1 /* 2 * Copyright (C) 2014 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package com.android.cts.verifier.projection.cube; 18 19 import android.opengl.GLSurfaceView; 20 21 import javax.microedition.khronos.egl.EGLConfig; 22 import javax.microedition.khronos.opengles.GL10; 23 24 /** 25 * Render a pair of tumbling cubes. 26 */ 27 public class CubeRenderer implements GLSurfaceView.Renderer { 28 29 private final boolean mTranslucentBackground; 30 31 private final Cube mCube; 32 private float mAngle; 33 private float mScale = 1.0f; 34 private boolean mExploding; 35 CubeRenderer(boolean useTranslucentBackground)36 public CubeRenderer(boolean useTranslucentBackground) { 37 mTranslucentBackground = useTranslucentBackground; 38 mCube = new Cube(); 39 } 40 explode()41 public void explode() { 42 mExploding = true; 43 } 44 45 @Override onDrawFrame(GL10 gl)46 public void onDrawFrame(GL10 gl) { 47 /* 48 * Usually, the first thing one might want to do is to clear 49 * the screen. The most efficient way of doing this is to use 50 * glClear(). 51 */ 52 53 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); 54 55 /* 56 * Now we're ready to draw some 3D objects 57 */ 58 59 gl.glMatrixMode(GL10.GL_MODELVIEW); 60 gl.glLoadIdentity(); 61 gl.glTranslatef(0, 0, -3.0f); 62 gl.glRotatef(mAngle, 0, 1, 0); 63 gl.glRotatef(mAngle*0.25f, 1, 0, 0); 64 65 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 66 gl.glEnableClientState(GL10.GL_COLOR_ARRAY); 67 68 gl.glScalef(mScale, mScale, mScale); 69 mCube.draw(gl); 70 71 gl.glRotatef(mAngle*2.0f, 0, 1, 1); 72 gl.glTranslatef(0.5f, 0.5f, 0.5f); 73 74 mCube.draw(gl); 75 76 mAngle += 1.2f; 77 78 if (mExploding) { 79 mScale *= 1.02f; 80 if (mScale > 4.0f) { 81 mScale = 1.0f; 82 mExploding = false; 83 } 84 } 85 } 86 87 @Override onSurfaceChanged(GL10 gl, int width, int height)88 public void onSurfaceChanged(GL10 gl, int width, int height) { 89 gl.glViewport(0, 0, width, height); 90 91 /* 92 * Set our projection matrix. This doesn't have to be done 93 * each time we draw, but usually a new projection needs to 94 * be set when the viewport is resized. 95 */ 96 97 float ratio = (float) width / height; 98 gl.glMatrixMode(GL10.GL_PROJECTION); 99 gl.glLoadIdentity(); 100 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); 101 } 102 103 @Override onSurfaceCreated(GL10 gl, EGLConfig config)104 public void onSurfaceCreated(GL10 gl, EGLConfig config) { 105 /* 106 * By default, OpenGL enables features that improve quality 107 * but reduce performance. One might want to tweak that 108 * especially on software renderer. 109 */ 110 gl.glDisable(GL10.GL_DITHER); 111 112 /* 113 * Some one-time OpenGL initialization can be made here 114 * probably based on features of this particular context 115 */ 116 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, 117 GL10.GL_FASTEST); 118 119 if (mTranslucentBackground) { 120 gl.glClearColor(0,0,0,0); 121 } else { 122 gl.glClearColor(1,1,1,1); 123 } 124 gl.glEnable(GL10.GL_CULL_FACE); 125 gl.glShadeModel(GL10.GL_SMOOTH); 126 gl.glEnable(GL10.GL_DEPTH_TEST); 127 } 128 }