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The source code is released under:
GNU General Public License
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/* * Copyright (c) 2012 Johannes Vestlund <Johannes@westlundarna.se> * /* w ww . j a v a 2 s . c o m*/ * This file is part of DeathRally * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even implied warranty of * MERCHANTABILITY or FITTNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package project.gamedev.deathrally.game.view; import java.util.ArrayList; import java.util.List; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import javax.microedition.khronos.opengles.GL11; import android.content.Context; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLU; /** * The class GameRenderer provides the essential rendering functionality. The renderer should only * appear as one instance during runtime, so Singleton pattern is used. This implies that getInstance() * should be used instead of constructor. * * @author Johannes Vestlund * */ public final class GameRenderer implements Renderer { private static volatile GameRenderer instance; private static Context context; private static List<VisualEntity> drawObjs = new ArrayList<VisualEntity>(); private static float[] modelViewMatrix = new float[16]; private static float[] projectionMatrix = new float[16]; private static int[] viewport = new int[16]; private GameRenderer(){ } /** * Can only have one renderer of this type! */ public static GameRenderer getInstance(Context c){ if(instance == null){ synchronized( GameRenderer .class){ if(instance == null){ instance = new GameRenderer(); } } } context = c; return instance; } public void addDrawObj(VisualEntity ve){ drawObjs.add(ve); } public void addDrawObj(List<VisualEntity> drawObjsList){ for(VisualEntity d : drawObjsList){ drawObjs.add(d); } } //A bit of confusion of which OpenGL-version to use. For now ES 1.1. public void onDrawFrame(GL10 gl) { gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 1.0f, 1.0f, 0.0f); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -1); for(VisualEntity drawObj : drawObjs){ drawObj.display(gl); } } public void onSurfaceChanged(GL10 gl, int width, int height) { float aspectRatio = (float) width/ (float)height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(-aspectRatio, aspectRatio, 1, -1, -1, 1); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); ((GL11) gl).glGetIntegerv(GL11.GL_VIEWPORT, viewport, 0); ((GL11) gl).glGetFloatv(GL11.GL_MODELVIEW_MATRIX, modelViewMatrix, 0); ((GL11) gl).glGetFloatv(GL11.GL_PROJECTION_MATRIX, projectionMatrix, 0); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { for(VisualEntity drawObj : drawObjs){ drawObj.loadGLTexture(gl, context); } gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public static void disconnect(VisualEntity ve){ drawObjs.remove(ve); } public static int[] getViewport(){ return viewport; } public static float[] getProjectionMatrix(){ return projectionMatrix; } public static float[] getModelViewMatrix(){ return modelViewMatrix; } }