package edu.cs4730.OpenGlDemo; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.opengl.GLU; import android.opengl.GLSurfaceView.Renderer; public class OpenGLRenderer implements Renderer { // Initialize our square. Square square = new Square(); /* * (non-Javadoc) * * @see * android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax. * microedition.khronos.opengles.GL10, javax.microedition.khronos. * egl.EGLConfig) */ public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // OpenGL docs. // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH);// OpenGL docs. // Depth buffer setup. gl.glClearDepthf(1.0f);// OpenGL docs. // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST);// OpenGL docs. // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL);// OpenGL docs. // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, // OpenGL docs. GL10.GL_NICEST); } /* * (non-Javadoc) * * @see * android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax. * microedition.khronos.opengles.GL10) */ public void onDrawFrame(GL10 gl) { // Clears the screen and depth buffer. gl.glClear(GL10.GL_COLOR_BUFFER_BIT | // OpenGL docs. GL10.GL_DEPTH_BUFFER_BIT); // Replace the current matrix with the identity matrix gl.glLoadIdentity(); // OpenGL docs // Translates 4 units into the screen. gl.glTranslatef(0, 0, -4); // OpenGL docs // Draw our square. square.draw(gl); // ( NEW ) } /* * (non-Javadoc) * * @see * android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax. * microedition.khronos.opengles.GL10, int, int) */ public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height);// OpenGL docs. // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION);// OpenGL docs. // Reset the projection matrix gl.glLoadIdentity();// OpenGL docs. // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW);// OpenGL docs. // Reset the modelview matrix gl.glLoadIdentity();// OpenGL docs. } }