1 /* 2 * Copyright (C) 2007 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.android.lightingtest; 18 19 import java.nio.ByteBuffer; 20 import java.nio.ByteOrder; 21 import java.nio.FloatBuffer; 22 23 import javax.microedition.khronos.egl.EGL10; 24 import javax.microedition.khronos.egl.EGLConfig; 25 import javax.microedition.khronos.opengles.GL10; 26 27 import android.app.Activity; 28 import android.content.Context; 29 import android.opengl.GLSurfaceView; 30 import android.os.Bundle; 31 import android.util.Log; 32 import android.view.MotionEvent; 33 34 public class ClearActivity extends Activity { 35 @Override 36 protected void onCreate(Bundle savedInstanceState) { 37 super.onCreate(savedInstanceState); 38 mGLView = new ClearGLSurfaceView(this); 39 setContentView(mGLView); 40 } 41 42 @Override 43 protected void onPause() { 44 super.onPause(); 45 mGLView.onPause(); 46 } 47 48 @Override 49 protected void onResume() { 50 super.onResume(); 51 mGLView.onResume(); 52 } 53 private GLSurfaceView mGLView; 54 } 55 56 class ClearGLSurfaceView extends GLSurfaceView { 57 public ClearGLSurfaceView(Context context) { 58 super(context); 59 mRenderer = new ClearRenderer(); 60 setRenderer(mRenderer); 61 } 62 63 ClearRenderer mRenderer; 64 } 65 66 class ClearRenderer implements GLSurfaceView.Renderer { 67 public ClearRenderer() { 68 } 69 70 public void onSurfaceCreated(GL10 gl, EGLConfig config) { 71 // Do nothing special. 72 } 73 74 public void onSurfaceChanged(GL10 gl, int w, int h) { 75 // Compute the projection matrix 76 gl.glMatrixMode(GL10.GL_PROJECTION); 77 gl.glLoadIdentity(); 78 79 // Compute the boundaries of the frustum 80 float fl = (float) (-(w / 2)) / 288; 81 float fr = (float) (w / 2) / 288; 82 float ft = (float) (h / 2) / 288; 83 float fb = (float) (-(h / 2)) / 288; 84 85 // Set the view frustum 86 gl.glFrustumf(fl, fr, fb, ft, 1.0f, 2000.0f); 87 88 // Set the viewport dimensions 89 gl.glMatrixMode(GL10.GL_MODELVIEW); 90 gl.glLoadIdentity(); 91 gl.glViewport(0, 0, w, h); 92 } 93 94 public void onDrawFrame(GL10 gl) { 95 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); 96 97 final float lightOff[] = {0.0f, 0.0f, 0.0f, 1.0f}; 98 final float lightAmbient[] = {5.0f, 0.0f, 0.0f, 1.0f}; 99 final float lightDiffuse[] = {0.0f, 2.0f, 0.0f, 0.0f}; 100 final float lightPosSpot[] = {0.0f, 0.0f, -8.0f, 1.0f}; 101 102 final float pos[] = { 103 -5.0f, -1.5f, 0.0f, 104 0.0f, -1.5f, 0.0f, 105 5.0f, -1.5f, 0.0f, 106 }; 107 108 final float v[] = new float[9]; 109 ByteBuffer vbb = ByteBuffer.allocateDirect(v.length*4); 110 vbb.order(ByteOrder.nativeOrder()); 111 FloatBuffer vb = vbb.asFloatBuffer(); 112 113 gl.glDisable(GL10.GL_DITHER); 114 115 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); 116 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); 117 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightOff, 0); 118 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosSpot, 0); 119 gl.glEnable(GL10.GL_LIGHT0); 120 121 gl.glEnable(GL10.GL_LIGHTING); 122 123 124 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); 125 gl.glNormal3f(0, 0, 1); 126 127 128 // draw first 3 triangles, without using transforms 129 for (int i=0 ; i<3 ; i++) { 130 v[0] = -1; v[1] =-1; v[2] = -10; 131 v[3] = 0; v[4] = 1; v[5] = -10; 132 v[6] = 1; v[7] =-1; v[8] = -10; 133 for (int j=0 ; j<3 ; j++) { 134 v[j*3+0] -= pos[i*3+0]; 135 v[j*3+1] -= pos[i*3+1]; 136 v[j*3+2] -= pos[i*3+2]; 137 } 138 vb.put(v).position(0); 139 gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb); 140 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3); 141 } 142 143 // draw the 2nd batch this time with transforms 144 v[0] = -1; v[1] =-1; v[2] = -10; 145 v[3] = 0; v[4] = 1; v[5] = -10; 146 v[6] = 1; v[7] =-1; v[8] = -10; 147 vb.put(v).position(0); 148 gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb); 149 150 // draw lower left triangle 151 gl.glPushMatrix(); 152 gl.glTranslatef(pos[0], pos[1], pos[2]); 153 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3); 154 gl.glPopMatrix(); 155 156 // draw lower middle triangle 157 gl.glPushMatrix(); 158 gl.glTranslatef(pos[3], pos[4], pos[5]); 159 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3); 160 gl.glPopMatrix(); 161 162 // draw lower right triangle 163 gl.glPushMatrix(); 164 gl.glTranslatef(pos[6], pos[7], pos[8]); 165 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3); 166 gl.glPopMatrix(); 167 } 168 169 public int[] getConfigSpec() { 170 int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE }; 171 return configSpec; 172 } 173 } 174 175