1/*
2 * Copyright (C) 2013 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.accessorydisplay.source.presentation;
18
19import javax.microedition.khronos.egl.EGLConfig;
20import javax.microedition.khronos.opengles.GL10;
21
22import android.opengl.GLSurfaceView;
23
24/**
25 * Render a pair of tumbling cubes.
26 */
27
28public class CubeRenderer implements GLSurfaceView.Renderer {
29    private boolean mTranslucentBackground;
30    private Cube mCube;
31    private float mAngle;
32    private float mScale = 1.0f;
33    private boolean mExploding;
34
35    public CubeRenderer(boolean useTranslucentBackground) {
36        mTranslucentBackground = useTranslucentBackground;
37        mCube = new Cube();
38    }
39
40    public void explode() {
41        mExploding = true;
42    }
43
44    public void onDrawFrame(GL10 gl) {
45        /*
46         * Usually, the first thing one might want to do is to clear
47         * the screen. The most efficient way of doing this is to use
48         * glClear().
49         */
50
51        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
52
53        /*
54         * Now we're ready to draw some 3D objects
55         */
56
57        gl.glMatrixMode(GL10.GL_MODELVIEW);
58        gl.glLoadIdentity();
59        gl.glTranslatef(0, 0, -3.0f);
60        gl.glRotatef(mAngle,        0, 1, 0);
61        gl.glRotatef(mAngle*0.25f,  1, 0, 0);
62
63        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
64        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
65
66        gl.glScalef(mScale, mScale, mScale);
67        mCube.draw(gl);
68
69        gl.glRotatef(mAngle*2.0f, 0, 1, 1);
70        gl.glTranslatef(0.5f, 0.5f, 0.5f);
71
72        mCube.draw(gl);
73
74        mAngle += 1.2f;
75
76        if (mExploding) {
77            mScale *= 1.02f;
78            if (mScale > 4.0f) {
79                mScale = 1.0f;
80                mExploding = false;
81            }
82        }
83    }
84
85    public void onSurfaceChanged(GL10 gl, int width, int height) {
86         gl.glViewport(0, 0, width, height);
87
88         /*
89          * Set our projection matrix. This doesn't have to be done
90          * each time we draw, but usually a new projection needs to
91          * be set when the viewport is resized.
92          */
93
94         float ratio = (float) width / height;
95         gl.glMatrixMode(GL10.GL_PROJECTION);
96         gl.glLoadIdentity();
97         gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
98    }
99
100    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
101        /*
102         * By default, OpenGL enables features that improve quality
103         * but reduce performance. One might want to tweak that
104         * especially on software renderer.
105         */
106        gl.glDisable(GL10.GL_DITHER);
107
108        /*
109         * Some one-time OpenGL initialization can be made here
110         * probably based on features of this particular context
111         */
112         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
113                 GL10.GL_FASTEST);
114
115         if (mTranslucentBackground) {
116             gl.glClearColor(0,0,0,0);
117         } else {
118             gl.glClearColor(1,1,1,1);
119         }
120         gl.glEnable(GL10.GL_CULL_FACE);
121         gl.glShadeModel(GL10.GL_SMOOTH);
122         gl.glEnable(GL10.GL_DEPTH_TEST);
123    }
124}
125