The file containing the source code shown below is located in the corresponding directory in <sdk>/samples/android-<version>/...
/* * Copyright (C) 2008 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.apis.graphics.kube; import android.opengl.GLSurfaceView; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; /** * Example of how to use OpenGL|ES in a custom view * */ class KubeRenderer implements GLSurfaceView.Renderer { public interface AnimationCallback { void animate(); } public KubeRenderer(GLWorld world, AnimationCallback callback) { mWorld = world; mCallback = callback; } public void onDrawFrame(GL10 gl) { if (mCallback != null) { mCallback.animate(); } /* * Usually, the first thing one might want to do is to clear * the screen. The most efficient way of doing this is to use * glClear(). However we must make sure to set the scissor * correctly first. The scissor is always specified in window * coordinates: */ gl.glClearColor(0.5f,0.5f,0.5f,1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); /* * Now we're ready to draw some 3D object */ gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glScalef(0.5f, 0.5f, 0.5f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glColor4f(0.7f, 0.7f, 0.7f, 1.0f); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glEnable(GL10.GL_CULL_FACE); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); mWorld.draw(gl); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to be set * when the viewport is resized. */ float ratio = (float)width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 2, 12); /* * By default, OpenGL enables features that improve quality * but reduce performance. One might want to tweak that * especially on software renderer. */ gl.glDisable(GL10.GL_DITHER); gl.glActiveTexture(GL10.GL_TEXTURE0); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Nothing special, don't have any textures we need to recreate. } public void setAngle(float angle) { mAngle = angle; } public float getAngle() { return mAngle; } private GLWorld mWorld; private AnimationCallback mCallback; private float mAngle; }