| /* |
| * Copyright (C) 2008 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package com.example.android.apis.graphics; |
| |
| import static android.opengl.GLES10.*; |
| |
| import java.io.IOException; |
| import java.io.InputStream; |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.FloatBuffer; |
| import java.nio.ShortBuffer; |
| |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL10; |
| |
| import android.content.Context; |
| import android.graphics.Bitmap; |
| import android.graphics.BitmapFactory; |
| import android.opengl.GLSurfaceView; |
| import android.opengl.GLU; |
| import android.opengl.GLUtils; |
| import android.os.SystemClock; |
| |
| import com.example.android.apis.R; |
| |
| /** |
| * A GLSurfaceView.Renderer that uses the Android-specific |
| * android.opengl.GLESXXX static OpenGL ES APIs. The static APIs |
| * expose more of the OpenGL ES features than the |
| * javax.microedition.khronos.opengles APIs, and also |
| * provide a programming model that is closer to the C OpenGL ES APIs, which |
| * may make it easier to reuse code and documentation written for the |
| * C OpenGL ES APIs. |
| * |
| */ |
| public class StaticTriangleRenderer implements GLSurfaceView.Renderer{ |
| |
| public interface TextureLoader { |
| /** |
| * Load a texture into the currently bound OpenGL texture. |
| */ |
| void load(GL10 gl); |
| } |
| |
| public StaticTriangleRenderer(Context context) { |
| init(context, new RobotTextureLoader()); |
| } |
| |
| public StaticTriangleRenderer(Context context, TextureLoader loader) { |
| init(context, loader); |
| } |
| |
| private void init(Context context, TextureLoader loader) { |
| mContext = context; |
| mTriangle = new Triangle(); |
| mTextureLoader = loader; |
| } |
| |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| /* |
| * By default, OpenGL enables features that improve quality |
| * but reduce performance. One might want to tweak that |
| * especially on software renderer. |
| */ |
| glDisable(GL_DITHER); |
| |
| /* |
| * Some one-time OpenGL initialization can be made here |
| * probably based on features of this particular context |
| */ |
| glHint(GL_PERSPECTIVE_CORRECTION_HINT, |
| GL_FASTEST); |
| |
| glClearColor(.5f, .5f, .5f, 1); |
| glShadeModel(GL_SMOOTH); |
| glEnable(GL_DEPTH_TEST); |
| glEnable(GL_TEXTURE_2D); |
| |
| /* |
| * Create our texture. This has to be done each time the |
| * surface is created. |
| */ |
| |
| int[] textures = new int[1]; |
| glGenTextures(1, textures, 0); |
| |
| mTextureID = textures[0]; |
| glBindTexture(GL_TEXTURE_2D, mTextureID); |
| |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, |
| GL_NEAREST); |
| glTexParameterf(GL_TEXTURE_2D, |
| GL_TEXTURE_MAG_FILTER, |
| GL_LINEAR); |
| |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, |
| GL_CLAMP_TO_EDGE); |
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, |
| GL_CLAMP_TO_EDGE); |
| |
| glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, |
| GL_REPLACE); |
| mTextureLoader.load(gl); |
| } |
| |
| public void onDrawFrame(GL10 gl) { |
| /* |
| * By default, OpenGL enables features that improve quality |
| * but reduce performance. One might want to tweak that |
| * especially on software renderer. |
| */ |
| glDisable(GL_DITHER); |
| |
| glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, |
| GL_MODULATE); |
| |
| /* |
| * Usually, the first thing one might want to do is to clear |
| * the screen. The most efficient way of doing this is to use |
| * glClear(). |
| */ |
| |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| /* |
