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
17package com.android.lightingtest;
18
19import java.nio.ByteBuffer;
20import java.nio.ByteOrder;
21import java.nio.FloatBuffer;
22
23import javax.microedition.khronos.egl.EGL10;
24import javax.microedition.khronos.egl.EGLConfig;
25import javax.microedition.khronos.opengles.GL10;
26
27import android.app.Activity;
28import android.content.Context;
29import android.opengl.GLSurfaceView;
30import android.os.Bundle;
31import android.util.Log;
32import android.view.MotionEvent;
33
34public class ClearActivity extends Activity {
35    @Override
36    protected void onCreate(Bundle savedInstanceState) {
37        super.onCreate(savedInstanceState);
38        mGLView = new ClearGLSurfaceView(this);
39        setContentView(mGLView);
40    }
41
42    @Override
43    protected void onPause() {
44        super.onPause();
45        mGLView.onPause();
46    }
47
48    @Override
49    protected void onResume() {
50        super.onResume();
51        mGLView.onResume();
52    }
53    private GLSurfaceView mGLView;
54}
55
56class ClearGLSurfaceView extends GLSurfaceView {
57    public ClearGLSurfaceView(Context context) {
58        super(context);
59        mRenderer = new ClearRenderer();
60        setRenderer(mRenderer);
61    }
62
63    ClearRenderer mRenderer;
64}
65
66class ClearRenderer implements GLSurfaceView.Renderer {
67    public ClearRenderer() {
68    }
69
70    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
71        // Do nothing special.
72    }
73
74    public void onSurfaceChanged(GL10 gl, int w, int h) {
75        // Compute the projection matrix
76        gl.glMatrixMode(GL10.GL_PROJECTION);
77        gl.glLoadIdentity();
78
79        // Compute the boundaries of the frustum
80        float fl = (float) (-(w / 2)) / 288;
81        float fr = (float) (w / 2) / 288;
82        float ft = (float) (h / 2) / 288;
83        float fb = (float) (-(h / 2)) / 288;
84
85        // Set the view frustum
86        gl.glFrustumf(fl, fr, fb, ft, 1.0f, 2000.0f);
87
88        // Set the viewport dimensions
89        gl.glMatrixMode(GL10.GL_MODELVIEW);
90        gl.glLoadIdentity();
91        gl.glViewport(0, 0, w, h);
92    }
93
94    public void onDrawFrame(GL10 gl) {
95        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
96
97        final float lightOff[]        = {0.0f, 0.0f,  0.0f, 1.0f};
98        final float lightAmbient[]    = {5.0f, 0.0f,  0.0f, 1.0f};
99        final float lightDiffuse[]    = {0.0f, 2.0f,  0.0f, 0.0f};
100        final float lightPosSpot[]    = {0.0f, 0.0f, -8.0f, 1.0f};
101
102        final float pos[] = {
103                    -5.0f, -1.5f, 0.0f,
104                     0.0f, -1.5f, 0.0f,
105                     5.0f, -1.5f, 0.0f,
106                };
107
108        final float v[] = new float[9];
109        ByteBuffer vbb = ByteBuffer.allocateDirect(v.length*4);
110        vbb.order(ByteOrder.nativeOrder());
111        FloatBuffer vb = vbb.asFloatBuffer();
112
113        gl.glDisable(GL10.GL_DITHER);
114
115        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0);
116        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0);
117        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightOff, 0);
118        gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosSpot, 0);
119        gl.glEnable(GL10.GL_LIGHT0);
120
121        gl.glEnable(GL10.GL_LIGHTING);
122
123
124        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
125        gl.glNormal3f(0, 0, 1);
126
127
128        // draw first 3 triangles, without using transforms
129        for (int i=0 ; i<3 ; i++) {
130            v[0] = -1; v[1] =-1; v[2] = -10;
131            v[3] =  0; v[4] = 1; v[5] = -10;
132            v[6] =  1; v[7] =-1; v[8] = -10;
133            for (int j=0 ; j<3 ; j++) {
134                v[j*3+0] -= pos[i*3+0];
135                v[j*3+1] -= pos[i*3+1];
136                v[j*3+2] -= pos[i*3+2];
137            }
138            vb.put(v).position(0);
139            gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
140            gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
141        }
142
143        // draw the 2nd batch this time with transforms
144        v[0] = -1; v[1] =-1; v[2] = -10;
145        v[3] =  0; v[4] = 1; v[5] = -10;
146        v[6] =  1; v[7] =-1; v[8] = -10;
147        vb.put(v).position(0);
148        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
149
150        // draw lower left triangle
151        gl.glPushMatrix();
152        gl.glTranslatef(pos[0], pos[1], pos[2]);
153        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
154        gl.glPopMatrix();
155
156        // draw lower middle triangle
157        gl.glPushMatrix();
158        gl.glTranslatef(pos[3], pos[4], pos[5]);
159        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
160        gl.glPopMatrix();
161
162        // draw lower right triangle
163        gl.glPushMatrix();
164        gl.glTranslatef(pos[6], pos[7], pos[8]);
165        gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
166        gl.glPopMatrix();
167    }
168
169    public int[] getConfigSpec() {
170        int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
171        return configSpec;
172    }
173}
174
175