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The source code is released under:
Apache License
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/* * Copyright (C) 2011 QSDN,Inc.//from www . j a v a 2 s.c o m * Copyright (C) 2011 Atsushi Konno * * 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 jp.co.qsdn.android.iwashi3d.model; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.opengl.GLUtils; import android.opengl.GLUtils; import android.util.Log; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer; import javax.microedition.khronos.opengles.GL10; import jp.co.qsdn.android.iwashi3d.Aquarium; public class Wave { private final FloatBuffer mVertexBuffer; private final FloatBuffer mVertexForStencilBuffer; private final FloatBuffer mTextureBuffer; private static boolean mTextureLoaded = false; float oneW = Aquarium.max_x + 0.5f; float oneH = Aquarium.max_y + 0.3f; private float scale = 0.05f; float vertices[] = { oneW, oneH, oneW, -oneW, oneH, oneW, oneW, oneH, -oneW, -oneW, oneH, -oneW, }; float org_vertices[]; float vertices_for_stencil[] = { oneW * 2.0f, oneH, oneW * 2.0f, -oneW * 2.0f, oneH, oneW * 2.0f, oneW * 2.0f, oneH, oneW * 2.0f / 4.0f, -oneW * 2.0f, oneH, oneW * 2.0f / 4.0f, }; private float[] mScratch4f = new float[4]; public Wave() { float texCoords[] = { 0.0f,1.0f, 1.0f,1.0f, 0.0f,0.0f, 1.0f,0.0f, }; mVertexBuffer = createFloatBuffer(vertices); mVertexForStencilBuffer = createFloatBuffer(vertices_for_stencil); mTextureBuffer = createFloatBuffer(texCoords); org_vertices = new float[vertices.length]; System.arraycopy(vertices,0, org_vertices, 0, vertices.length); } public FloatBuffer createFloatBuffer(float[] vert) { ByteBuffer vbb = ByteBuffer.allocateDirect(vert.length * 4); vbb.order(ByteOrder.nativeOrder()); FloatBuffer fb = vbb.asFloatBuffer(); fb.put(vert); fb.position(0); return fb; } static int textureIds[] = null; public static void loadTexture(GL10 gl10, Context context, int resource) { textureIds = new int[1]; Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), resource); gl10.glGenTextures(1, textureIds, 0); gl10.glBindTexture(GL10.GL_TEXTURE_2D, textureIds[0]); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0); gl10.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl10.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); bmp.recycle(); bmp = null; mTextureLoaded = true; } public static void deleteTexture(GL10 gl10) { if (textureIds != null) { gl10.glDeleteTextures(1, textureIds, 0); } } void animate() { long current = System.currentTimeMillis(); float nf1 = (float)((current / 200) % 10000); float nf2 = (float)(((current + 500) / 200) % 10000); float nf3 = (float)(((current + 1000) / 200) % 10000); float nf4 = (float)(((current + 1500) / 200) % 10000); float s1 = (float)Math.sin((double)nf1) * scale; float s2 = (float)Math.sin((double)nf2) * scale; float s3 = (float)Math.sin((double)nf3) * scale; float s4 = (float)Math.sin((double)nf4) * scale; vertices[0*3+1] = org_vertices[0*3+1] + s1; vertices[1*3+1] = org_vertices[1*3+1] + s2; vertices[2*3+1] = org_vertices[2*3+1] + s3; vertices[3*3+1] = org_vertices[3*3+1] + s4; mVertexBuffer.position(0); mVertexBuffer.put(vertices); mVertexBuffer.position(0); } public void calc() { animate(); } public void draw(GL10 gl10) { _draw(gl10,mVertexBuffer); } public void drawForStencil(GL10 gl10) { _draw(gl10,mVertexForStencilBuffer); } public void _draw(GL10 gl10, FloatBuffer vertexBuffer) { /*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/ gl10.glMatrixMode(GL10.GL_MODELVIEW); gl10.glPushMatrix(); gl10.glEnable(GL10.GL_BLEND); gl10.glBlendFunc(GL10.GL_ONE, GL10.GL_SRC_ALPHA); /*=======================================================================*/ /*=======================================================================*/ synchronized (mScratch4f) { mScratch4f[0] = 1.0f; mScratch4f[1] = 1.0f; mScratch4f[2] = 1.0f; mScratch4f[3] = 1.0f; gl10.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, mScratch4f, 0); } /*=======================================================================*/ /*=======================================================================*/ synchronized (mScratch4f) { mScratch4f[0] = 1.0f; mScratch4f[1] = 1.0f; mScratch4f[2] = 1.0f; mScratch4f[3] = 1.0f; gl10.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, mScratch4f, 0); } /*=======================================================================*/ /*=======================================================================*/ synchronized (mScratch4f) { mScratch4f[0] = 1.0f; mScratch4f[1] = 1.0f; mScratch4f[2] = 1.0f; mScratch4f[3] = 1.0f; gl10.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, mScratch4f, 0); } gl10.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, 100f); /*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/ gl10.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl10.glEnable(GL10.GL_TEXTURE_2D); gl10.glBindTexture(GL10.GL_TEXTURE_2D, textureIds[0]); gl10.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); gl10.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl10.glDisableClientState(GL10.GL_NORMAL_ARRAY); gl10.glDisableClientState(GL10.GL_COLOR_ARRAY); gl10.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); /*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/ gl10.glColor4f(1,1,1,1); gl10.glNormal3f(0,-1,0); gl10.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl10.glDisable(GL10.GL_BLEND); gl10.glPopMatrix(); } }