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KubeRenderer.javaAPI DocAndroid 1.5 API3511Wed May 06 22:41:08 BST 2009com.example.android.apis.graphics.kube

KubeRenderer

public class KubeRenderer extends Object implements GLSurfaceView.Renderer
Example of how to use OpenGL|ES in a custom view

Fields Summary
private GLWorld
mWorld
private AnimationCallback
mCallback
private float
mAngle
Constructors Summary
public KubeRenderer(GLWorld world, AnimationCallback callback)

        mWorld = world;
        mCallback = callback;
    
Methods Summary
public floatgetAngle()

        return mAngle;
    
public voidonDrawFrame(javax.microedition.khronos.opengles.GL10 gl)

         if (mCallback != null) {
             mCallback.animate();
         }

        /*
         * 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(). However we must make sure to set the scissor
         * correctly first. The scissor is always specified in window
         * coordinates:
         */

        gl.glClearColor(0.5f,0.5f,0.5f,1);
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        /*
         * Now we're ready to draw some 3D object
         */

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
        gl.glTranslatef(0, 0, -3.0f);
        gl.glScalef(0.5f, 0.5f, 0.5f);
        gl.glRotatef(mAngle,        0, 1, 0);
        gl.glRotatef(mAngle*0.25f,  1, 0, 0);

        gl.glColor4f(0.7f, 0.7f, 0.7f, 1.0f);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_DEPTH_TEST);

        mWorld.draw(gl);
    
public voidonSurfaceChanged(javax.microedition.khronos.opengles.GL10 gl, int width, int height)

        gl.glViewport(0, 0, width, height);

        /*
         * 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)width / height;
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glFrustumf(-ratio, ratio, -1, 1, 2, 12);

        /*
         * 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);
        gl.glActiveTexture(GL10.GL_TEXTURE0);
    
public voidonSurfaceCreated(javax.microedition.khronos.opengles.GL10 gl, javax.microedition.khronos.egl.EGLConfig config)

        // Nothing special, don't have any textures we need to recreate.
    
public voidsetAngle(float angle)

        mAngle = angle;