| /* |
| * Copyright (C) 2009 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package com.android.sampleplugin.graphics; |
| |
| import javax.microedition.khronos.egl.EGL10; |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL10; |
| |
| import android.opengl.GLSurfaceView; |
| |
| /** |
| * Render a pair of tumbling cubes. |
| */ |
| |
| public class CubeRenderer implements GLSurfaceView.Renderer { |
| public CubeRenderer(boolean useTranslucentBackground) { |
| mTranslucentBackground = useTranslucentBackground; |
| mCube = new Cube(); |
| } |
| |
| public void onDrawFrame(GL10 gl) { |
| /* |
| * Usually, the first thing one might want to do is to clear |
| * the screen. The most efficient way of doing this is to use |
| * glClear(). |
| */ |
| |
| gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); |
| |
| /* |
| * Now we're ready to draw some 3D objects |
| */ |
| |
| gl.glMatrixMode(GL10.GL_MODELVIEW); |
| gl.glLoadIdentity(); |
| gl.glTranslatef(0, 0, -3.0f); |
| gl.glRotatef(mAngle, 0, 1, 0); |
| gl.glRotatef(mAngle*0.25f, 1, 0, 0); |
| |
| gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); |
| gl.glEnableClientState(GL10.GL_COLOR_ARRAY); |
| |
| mCube.draw(gl); |
| |
| gl.glRotatef(mAngle*2.0f, 0, 1, 1); |
| gl.glTranslatef(0.5f, 0.5f, 0.5f); |
| |
| mCube.draw(gl); |
| |
| mAngle += 1.2f; |
| } |
| |
| public void onSurfaceChanged(GL10 gl, int width, int height) { |
| gl.glViewport(0, 0, width, height); |
| |
| /* |
| * Set our projection matrix. This doesn't have to be done |
| * each time we draw, but usually a new projection needs to |
| * be set when the viewport is resized. |
| */ |
| |
| float ratio = (float) width / height; |
| gl.glMatrixMode(GL10.GL_PROJECTION); |
| gl.glLoadIdentity(); |
| gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); |
| } |
| |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| /* |
| * By default, OpenGL enables features that improve quality |
| * but reduce performance. One might want to tweak that |
| * especially on software renderer. |
| */ |
| gl.glDisable(GL10.GL_DITHER); |
| |
| /* |
| * Some one-time OpenGL initialization can be made here |
| * probably based on features of this particular context |
| */ |
| gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, |
| GL10.GL_FASTEST); |
| |
| if (mTranslucentBackground) { |
| gl.glClearColor(0,0,0,0); |
| } else { |
| gl.glClearColor(1,1,1,1); |
| } |
| gl.glEnable(GL10.GL_CULL_FACE); |
| gl.glShadeModel(GL10.GL_SMOOTH); |
| gl.glEnable(GL10.GL_DEPTH_TEST); |
| } |
| private boolean mTranslucentBackground; |
| private Cube mCube; |
| private float mAngle; |
| } |