/*
* 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);
}
}