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;
}
}