/*
* Copyright (C) 2007 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.lightingtest;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.util.Log;
import android.view.MotionEvent;
public class ClearActivity extends Activity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLView = new ClearGLSurfaceView(this);
setContentView(mGLView);
}
@Override
protected void onPause() {
super.onPause();
mGLView.onPause();
}
@Override
protected void onResume() {
super.onResume();
mGLView.onResume();
}
private GLSurfaceView mGLView;
}
class ClearGLSurfaceView extends GLSurfaceView {
public ClearGLSurfaceView(Context context) {
super(context);
mRenderer = new ClearRenderer();
setRenderer(mRenderer);
}
ClearRenderer mRenderer;
}
class ClearRenderer implements GLSurfaceView.Renderer {
public ClearRenderer() {
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Do nothing special.
}
public void onSurfaceChanged(GL10 gl, int w, int h) {
// Compute the projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
// Compute the boundaries of the frustum
float fl = (float) (-(w / 2)) / 288;
float fr = (float) (w / 2) / 288;
float ft = (float) (h / 2) / 288;
float fb = (float) (-(h / 2)) / 288;
// Set the view frustum
gl.glFrustumf(fl, fr, fb, ft, 1.0f, 2000.0f);
// Set the viewport dimensions
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glViewport(0, 0, w, h);
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
final float lightOff[] = {0.0f, 0.0f, 0.0f, 1.0f};
final float lightAmbient[] = {5.0f, 0.0f, 0.0f, 1.0f};
final float lightDiffuse[] = {0.0f, 2.0f, 0.0f, 0.0f};
final float lightPosSpot[] = {0.0f, 0.0f, -8.0f, 1.0f};
final float pos[] = {
-5.0f, -1.5f, 0.0f,
0.0f, -1.5f, 0.0f,
5.0f, -1.5f, 0.0f,
};
final float v[] = new float[9];
ByteBuffer vbb = ByteBuffer.allocateDirect(v.length*4);
vbb.order(ByteOrder.nativeOrder());
FloatBuffer vb = vbb.asFloatBuffer();
gl.glDisable(GL10.GL_DITHER);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightOff, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosSpot, 0);
gl.glEnable(GL10.GL_LIGHT0);
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glNormal3f(0, 0, 1);
// draw first 3 triangles, without using transforms
for (int i=0 ; i<3 ; i++) {
v[0] = -1; v[1] =-1; v[2] = -10;
v[3] = 0; v[4] = 1; v[5] = -10;
v[6] = 1; v[7] =-1; v[8] = -10;
for (int j=0 ; j<3 ; j++) {
v[j*3+0] -= pos[i*3+0];
v[j*3+1] -= pos[i*3+1];
v[j*3+2] -= pos[i*3+2];
}
vb.put(v).position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
}
// draw the 2nd batch this time with transforms
v[0] = -1; v[1] =-1; v[2] = -10;
v[3] = 0; v[4] = 1; v[5] = -10;
v[6] = 1; v[7] =-1; v[8] = -10;
vb.put(v).position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
// draw lower left triangle
gl.glPushMatrix();
gl.glTranslatef(pos[0], pos[1], pos[2]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
gl.glPopMatrix();
// draw lower middle triangle
gl.glPushMatrix();
gl.glTranslatef(pos[3], pos[4], pos[5]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
gl.glPopMatrix();
// draw lower right triangle
gl.glPushMatrix();
gl.glTranslatef(pos[6], pos[7], pos[8]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
gl.glPopMatrix();
}
public int[] getConfigSpec() {
int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
return configSpec;
}
}
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