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📄 trianglerenderer.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;import com.example.android.apis.R;import java.io.IOException;import java.io.InputStream;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.nio.ShortBuffer;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.opengl.GLU;import android.opengl.GLUtils;import android.os.SystemClock;import javax.microedition.khronos.egl.EGL10;import javax.microedition.khronos.opengles.GL10;public class TriangleRenderer implements GLSurfaceView.Renderer{    public TriangleRenderer(Context context) {        mContext = context;        mTriangle = new Triangle();    }    public int[] getConfigSpec() {        // We don't need a depth buffer, and don't care about our        // color depth.        int[] configSpec = {                EGL10.EGL_DEPTH_SIZE, 0,                EGL10.EGL_NONE        };        return configSpec;    }    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);        gl.glClearColor(.5f, .5f, .5f, 1);        gl.glShadeModel(GL10.GL_SMOOTH);        gl.glEnable(GL10.GL_DEPTH_TEST);        gl.glEnable(GL10.GL_TEXTURE_2D);        /*         * Create our texture. This has to be done each time the         * surface is created.         */        int[] textures = new int[1];        gl.glGenTextures(1, textures, 0);        mTextureID = textures[0];        gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,                GL10.GL_NEAREST);        gl.glTexParameterf(GL10.GL_TEXTURE_2D,                GL10.GL_TEXTURE_MAG_FILTER,                GL10.GL_LINEAR);        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,                GL10.GL_CLAMP_TO_EDGE);        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,                GL10.GL_CLAMP_TO_EDGE);        gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,                GL10.GL_REPLACE);        InputStream is = mContext.getResources()                .openRawResource(R.drawable.robot);        Bitmap bitmap;        try {            bitmap = BitmapFactory.decodeStream(is);        } finally {            try {                is.close();            } catch(IOException e) {                // Ignore.            }        }        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);        bitmap.recycle();    }    public void drawFrame(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);        gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,                GL10.GL_MODULATE);        /*         * 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();        GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);        gl.glActiveTexture(GL10.GL_TEXTURE0);        gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,                GL10.GL_REPEAT);        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,                GL10.GL_REPEAT);        long time = SystemClock.uptimeMillis() % 4000L;        float angle = 0.090f * ((int) time);        gl.glRotatef(angle, 0, 0, 1.0f);        mTriangle.draw(gl);    }    public void sizeChanged(GL10 gl, int w, int h) {        gl.glViewport(0, 0, w, h);        /*        * 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) w / h;        gl.glMatrixMode(GL10.GL_PROJECTION);        gl.glLoadIdentity();        gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);    }    private Context mContext;    private Triangle mTriangle;    private int mTextureID;}class Triangle {    public Triangle() {        // Buffers to be passed to gl*Pointer() functions        // must be direct, i.e., they must be placed on the        // native heap where the garbage collector cannot        // move them.        //        // Buffers with multi-byte datatypes (e.g., short, int, float)        // must have their byte order set to native order        ByteBuffer vbb = ByteBuffer.allocateDirect(VERTS * 3 * 4);        vbb.order(ByteOrder.nativeOrder());        mFVertexBuffer = vbb.asFloatBuffer();        ByteBuffer tbb = ByteBuffer.allocateDirect(VERTS * 2 * 4);        tbb.order(ByteOrder.nativeOrder());        mTexBuffer = tbb.asFloatBuffer();        ByteBuffer ibb = ByteBuffer.allocateDirect(VERTS * 2);        ibb.order(ByteOrder.nativeOrder());        mIndexBuffer = ibb.asShortBuffer();        // A unit-sided equalateral triangle centered on the origin.        float[] coords = {                // X, Y, Z                -0.5f, -0.25f, 0,                 0.5f, -0.25f, 0,                 0.0f,  0.559016994f, 0        };        for (int i = 0; i < VERTS; i++) {            for(int j = 0; j < 3; j++) {                mFVertexBuffer.put(coords[i*3+j] * 2.0f);            }        }        for (int i = 0; i < VERTS; i++) {            for(int j = 0; j < 2; j++) {                mTexBuffer.put(coords[i*3+j] * 2.0f + 0.5f);            }        }        for(int i = 0; i < VERTS; i++) {            mIndexBuffer.put((short) i);        }        mFVertexBuffer.position(0);        mTexBuffer.position(0);        mIndexBuffer.position(0);    }    public void draw(GL10 gl) {        gl.glFrontFace(GL10.GL_CCW);        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer);        gl.glEnable(GL10.GL_TEXTURE_2D);        gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer);        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS,                GL10.GL_UNSIGNED_SHORT, mIndexBuffer);    }    private final static int VERTS = 3;    private FloatBuffer mFVertexBuffer;    private FloatBuffer mTexBuffer;    private ShortBuffer mIndexBuffer;}

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