110 lines
3.3 KiB
Java
110 lines
3.3 KiB
Java
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.sampleplugin.graphics;
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import javax.microedition.khronos.egl.EGL10;
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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.opengl.GLSurfaceView;
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/**
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* Render a pair of tumbling cubes.
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*/
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public class CubeRenderer implements GLSurfaceView.Renderer {
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public CubeRenderer(boolean useTranslucentBackground) {
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mTranslucentBackground = useTranslucentBackground;
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mCube = new Cube();
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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(mAngle, 0, 1, 0);
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gl.glRotatef(mAngle*0.25f, 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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gl.glRotatef(mAngle*2.0f, 0, 1, 1);
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gl.glTranslatef(0.5f, 0.5f, 0.5f);
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mCube.draw(gl);
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mAngle += 1.2f;
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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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}
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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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if (mTranslucentBackground) {
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gl.glClearColor(0,0,0,0);
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} else {
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gl.glClearColor(1,1,1,1);
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}
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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 boolean mTranslucentBackground;
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private Cube mCube;
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private float mAngle;
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}
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