/* * Copyright (C) 2011 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.opengl; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; /** * A two-dimensional triangle for use as a drawn object in OpenGL ES 1.0/1.1. */ public class Triangle { private final FloatBuffer vertexBuffer; // number of coordinates per vertex in this array static final int COORDS_PER_VERTEX = 3; static float triangleCoords[] = { // in counterclockwise order: 0.0f, 0.622008459f, 0.0f,// top -0.5f, -0.311004243f, 0.0f,// bottom left 0.5f, -0.311004243f, 0.0f // bottom right }; float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 0.0f }; /** * Sets up the drawing object data for use in an OpenGL ES context. */ public Triangle() { // initialize vertex byte buffer for shape coordinates ByteBuffer bb = ByteBuffer.allocateDirect( // (number of coordinate values * 4 bytes per float) triangleCoords.length * 4); // use the device hardware's native byte order bb.order(ByteOrder.nativeOrder()); // create a floating point buffer from the ByteBuffer vertexBuffer = bb.asFloatBuffer(); // add the coordinates to the FloatBuffer vertexBuffer.put(triangleCoords); // set the buffer to read the first coordinate vertexBuffer.position(0); } /** * Encapsulates the OpenGL ES instructions for drawing this shape. * * @param gl - The OpenGL ES context in which to draw this shape. */ public void draw(GL10 gl) { // Since this shape uses vertex arrays, enable them gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // draw the shape gl.glColor4f( // set color: color[0], color[1], color[2], color[3]); gl.glVertexPointer( // point to vertex data: COORDS_PER_VERTEX, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawArrays( // draw shape: GL10.GL_TRIANGLES, 0, triangleCoords.length / COORDS_PER_VERTEX); // Disable vertex array drawing to avoid // conflicts with shapes that don't use it gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } }