package com.ihunda.android.binauralbeat.viz; /* * @author Giorgio Regni * @contact @GiorgioRegni on Twitter * http://twitter.com/GiorgioRegni * * This file is part of Binaural Beats Therapy or BBT. * * BBT is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * BBT is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with BBT. If not, see <http://www.gnu.org/licenses/>. * * BBT project home is at https://github.com/GiorgioRegni/Binaural-Beats */ import javax.microedition.khronos.opengles.GL10; import javax.microedition.khronos.opengles.GL11; import com.ihunda.android.binauralbeat.GLVisualization; public class GLBlack implements GLVisualization { /** * Beat frequency in Hz */ float freq; float period; private boolean glInited = false; public GLBlack() { } public void setFrequency(float beat_frequency) { freq = beat_frequency; period = 1f / beat_frequency; } @Override public void setup(GL11 gl, int width, int height) { // init the GL settings if (glInited) { resetGl(gl); } initGl(gl, width, height); // init the GL texture initGlTexture(gl); } private void resetGl(GL11 gl) { gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPopMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPopMatrix(); } private void initGl(GL11 gl, int surfaceWidth, int surfaceHeight) { gl.glShadeModel(GL10.GL_FLAT); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glOrthof(0.0f, surfaceWidth, 0.0f, surfaceHeight, 0.0f, 1.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glPushMatrix(); gl.glLoadIdentity(); glInited = true; } private void releaseTexture(GL11 gl) { } private void initGlTexture(GL11 gl) { } @Override public void dispose(GL11 gl) { releaseTexture(gl); } @Override public void redraw(GL11 gl, int width, int height, float now, float totalTime) { // window [-2.0, 1.0, -1.5, 1.5] // Clear the surface gl.glClearColorx(0, 0, 0, 0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); } }