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1 /*
2  * Copyright (C) 2008 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.example.android.apis.graphics;
18 
19 import java.io.IOException;
20 import java.io.InputStream;
21 import java.nio.ByteBuffer;
22 import java.nio.ByteOrder;
23 import java.nio.FloatBuffer;
24 import java.nio.ShortBuffer;
25 
26 import javax.microedition.khronos.egl.EGL10;
27 import javax.microedition.khronos.egl.EGLConfig;
28 import javax.microedition.khronos.opengles.GL10;
29 
30 import android.content.Context;
31 import android.graphics.Bitmap;
32 import android.graphics.BitmapFactory;
33 import android.opengl.GLSurfaceView;
34 import android.opengl.GLU;
35 import android.opengl.GLUtils;
36 import android.os.SystemClock;
37 
38 import com.example.android.apis.R;
39 
40 public class TriangleRenderer implements GLSurfaceView.Renderer{
41 
TriangleRenderer(Context context)42     public TriangleRenderer(Context context) {
43         mContext = context;
44         mTriangle = new Triangle();
45     }
46 
onSurfaceCreated(GL10 gl, EGLConfig config)47     public void onSurfaceCreated(GL10 gl, EGLConfig config) {
48         /*
49          * By default, OpenGL enables features that improve quality
50          * but reduce performance. One might want to tweak that
51          * especially on software renderer.
52          */
53         gl.glDisable(GL10.GL_DITHER);
54 
55         /*
56          * Some one-time OpenGL initialization can be made here
57          * probably based on features of this particular context
58          */
59         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
60                 GL10.GL_FASTEST);
61 
62         gl.glClearColor(.5f, .5f, .5f, 1);
63         gl.glShadeModel(GL10.GL_SMOOTH);
64         gl.glEnable(GL10.GL_DEPTH_TEST);
65         gl.glEnable(GL10.GL_TEXTURE_2D);
66 
67         /*
68          * Create our texture. This has to be done each time the
69          * surface is created.
70          */
71 
72         int[] textures = new int[1];
73         gl.glGenTextures(1, textures, 0);
74 
75         mTextureID = textures[0];
76         gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
77 
78         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
79                 GL10.GL_NEAREST);
80         gl.glTexParameterf(GL10.GL_TEXTURE_2D,
81                 GL10.GL_TEXTURE_MAG_FILTER,
82                 GL10.GL_LINEAR);
83 
84         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
85                 GL10.GL_CLAMP_TO_EDGE);
86         gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
87                 GL10.GL_CLAMP_TO_EDGE);
88 
89         gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
90                 GL10.GL_REPLACE);
91 
92         InputStream is = mContext.getResources()
93                 .openRawResource(R.drawable.robot);
94         Bitmap bitmap;
95         try {
96             bitmap = BitmapFactory.decodeStream(is);
97         } finally {
98             try {
99                 is.close();
100             } catch(IOException e) {
101                 // Ignore.
102             }
103         }
104 
105         GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
106         bitmap.recycle();
107     }
108 
onDrawFrame(GL10 gl)109     public void onDrawFrame(GL10 gl) {
110         /*
111          * By default, OpenGL enables features that improve quality
112          * but reduce performance. One might want to tweak that
113          * especially on software renderer.
114          */
115         gl.glDisable(GL10.GL_DITHER);
116 
117         gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
118                 GL10.GL_MODULATE);
119 
120         /*
121          * Usually, the first thing one might want to do is to clear
122          * the screen. The most efficient way of doing this is to use
123          * glClear().
124          */
125 
126         gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
127 
128         /*
129          * Now we're ready to draw some 3D objects
130          */
131 
132         gl.glMatrixMode(GL10.GL_MODELVIEW);
133         gl.glLoadIdentity();
134 
135         GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
136 
137         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
138         gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
139 
140         gl.glActiveTexture(GL10.GL_TEXTURE0);
141         gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
142         gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
143                 GL10.GL_REPEAT);
144         gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
145                 GL10.GL_REPEAT);
146 
147         long time = SystemClock.uptimeMillis() % 4000L;
148         float angle = 0.090f * ((int) time);
149 
150         gl.glRotatef(angle, 0, 0, 1.0f);
151 
152         mTriangle.draw(gl);
153     }
154 
onSurfaceChanged(GL10 gl, int w, int h)155     public void onSurfaceChanged(GL10 gl, int w, int h) {
156         gl.glViewport(0, 0, w, h);
157 
158         /*
159         * Set our projection matrix. This doesn't have to be done
160         * each time we draw, but usually a new projection needs to
161         * be set when the viewport is resized.
162         */
163 
164         float ratio = (float) w / h;
165         gl.glMatrixMode(GL10.GL_PROJECTION);
166         gl.glLoadIdentity();
167         gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
168 
169     }
170 
171     private Context mContext;
172     private Triangle mTriangle;
173     private int mTextureID;
174 }
175 
176 class Triangle {
Triangle()177     public Triangle() {
178 
179         // Buffers to be passed to gl*Pointer() functions
180         // must be direct, i.e., they must be placed on the
181         // native heap where the garbage collector cannot
182         // move them.
183         //
184         // Buffers with multi-byte datatypes (e.g., short, int, float)
185         // must have their byte order set to native order
186 
187         ByteBuffer vbb = ByteBuffer.allocateDirect(VERTS * 3 * 4);
188         vbb.order(ByteOrder.nativeOrder());
189         mFVertexBuffer = vbb.asFloatBuffer();
190 
191         ByteBuffer tbb = ByteBuffer.allocateDirect(VERTS * 2 * 4);
192         tbb.order(ByteOrder.nativeOrder());
193         mTexBuffer = tbb.asFloatBuffer();
194 
195         ByteBuffer ibb = ByteBuffer.allocateDirect(VERTS * 2);
196         ibb.order(ByteOrder.nativeOrder());
197         mIndexBuffer = ibb.asShortBuffer();
198 
199         // A unit-sided equalateral triangle centered on the origin.
200         float[] coords = {
201                 // X, Y, Z
202                 -0.5f, -0.25f, 0,
203                  0.5f, -0.25f, 0,
204                  0.0f,  0.559016994f, 0
205         };
206 
207         for (int i = 0; i < VERTS; i++) {
208             for(int j = 0; j < 3; j++) {
209                 mFVertexBuffer.put(coords[i*3+j] * 2.0f);
210             }
211         }
212 
213         for (int i = 0; i < VERTS; i++) {
214             for(int j = 0; j < 2; j++) {
215                 mTexBuffer.put(coords[i*3+j] * 2.0f + 0.5f);
216             }
217         }
218 
219         for(int i = 0; i < VERTS; i++) {
220             mIndexBuffer.put((short) i);
221         }
222 
223         mFVertexBuffer.position(0);
224         mTexBuffer.position(0);
225         mIndexBuffer.position(0);
226     }
227 
draw(GL10 gl)228     public void draw(GL10 gl) {
229         gl.glFrontFace(GL10.GL_CCW);
230         gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer);
231         gl.glEnable(GL10.GL_TEXTURE_2D);
232         gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer);
233         gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS,
234                 GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
235     }
236 
237     private final static int VERTS = 3;
238 
239     private FloatBuffer mFVertexBuffer;
240     private FloatBuffer mTexBuffer;
241     private ShortBuffer mIndexBuffer;
242 }
243