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1 /*
2  * Copyright (C) 2007 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 javax.microedition.khronos.egl.EGL10;
20 import javax.microedition.khronos.egl.EGLConfig;
21 import javax.microedition.khronos.opengles.GL10;
22 
23 import android.opengl.GLSurfaceView;
24 
25 /**
26  * Render a pair of tumbling cubes.
27  */
28 
29 class CubeRenderer implements GLSurfaceView.Renderer {
CubeRenderer(boolean useTranslucentBackground)30     public CubeRenderer(boolean useTranslucentBackground) {
31         mTranslucentBackground = useTranslucentBackground;
32         mCube = new Cube();
33     }
34 
onDrawFrame(GL10 gl)35     public void onDrawFrame(GL10 gl) {
36         /*
37          * Usually, the first thing one might want to do is to clear
38          * the screen. The most efficient way of doing this is to use
39          * glClear().
40          */
41 
42         gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
43 
44         /*
45          * Now we're ready to draw some 3D objects
46          */
47 
48         gl.glMatrixMode(GL10.GL_MODELVIEW);
49         gl.glLoadIdentity();
50         gl.glTranslatef(0, 0, -3.0f);
51         gl.glRotatef(mAngle,        0, 1, 0);
52         gl.glRotatef(mAngle*0.25f,  1, 0, 0);
53 
54         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
55         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
56 
57         mCube.draw(gl);
58 
59         gl.glRotatef(mAngle*2.0f, 0, 1, 1);
60         gl.glTranslatef(0.5f, 0.5f, 0.5f);
61 
62         mCube.draw(gl);
63 
64         mAngle += 1.2f;
65     }
66 
onSurfaceChanged(GL10 gl, int width, int height)67     public void onSurfaceChanged(GL10 gl, int width, int height) {
68          gl.glViewport(0, 0, width, height);
69 
70          /*
71           * Set our projection matrix. This doesn't have to be done
72           * each time we draw, but usually a new projection needs to
73           * be set when the viewport is resized.
74           */
75 
76          float ratio = (float) width / height;
77          gl.glMatrixMode(GL10.GL_PROJECTION);
78          gl.glLoadIdentity();
79          gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
80     }
81 
onSurfaceCreated(GL10 gl, EGLConfig config)82     public void onSurfaceCreated(GL10 gl, EGLConfig config) {
83         /*
84          * By default, OpenGL enables features that improve quality
85          * but reduce performance. One might want to tweak that
86          * especially on software renderer.
87          */
88         gl.glDisable(GL10.GL_DITHER);
89 
90         /*
91          * Some one-time OpenGL initialization can be made here
92          * probably based on features of this particular context
93          */
94          gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
95                  GL10.GL_FASTEST);
96 
97          if (mTranslucentBackground) {
98              gl.glClearColor(0,0,0,0);
99          } else {
100              gl.glClearColor(1,1,1,1);
101          }
102          gl.glEnable(GL10.GL_CULL_FACE);
103          gl.glShadeModel(GL10.GL_SMOOTH);
104          gl.glEnable(GL10.GL_DEPTH_TEST);
105     }
106     private boolean mTranslucentBackground;
107     private Cube mCube;
108     private float mAngle;
109 }
110