package edu.union; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.opengl.GLU; public class GLTutorialTwelve extends GLTutorialBase { float lightAmbient[] = new float[] { 0.2f, 0.2f, 0.2f, 1.0f }; float lightDiffuse[] = new float[] { 1f, 1f, 1f, 1.0f }; float[] lightPos = new float[] {0,0,3,1}; float matAmbient[] = new float[] { 1f, 1f, 1f, 1.0f }; float matDiffuse[] = new float[] { 1f, 1f, 1f, 1.0f }; int light_tex; int block_tex; public GLTutorialTwelve(Context c) { super(c, 20); } protected void init(GL10 gl) { gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matAmbient, 0); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matDiffuse, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPos, 0); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); light_tex = loadTexture(gl, R.drawable.light); block_tex = loadTexture(gl, R.drawable.block); } float xrot = 0.0f; float yrot = 0.0f; public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); setupCube(gl); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, 3, 0, 0, 0, 0, 1, 0); gl.glRotatef(xrot, 1, 0, 0); gl.glRotatef(yrot, 0, 1, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glActiveTexture(GL10.GL_TEXTURE0); gl.glClientActiveTexture(GL10.GL_TEXTURE0); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glBindTexture(GL10.GL_TEXTURE_2D, light_tex); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuff); gl.glActiveTexture(GL10.GL_TEXTURE1); gl.glClientActiveTexture(GL10.GL_TEXTURE1); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glBindTexture(GL10.GL_TEXTURE_2D, block_tex); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuff); gl.glTexEnvx(GL10.GL_TEXTURE_ENV , GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE); drawCube(gl); gl.glActiveTexture(GL10.GL_TEXTURE0); gl.glClientActiveTexture(GL10.GL_TEXTURE0); xrot += 1.0f; yrot += 0.5f; } }