| * Now we're ready to draw some 3D objects |
| */ |
| |
| glMatrixMode(GL_MODELVIEW); |
| glLoadIdentity(); |
| |
| GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); |
| |
| glEnableClientState(GL_VERTEX_ARRAY); |
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
| |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTextureID); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, |
| GL_REPEAT); |
| glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, |
| GL_REPEAT); |
| |
| long time = SystemClock.uptimeMillis() % 4000L; |
| float angle = 0.090f * ((int) time); |
| |
| glRotatef(angle, 0, 0, 1.0f); |
| |
| mTriangle.draw(gl); |
| } |
| |
| public void onSurfaceChanged(GL10 gl, int w, int h) { |
| glViewport(0, 0, w, h); |
| |
| /* |
| * Set our projection matrix. This doesn't have to be done |
| * each time we draw, but usually a new projection needs to |
| * be set when the viewport is resized. |
| */ |
| |
| float ratio = (float) w / h; |
| glMatrixMode(GL_PROJECTION); |
| glLoadIdentity(); |
| glFrustumf(-ratio, ratio, -1, 1, 3, 7); |
| } |
| |
| private Context mContext; |
| private Triangle mTriangle; |
| private int mTextureID; |
| private TextureLoader mTextureLoader; |
| |
| private class RobotTextureLoader implements TextureLoader { |
| public void load(GL10 gl) { |
| InputStream is = mContext.getResources().openRawResource( |
| R.raw.robot); |
| Bitmap bitmap; |
| try { |
| bitmap = BitmapFactory.decodeStream(is); |
| } finally { |
| try { |
| is.close(); |
| } catch (IOException e) { |
| // Ignore. |
| } |
| } |
| |
| GLUtils.texImage2D(GL_TEXTURE_2D, 0, bitmap, 0); |
| bitmap.recycle(); |
| } |
| } |
| |
| static class Triangle { |
| public Triangle() { |
| |
| // Buffers to be passed to gl*Pointer() functions |
| // must be direct, i.e., they must be placed on the |
| // native heap where the garbage collector cannot |
| // move them. |
| // |
| // Buffers with multi-byte datatypes (e.g., short, int, float) |
| // must have their byte order set to native order |
| |
| ByteBuffer vbb = ByteBuffer.allocateDirect(VERTS * 3 * 4); |
| vbb.order(ByteOrder.nativeOrder()); |
| mFVertexBuffer = vbb.asFloatBuffer(); |
| |
| ByteBuffer tbb = ByteBuffer.allocateDirect(VERTS * 2 * 4); |
| tbb.order(ByteOrder.nativeOrder()); |
| mTexBuffer = tbb.asFloatBuffer(); |
| |
| ByteBuffer ibb = ByteBuffer.allocateDirect(VERTS * 2); |
| ibb.order(ByteOrder.nativeOrder()); |
| mIndexBuffer = ibb.asShortBuffer(); |
| |
| // A unit-sided equilateral triangle centered on the origin. |
| float[] coords = { |
| // X, Y, Z |
| -0.5f, -0.25f, 0, |
| 0.5f, -0.25f, 0, |
| 0.0f, 0.559016994f, 0 |
| }; |
| |
| for (int i = 0; i < VERTS; i++) { |
| for(int j = 0; j < 3; j++) { |
| mFVertexBuffer.put(coords[i*3+j] * 2.0f); |
| } |
| } |
| |
| for (int i = 0; i < VERTS; i++) { |
| for(int j = 0; j < 2; j++) { |
| mTexBuffer.put(coords[i*3+j] * 2.0f + 0.5f); |
| } |
| } |
| |
| for(int i = 0; i < VERTS; i++) { |
| mIndexBuffer.put((short) i); |
| } |
| |
| mFVertexBuffer.position(0); |
| mTexBuffer.position(0); |
| mIndexBuffer.position(0); |
| } |
| |
| public void draw(GL10 gl) { |
| glFrontFace(GL_CCW); |
| glVertexPointer(3, GL_FLOAT, 0, mFVertexBuffer); |
| glEnable(GL_TEXTURE_2D); |
| glTexCoordPointer(2, GL_FLOAT, 0, mTexBuffer); |
| glDrawElements(GL_TRIANGLE_STRIP, VERTS, |
| GL_UNSIGNED_SHORT, mIndexBuffer); |
| } |
| |
| private final static int VERTS = 3; |
| |
| private FloatBuffer mFVertexBuffer; |
| private FloatBuffer mTexBuffer; |
| private ShortBuffer mIndexBuffer; |
| } |
| } |