package edu.union;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLU;
/**
* http://www.zeuscmd.com/tutorials/opengles/13-SolidShapes.php
* @author bburns
*/
public class GLTutorialSix extends GLTutorialBase {
float box[] = new float[] {
// FRONT
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
// BACK
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
// LEFT
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
// RIGHT
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
// TOP
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
// BOTTOM
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
};
FloatBuffer cubeBuff;
float xrot = 0.0f;
float yrot = 0.0f;
public GLTutorialSix(Context c) {
super(c, 20);
cubeBuff = makeFloatBuffer(box);
}
protected void init(GL10 gl) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glClearDepthf(1.0f);
gl.glShadeModel(GL10.GL_SMOOTH);
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, 3, 0, 0, 0, 0, 1, 0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeBuff);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glRotatef(xrot, 1, 0, 0);
gl.glRotatef(yrot, 0, 1, 0);
gl.glColor4f(1.0f, 0, 0, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4);
gl.glColor4f(0, 1.0f, 0, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 12, 4);
gl.glColor4f(0, 0, 1.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 16, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 20, 4);
xrot += 1.0f;
yrot += 0.5f;
}
}