/* * Copyright (C) 2014 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.google.android.glass.sample.apidemo.opengl; import com.google.android.glass.timeline.GlRenderer; import android.opengl.GLES20; import android.opengl.Matrix; import android.os.SystemClock; import java.util.concurrent.TimeUnit; import javax.microedition.khronos.egl.EGLConfig; /** * Renders a 3D OpenGL Cube on a {@link LiveCard}. */ public class CubeRenderer implements GlRenderer { /** Rotation increment per frame. */ private static final float CUBE_ROTATION_INCREMENT = 0.6f; /** The refresh rate, in frames per second. */ private static final int REFRESH_RATE_FPS = 60; /** The duration, in milliseconds, of one frame. */ private static final float FRAME_TIME_MILLIS = TimeUnit.SECONDS.toMillis(1) / REFRESH_RATE_FPS; private final float[] mMVPMatrix; private final float[] mProjectionMatrix; private final float[] mViewMatrix; private final float[] mRotationMatrix; private final float[] mFinalMVPMatrix; private Cube mCube; private float mCubeRotation; private long mLastUpdateMillis; public CubeRenderer() { mMVPMatrix = new float[16]; mProjectionMatrix = new float[16]; mViewMatrix = new float[16]; mRotationMatrix = new float[16]; mFinalMVPMatrix = new float[16]; // Set the fixed camera position (View matrix). Matrix.setLookAtM(mViewMatrix, 0, 0.0f, 0.0f, -4.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); } @Override public void onSurfaceCreated(EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glClearDepthf(1.0f); GLES20.glEnable(GLES20.GL_DEPTH_TEST); GLES20.glDepthFunc(GLES20.GL_LEQUAL); mCube = new Cube(); } @Override public void onSurfaceChanged(int width, int height) { float ratio = (float) width / height; GLES20.glViewport(0, 0, width, height); // This projection matrix is applied to object coordinates in the onDrawFrame() method. Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1.0f, 1.0f, 3.0f, 7.0f); // modelView = projection x view Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0); } @Override public void onDrawFrame() { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); // Apply the rotation. Matrix.setRotateM(mRotationMatrix, 0, mCubeRotation, 1.0f, 1.0f, 1.0f); // Combine the rotation matrix with the projection and camera view Matrix.multiplyMM(mFinalMVPMatrix, 0, mMVPMatrix, 0, mRotationMatrix, 0); // Draw cube. mCube.draw(mFinalMVPMatrix); updateCubeRotation(); } /** Updates the cube rotation. */ private void updateCubeRotation() { if (mLastUpdateMillis != 0) { float factor = (SystemClock.elapsedRealtime() - mLastUpdateMillis) / FRAME_TIME_MILLIS; mCubeRotation += CUBE_ROTATION_INCREMENT * factor; } mLastUpdateMillis = SystemClock.elapsedRealtime(); } }