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Copyright (c) 2013 Wenhao Li Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software...
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/** * Copyright (C) 2010 Wenhao Li. All Rights Reserved. * /* w ww . j a va 2s .c o m*/ */ package com.agldemo.lessons; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; import com.agldemo.Lesson; import com.agldemo.R; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLU; /** * Lesson 06 */ public class Lesson07 extends Lesson { FloatBuffer quad = makeFloatBuffer(new float[] { // FRONT -1.0f, -1.0f, 1.0f, // 1.0f, -1.0f, 1.0f, // 1.0f, 1.0f, 1.0f, // -1.0f, 1.0f, 1.0f, // BACK -1.0f, -1.0f, -1.0f, // 1.0f, -1.0f, -1.0f, // 1.0f, 1.0f, -1.0f, // -1.0f, 1.0f, -1.0f, // LEFT -1.0f, -1.0f, -1.0f, // -1.0f, 1.0f, -1.0f, // -1.0f, 1.0f, 1.0f, // -1.0f, -1.0f, 1.0f, // RIGHT 1.0f, -1.0f, -1.0f, // 1.0f, 1.0f, -1.0f, // 1.0f, 1.0f, 1.0f, // 1.0f, -1.0f, 1.0f, // TOP -1.0f, 1.0f, -1.0f, // 1.0f, 1.0f, -1.0f, // 1.0f, 1.0f, 1.0f, // -1.0f, 1.0f, 1.0f, // BOTTOM -1.0f, -1.0f, -1.0f, // 1.0f, -1.0f, -1.0f, // 1.0f, -1.0f, 1.0f, // -1.0f, -1.0f, 1.0f, }); FloatBuffer qtex = makeFloatBuffer(new float[] { // FRONT 0.0f, 1.0f, // 1.0f, 1.0f, // 1.0f, 0.0f, // 0.0f, 0.0f, // BACK 0.0f, 1.0f, // 1.0f, 1.0f, // 1.0f, 0.0f, // 0.0f, 0.0f, // LEFT 0.0f, 1.0f, // 1.0f, 1.0f, // 1.0f, 0.0f, // 0.0f, 0.0f, // RIGHT 0.0f, 1.0f, // 1.0f, 1.0f, // 1.0f, 0.0f, // 0.0f, 0.0f, // TOP 0.0f, 0.0f, // 1.0f, 0.0f, // 1.0f, 1.0f, // 0.0f, 1.0f, // BOTTOM 0.0f, 0.0f, // 1.0f, 0.0f, // 1.0f, 1.0f, // 0.0f, 1.0f, }); // ambient light FloatBuffer lightAmbient = makeFloatBuffer(new float[] { 0.5f, 0.5f, 0.5f, 1.0f }); // diffuse light FloatBuffer lightDiffuse = makeFloatBuffer(new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); // light position FloatBuffer lightPosition = makeFloatBuffer(new float[] { 0.0f, 0.0f, 2.0f, 1.0f }); // route float xrot = 0.0f; float yrot = 0.0f; float zrot = 0.0f; private Bitmap mBitmap; int texture = -1; public Lesson07(Context c) { super(c, "Lesson 07", "Texture Filters, Lighting & Keyboard Control"); mBitmap = BitmapFactory.decodeResource(c.getResources(), R.drawable.crate); } public void onDrawFrame(GL10 gl, int width, int height) { float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl, 45.0f, ratio, 0.1f, 100.0f); /* setup light */ gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient); gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse); gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition); gl.glEnable(GL10.GL_LIGHT1); /* Enable lighting */ gl.glEnable(GL10.GL_LIGHTING); if (texture == -1) { texture = loadTexture(gl, mBitmap); } gl.glBindTexture(GL10.GL_TEXTURE_2D, texture); gl.glEnable(GL10.GL_TEXTURE_2D); // draw gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -5.0f); gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, quad); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, qtex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 4, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 8, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 12, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 16, 4); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 20, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // clean up gl.glDisable(GL10.GL_TEXTURE_2D); gl.glDisable(GL10.GL_LIGHT1); gl.glDisable(GL10.GL_LIGHTING); xrot += 0.6f; yrot += 0.4f; zrot += 0.8f; } }