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Android example source code file (ClearActivity.java)

This example Android source code file (ClearActivity.java) is included in the DevDaily.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Android by Example" TM.

Java - Android tags/keywords

activity, android, bytebuffer, clearactivity, clearglsurfaceview, clearrenderer, content, eglconfig, floatbuffer, glsurfaceview, io, nio, opengl, os, override

The ClearActivity.java Android example source code

/*
 * 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;      
    }
}

Other Android examples (source code examples)

Here is a short list of links related to this Android ClearActivity.java source code file:

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