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📄 cuberenderer.java

📁 android 例子中的确良ApiDemos。很有代表意义
💻 JAVA
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/* * 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.example.android.apis.graphics;import javax.microedition.khronos.egl.EGL10;import javax.microedition.khronos.opengles.GL10;/** * Render a pair of tumbling cubes. */class CubeRenderer implements GLSurfaceView.Renderer {    public CubeRenderer(boolean useTranslucentBackground) {        mTranslucentBackground = useTranslucentBackground;        mCube = new Cube();    }    public void drawFrame(GL10 gl) {        /*         * 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().         */        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);        /*         * Now we're ready to draw some 3D objects         */        gl.glMatrixMode(GL10.GL_MODELVIEW);        gl.glLoadIdentity();        gl.glTranslatef(0, 0, -3.0f);        gl.glRotatef(mAngle,        0, 1, 0);        gl.glRotatef(mAngle*0.25f,  1, 0, 0);        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);        mCube.draw(gl);        gl.glRotatef(mAngle*2.0f, 0, 1, 1);        gl.glTranslatef(0.5f, 0.5f, 0.5f);        mCube.draw(gl);        mAngle += 1.2f;    }    public int[] getConfigSpec() {        if (mTranslucentBackground) {                // We want a depth buffer and an alpha buffer                int[] configSpec = {                        EGL10.EGL_RED_SIZE,      8,                        EGL10.EGL_GREEN_SIZE,    8,                        EGL10.EGL_BLUE_SIZE,     8,                        EGL10.EGL_ALPHA_SIZE,    8,                        EGL10.EGL_DEPTH_SIZE,   16,                        EGL10.EGL_NONE                };                return configSpec;            } else {                // We want a depth buffer, don't care about the                // details of the color buffer.                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, 1, 10);    }    public void surfaceCreated(GL10 gl) {        /*         * 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);        /*         * Some one-time OpenGL initialization can be made here         * probably based on features of this particular context         */         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,                 GL10.GL_FASTEST);         if (mTranslucentBackground) {             gl.glClearColor(0,0,0,0);         } else {             gl.glClearColor(1,1,1,1);         }         gl.glEnable(GL10.GL_CULL_FACE);         gl.glShadeModel(GL10.GL_SMOOTH);         gl.glEnable(GL10.GL_DEPTH_TEST);    }    private boolean mTranslucentBackground;    private Cube mCube;    private float mAngle;}

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