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 17 package com.android.accessorydisplay.source.presentation; 18 19 import javax.microedition.khronos.egl.EGLConfig; 20 import javax.microedition.khronos.opengles.GL10; 21 22 import android.opengl.GLSurfaceView; 23 24 /** 25 * Render a pair of tumbling cubes. 26 */ 27 28 public 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 CubeRenderer(boolean useTranslucentBackground)35 public CubeRenderer(boolean useTranslucentBackground) { 36 mTranslucentBackground = useTranslucentBackground; 37 mCube = new Cube(); 38 } 39 explode()40 public void explode() { 41 mExploding = true; 42 } 43 onDrawFrame(GL10 gl)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 onSurfaceChanged(GL10 gl, int width, int height)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 onSurfaceCreated(GL10 gl, EGLConfig config)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