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Android example source code file (KubeRenderer.java)

This example Android source code file (KubeRenderer.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

android, animationcallback, eglconfig, glworld, graphics, kuberenderer, opengl

The KubeRenderer.java Android example source code

/*
 * Copyright (C) 2008 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.example.android.apis.graphics.kube;

import android.opengl.GLSurfaceView;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;


/**
 * Example of how to use OpenGL|ES in a custom view
 *
 */
class KubeRenderer implements GLSurfaceView.Renderer {
    public interface AnimationCallback {
        void animate();
    }

    public KubeRenderer(GLWorld world, AnimationCallback callback) {
        mWorld = world;
        mCallback = callback;
    }

    public void onDrawFrame(GL10 gl) {
         if (mCallback != null) {
             mCallback.animate();
         }

        /*
         * Usually, the first thing one might want to do is to clear
         * the screen. The most efficient way of doing this is to use
         * glClear(). However we must make sure to set the scissor
         * correctly first. The scissor is always specified in window
         * coordinates:
         */

        gl.glClearColor(0.5f,0.5f,0.5f,1);
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        /*
         * Now we're ready to draw some 3D object
         */

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
        gl.glTranslatef(0, 0, -3.0f);
        gl.glScalef(0.5f, 0.5f, 0.5f);
        gl.glRotatef(mAngle,        0, 1, 0);
        gl.glRotatef(mAngle*0.25f,  1, 0, 0);

        gl.glColor4f(0.7f, 0.7f, 0.7f, 1.0f);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_DEPTH_TEST);

        mWorld.draw(gl);
    }

    public void onSurfaceChanged(GL10 gl, int width, int height) {
        gl.glViewport(0, 0, width, height);

        /*
         * Set our projection matrix. This doesn't have to be done
         * each time we draw, but usually a new projection needs to be set
         * when the viewport is resized.
         */

        float ratio = (float)width / height;
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glFrustumf(-ratio, ratio, -1, 1, 2, 12);

        /*
         * By default, OpenGL enables features that improve quality
         * but reduce performance. One might want to tweak that
         * especially on software renderer.
         */
        gl.glDisable(GL10.GL_DITHER);
        gl.glActiveTexture(GL10.GL_TEXTURE0);
    }

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        // Nothing special, don't have any textures we need to recreate.
    }

    public void setAngle(float angle) {
        mAngle = angle;
    }

    public float getAngle() {
        return mAngle;
    }

    private GLWorld mWorld;
    private AnimationCallback mCallback;
    private float mAngle;
}


Other Android examples (source code examples)

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