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