blob: a082d474625b70712acce02348ad854e82feec4f [file] [log] [blame]
/*
* Copyright (C) 2009 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.android.gldual;
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.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.os.SystemClock;
public class TriangleRenderer implements GLSurfaceView.Renderer{
public TriangleRenderer() {
mTriangle = new Triangle();
}
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.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* Some one-time OpenGL initialization can be made here
* probably based on features of this particular context
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
gl.glClearColor(.5f, .5f, .5f, 1);
gl.glShadeModel(GL10.GL_SMOOTH);
}
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.
*/
gl.glDisable(GL10.GL_DITHER);
/*
* 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().
*/
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/*
* Now we're ready to draw some 3D objects
*/
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
gl.glRotatef(angle, 0, 0, 1.0f);
mTriangle.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int w, int h) {
gl.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;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
}
private Triangle mTriangle;
}
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());
ByteBuffer ibb = ByteBuffer.allocateDirect(VERTS * 2);
ibb.order(ByteOrder.nativeOrder());
mIndexBuffer = ibb.asShortBuffer();
// A unit-sided equalateral 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++) {
mIndexBuffer.put((short) i);
}
mFVertexBuffer.position(0);
mIndexBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS,
GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
}
private final static int VERTS = 3;
private FloatBuffer mFVertexBuffer;
private ShortBuffer mIndexBuffer;
}