a new projection needs to
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* be set when the viewport is resized.
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*/
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float ratio = (float) width / height;
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gl.glMatrixMode(GL10.GL_PROJECTION);
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gl.glLoadIdentity();
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gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
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@Override
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public boolean onTouchEvent(MotionEvent e) {
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final int action = e.getActionMasked();
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if (action == MotionEvent.ACTION_MOVE) {
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updateAngles(e.getX() - mPreviousX, e.getY() - mPreviousY, TOUCH_SCALE_FACTOR);
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} else if (action == MotionEvent.ACTION_DOWN) {
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if (e.isFromSource(InputDevice.SOURCE_MOUSE)) {
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requestPointerCapture();
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} else {
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releasePointerCapture();
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}
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}
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mPreviousX = e.getX();
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mPreviousY = e.getY();
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return true;
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}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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/*
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* By default, OpenGL enables features that improve quality
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* but reduce performance. One might want to tweak that
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* especially on software renderer.
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*/
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gl.glDisable(GL10.GL_DITHER);
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/*
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* Some one-time OpenGL initialization can be made here
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* probably based on features of this particular context
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*/
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gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
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GL10.GL_FASTEST);
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gl.glClearColor(1,1,1,1);
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gl.glEnable(GL10.GL_CULL_FACE);
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gl.glShadeModel(GL10.GL_SMOOTH);
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gl.glEnable(GL10.GL_DEPTH_TEST);
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@Override
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public boolean onCapturedPointerEvent(MotionEvent e) {
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if (e.getActionMasked() == MotionEvent.ACTION_DOWN) {
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releasePointerCapture();
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} else {
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updateAngles(e.getX(), e.getY(), TOUCH_SCALE_FACTOR);
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}
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return true;
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}
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@Override
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public boolean onKeyDown(int keyCode, KeyEvent event) {
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// Release pointer capture on any key press.
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releasePointerCapture();
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return super.onKeyDown(keyCode, event);
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}
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private void updateAngles(float dx, float dy, float scaleFactor) {
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if (dx != 0 && dy != 0) {
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mRenderer.mAngleX += dx * scaleFactor;
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mRenderer.mAngleY += dy * scaleFactor;
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requestRender();
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}
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}
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/**
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* Render a cube.
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*/
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private static class CubeRenderer implements GLSurfaceView.Renderer {
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CubeRenderer() {
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mCube = new Cube();
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}
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@Override
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public void onDrawFrame(GL10 gl) {
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/*
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* Usually, the first thing one might want to do is to clear
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* the screen. The most efficient way of doing this is to use
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* glClear().
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*/
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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/*
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* Now we're ready to draw some 3D objects
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*/
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity();
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gl.glTranslatef(0, 0, -3.0f);
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gl.glRotatef(mAngleX, 0, 1, 0);
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gl.glRotatef(mAngleY, 1, 0, 0);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
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mCube.draw(gl);
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}
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@Override
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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gl.glViewport(0, 0, width, height);
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/*
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* Set our projection matrix. This doesn't have to be done
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* each time we draw, but usually a new projection needs to
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* be set when the viewport is resized.
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*/
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float ratio = (float) width / height;
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gl.glMatrixMode(GL10.GL_PROJECTION);
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gl.glLoadIdentity();
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gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
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}
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@Override
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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/*
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* By default, OpenGL enables features that improve quality
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* but reduce performance. One might want to tweak that
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* especially on software renderer.
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*/
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gl.glDisable(GL10.GL_DITHER);
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/*
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* Some one-time OpenGL initialization can be made here
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* probably based on features of this particular context
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*/
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gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
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GL10.GL_FASTEST);
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gl.glClearColor(1, 1, 1, 1);
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gl.glEnable(GL10.GL_CULL_FACE);
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gl.glShadeModel(GL10.GL_SMOOTH);
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gl.glEnable(GL10.GL_DEPTH_TEST);
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}
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private Cube mCube;
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float mAngleX;
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float mAngleY;
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}
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private Cube mCube;
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public float mAngleX;
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public float mAngleY;
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}
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private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
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private final float TRACKBALL_SCALE_FACTOR = 36.0f;
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private CubeRenderer mRenderer;
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private float mPreviousX;
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private float mPreviousY;
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}
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