1/*
2 * Copyright (C) 2009 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.sampleplugin.graphics;
18
19import javax.microedition.khronos.egl.EGL10;
20import javax.microedition.khronos.egl.EGLConfig;
21import javax.microedition.khronos.opengles.GL10;
22
23import android.opengl.GLSurfaceView;
24
25/**
26 * Render a pair of tumbling cubes.
27 */
28
29public class CubeRenderer implements GLSurfaceView.Renderer {
30    public CubeRenderer(boolean useTranslucentBackground) {
31        mTranslucentBackground = useTranslucentBackground;
32        mCube = new Cube();
33    }
34
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
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
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