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
17package com.example.android.apis.graphics.kube;
18
19import android.opengl.GLSurfaceView;
20
21import javax.microedition.khronos.egl.EGLConfig;
22import javax.microedition.khronos.opengles.GL10;
23
24
25/**
26 * Example of how to use OpenGL|ES in a custom view
27 *
28 */
29class KubeRenderer implements GLSurfaceView.Renderer {
30    public interface AnimationCallback {
31        void animate();
32    }
33
34    public KubeRenderer(GLWorld world, AnimationCallback callback) {
35        mWorld = world;
36        mCallback = callback;
37    }
38
39    public void onDrawFrame(GL10 gl) {
40         if (mCallback != null) {
41             mCallback.animate();
42         }
43
44        /*
45         * Usually, the first thing one might want to do is to clear
46         * the screen. The most efficient way of doing this is to use
47         * glClear(). However we must make sure to set the scissor
48         * correctly first. The scissor is always specified in window
49         * coordinates:
50         */
51
52        gl.glClearColor(0.5f,0.5f,0.5f,1);
53        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
54
55        /*
56         * Now we're ready to draw some 3D object
57         */
58
59        gl.glMatrixMode(GL10.GL_MODELVIEW);
60        gl.glLoadIdentity();
61        gl.glTranslatef(0, 0, -3.0f);
62        gl.glScalef(0.5f, 0.5f, 0.5f);
63        gl.glRotatef(mAngle,        0, 1, 0);
64        gl.glRotatef(mAngle*0.25f,  1, 0, 0);
65
66        gl.glColor4f(0.7f, 0.7f, 0.7f, 1.0f);
67        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
68        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
69        gl.glEnable(GL10.GL_CULL_FACE);
70        gl.glShadeModel(GL10.GL_SMOOTH);
71        gl.glEnable(GL10.GL_DEPTH_TEST);
72
73        mWorld.draw(gl);
74    }
75
76    public void onSurfaceChanged(GL10 gl, int width, int height) {
77        gl.glViewport(0, 0, width, height);
78
79        /*
80         * Set our projection matrix. This doesn't have to be done
81         * each time we draw, but usually a new projection needs to be set
82         * when the viewport is resized.
83         */
84
85        float ratio = (float)width / height;
86        gl.glMatrixMode(GL10.GL_PROJECTION);
87        gl.glLoadIdentity();
88        gl.glFrustumf(-ratio, ratio, -1, 1, 2, 12);
89
90        /*
91         * By default, OpenGL enables features that improve quality
92         * but reduce performance. One might want to tweak that
93         * especially on software renderer.
94         */
95        gl.glDisable(GL10.GL_DITHER);
96        gl.glActiveTexture(GL10.GL_TEXTURE0);
97    }
98
99    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
100        // Nothing special, don't have any textures we need to recreate.
101    }
102
103    public void setAngle(float angle) {
104        mAngle = angle;
105    }
106
107    public float getAngle() {
108        return mAngle;
109    }
110
111    private GLWorld mWorld;
112    private AnimationCallback mCallback;
113    private float mAngle;
114}
115
116
117