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📄 kuberenderer.java

📁 android 例子中的确良ApiDemos。很有代表意义
💻 JAVA
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/* * 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 com.example.android.apis.graphics.GLSurfaceView;import javax.microedition.khronos.egl.EGL10;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 drawFrame(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 int[] getConfigSpec() {        // Need a depth buffer, don't care about color depth.        int[] configSpec = {                EGL10.EGL_DEPTH_SIZE,   16,                EGL10.EGL_NONE        };        return configSpec;    }    public void sizeChanged(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 surfaceCreated(GL10 gl) {        // 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;}

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