package com.Android.GL;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.opengl.GLU;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.os.SystemClock;
import android.view.View;
import java.lang.Object;
import javax.microedition.khronos.opengles.*;
import javax.microedition.khronos.egl.*;
import android.graphics.Bitmap;
import android.opengl.*;
class Cube
{
public Cube()
{
int one = 0x10000;
int vertices[] = {
-one, -one, -one, //0
one, -one, -one, //1
one, one, -one, //2
-one, one, -one, //3
-one, -one, one, //4
one, -one, one, //5
one, one, one, //6
-one, one, one, //7
};
int colors[] = {
0, 0, 0, one, //0 black
one, 0, 0, one, //1 red
one, one, 0, one, //2 yellow
0, one, 0, one, //3 green
0, 0, one, one, //4 blue
one, 0, one, one, //5 magneta
one, one, one, one, //6 white
0, one, one, one, //7 cyan
};
byte indices[] = {
0, 4, 5, 0, 5, 1,
1, 5, 6, 1, 6, 2,
2, 6, 7, 2, 7, 3,
3, 7, 4, 3, 4, 0,
4, 7, 6, 4, 6, 5,
3, 0, 1, 3, 1, 2
};
// 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(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asIntBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());
mColorBuffer = cbb.asIntBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
}
public void draw(GL10 gl)
{
gl.glDisable(GL10.GL_TEXTURE_2D);
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
}
private IntBuffer mVertexBuffer;
private IntBuffer mColorBuffer;
private ByteBuffer mIndexBuffer;
}
class GLView implements GLSurfaceView.Renderer
{
public Cube mCube=new Cube();
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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(1,1,1,1);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_DEPTH_TEST);
}
public void onSurfaceChanged(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, 1, 10);
}
/**
* Draw the view content
*
* @see android.view.View#onDraw(android.graphics.Canvas)
*/
public void onDrawFrame(GL10 gl) {
//一般的opengl程序,首先要做的就是清屏
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//紧接着设置模型视图矩阵
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();//清空矩阵
GLU.gluLookAt(gl, 0, 0, 3, 0, 0, 0, 0, 1, 0);//视点变换,将相机位置设置为(0, 0, 3),同时指向(0, 0, 0)点
//设置模型位置旋转及缩放信息
gl.glTranslatef(0.0f, 0.0f, -1.0f);//将模型位置设置为(0, 0, -1)
float angle = 30.0f;
gl.glRotatef(angle, 0, 1, 0);//绕模型自身Y轴旋转30度
gl.glRotatef(angle, 1, 0, 0);//绕模型自身X轴旋转30度
gl.glScalef(1.2f, 1.2f, 1.2f);//设置三方向的缩放系数
//设置颜色
gl.glColor4f(1.0f, 0.0f, 0.0f, 0.0f);
//渲染立方体
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
mCube.draw(gl);
}
}
class CubeRenderer implements GLSurfaceView.Renderer {
public CubeRenderer(boolean useTranslucentBackground) {
mTranslucentBackground = useTranslucentBackground;
mCube = new Cube();
}
public void onDrawFrame(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 void onSurfaceChanged(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 onSurfaceCreated(GL10 gl, EGLConfig config) { /* * 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;
}
public class DGL extends Activity {
/** Called when the activity is first created. */
private GLSurfaceView mGLView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLView = new GLSurfaceView(this);
mGLView.setRenderer(new CubeRenderer(false));
//mGLView.setRenderer(new GLView());
setContentView(mGLView);
}
@Override
p