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      1 /*
      2  * Copyright (C) 2008 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 package com.example.android.apis.graphics;
     18 
     19 import javax.microedition.khronos.egl.EGLConfig;
     20 import javax.microedition.khronos.opengles.GL10;
     21 
     22 import android.app.Activity;
     23 import android.content.Context;
     24 import android.opengl.GLSurfaceView;
     25 import android.os.Bundle;
     26 import android.view.MotionEvent;
     27 
     28 /**
     29  * Wrapper activity demonstrating the use of {@link GLSurfaceView}, a view
     30  * that uses OpenGL drawing into a dedicated surface.
     31  *
     32  * Shows:
     33  * + How to redraw in response to user input.
     34  */
     35 public class TouchRotateActivity extends Activity {
     36     @Override
     37     protected void onCreate(Bundle savedInstanceState) {
     38         super.onCreate(savedInstanceState);
     39 
     40         // Create our Preview view and set it as the content of our
     41         // Activity
     42         mGLSurfaceView = new TouchSurfaceView(this);
     43         setContentView(mGLSurfaceView);
     44         mGLSurfaceView.requestFocus();
     45         mGLSurfaceView.setFocusableInTouchMode(true);
     46     }
     47 
     48     @Override
     49     protected void onResume() {
     50         // Ideally a game should implement onResume() and onPause()
     51         // to take appropriate action when the activity looses focus
     52         super.onResume();
     53         mGLSurfaceView.onResume();
     54     }
     55 
     56     @Override
     57     protected void onPause() {
     58         // Ideally a game should implement onResume() and onPause()
     59         // to take appropriate action when the activity looses focus
     60         super.onPause();
     61         mGLSurfaceView.onPause();
     62     }
     63 
     64     private GLSurfaceView mGLSurfaceView;
     65 }
     66 
     67 /**
     68  * Implement a simple rotation control.
     69  *
     70  */
     71 class TouchSurfaceView extends GLSurfaceView {
     72 
     73     public TouchSurfaceView(Context context) {
     74         super(context);
     75         mRenderer = new CubeRenderer();
     76         setRenderer(mRenderer);
     77         setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
     78     }
     79 
     80     @Override public boolean onTrackballEvent(MotionEvent e) {
     81         mRenderer.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR;
     82         mRenderer.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR;
     83         requestRender();
     84         return true;
     85     }
     86 
     87     @Override public boolean onTouchEvent(MotionEvent e) {
     88         float x = e.getX();
     89         float y = e.getY();
     90         switch (e.getAction()) {
     91         case MotionEvent.ACTION_MOVE:
     92             float dx = x - mPreviousX;
     93             float dy = y - mPreviousY;
     94             mRenderer.mAngleX += dx * TOUCH_SCALE_FACTOR;
     95             mRenderer.mAngleY += dy * TOUCH_SCALE_FACTOR;
     96             requestRender();
     97         }
     98         mPreviousX = x;
     99         mPreviousY = y;
    100         return true;
    101     }
    102 
    103     /**
    104      * Render a cube.
    105      */
    106     private class CubeRenderer implements GLSurfaceView.Renderer {
    107         public CubeRenderer() {
    108             mCube = new Cube();
    109         }
    110 
    111         public void onDrawFrame(GL10 gl) {
    112             /*
    113              * Usually, the first thing one might want to do is to clear
    114              * the screen. The most efficient way of doing this is to use
    115              * glClear().
    116              */
    117 
    118             gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    119 
    120             /*
    121              * Now we're ready to draw some 3D objects
    122              */
    123 
    124             gl.glMatrixMode(GL10.GL_MODELVIEW);
    125             gl.glLoadIdentity();
    126             gl.glTranslatef(0, 0, -3.0f);
    127             gl.glRotatef(mAngleX, 0, 1, 0);
    128             gl.glRotatef(mAngleY, 1, 0, 0);
    129 
    130             gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    131             gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
    132 
    133             mCube.draw(gl);
    134         }
    135 
    136         public void onSurfaceChanged(GL10 gl, int width, int height) {
    137              gl.glViewport(0, 0, width, height);
    138 
    139              /*
    140               * Set our projection matrix. This doesn't have to be done
    141               * each time we draw, but usually a new projection needs to
    142               * be set when the viewport is resized.
    143               */
    144 
    145              float ratio = (float) width / height;
    146              gl.glMatrixMode(GL10.GL_PROJECTION);
    147              gl.glLoadIdentity();
    148              gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    149         }
    150 
    151         public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    152             /*
    153              * By default, OpenGL enables features that improve quality
    154              * but reduce performance. One might want to tweak that
    155              * especially on software renderer.
    156              */
    157             gl.glDisable(GL10.GL_DITHER);
    158 
    159             /*
    160              * Some one-time OpenGL initialization can be made here
    161              * probably based on features of this particular context
    162              */
    163              gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
    164                      GL10.GL_FASTEST);
    165 
    166 
    167              gl.glClearColor(1,1,1,1);
    168              gl.glEnable(GL10.GL_CULL_FACE);
    169              gl.glShadeModel(GL10.GL_SMOOTH);
    170              gl.glEnable(GL10.GL_DEPTH_TEST);
    171         }
    172         private Cube mCube;
    173         public float mAngleX;
    174         public float mAngleY;
    175     }
    176 
    177     private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
    178     private final float TRACKBALL_SCALE_FACTOR = 36.0f;
    179     private CubeRenderer mRenderer;
    180     private float mPreviousX;
    181     private float mPreviousY;
    182 }
    183 
    184 
    185