package com.example.android.apis.graphics;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.MotionEvent;
public class TouchRotateActivity extends Activity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Create our Preview view and set it as the content of our
// Activity
mGLSurfaceView = new TouchSurfaceView(this);
setContentView(mGLSurfaceView);
mGLSurfaceView.requestFocus();
mGLSurfaceView.setFocusableInTouchMode(true);
}
@Override
protected void onResume() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onResume();
mGLSurfaceView.onResume();
}
@Override
protected void onPause() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onPause();
mGLSurfaceView.onPause();
}
private GLSurfaceView mGLSurfaceView;
}
/**
* Implement a simple rotation control.
*
*/
class TouchSurfaceView extends GLSurfaceView {
public TouchSurfaceView(Context context) {
super(context);
mRenderer = new CubeRenderer();
setRenderer(mRenderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);//设置渲染模式
}
@Override public boolean onTrackballEvent(MotionEvent e) {//轨迹球监听
mRenderer.mAngleX += e.getX() * TRACKBALL_SCALE_FACTOR;
mRenderer.mAngleY += e.getY() * TRACKBALL_SCALE_FACTOR;
requestRender();
return true;
}
@Override public boolean onTouchEvent(MotionEvent e) {//触摸监听
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
mRenderer.mAngleX += dx * TOUCH_SCALE_FACTOR; //绕X轴旋转。
mRenderer.mAngleY += dy * TOUCH_SCALE_FACTOR;//绕Y轴旋转
requestRender();//选项渲染
}
mPreviousX = x;
mPreviousY = y;
return true;
}
/**
* Render a cube.
*/
private class CubeRenderer implements GLSurfaceView.Renderer {
public CubeRenderer() {
mCube = new Cube();//新建立方体
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);//清楚缓存
gl.glMatrixMode(GL10.GL_MODELVIEW);//设置模式矩阵为当前矩阵
gl.glLoadIdentity();//复位矩阵
gl.glTranslatef(0, 0, -3.0f);//沿Z轴方向移动
gl.glRotatef(mAngleX, 0, 1, 0);//旋转
gl.glRotatef(mAngleY, 1, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);//打开顶点状态
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);//打开颜色状态。
mCube.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
/*
* glMatrixMode用来转换当前是模型矩阵还是投影矩阵,操作物体时使用模型矩阵,如平移、旋转、缩放等。
* 设置观察物体的方式时,选择投影矩阵。
*/
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
/*
* 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);
/*
* 1.gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
* GL_PERSPECTIVE_CORRECTION_HINT时,是指定颜色和纹理坐标的插值质量.
* GL_FASTEST为使用速度最快的模式.
* GL_NICEST为使用质量最好的模式.
* 还有一个GL_DONT_CARE为由驱动设备来决定.
*/
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_FASTEST);
gl.glClearColor(1,1,1,1);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
/*
* glShadeModel 默认GL_SMOOTH方式。
* GL_FLAT 单色渲染,如果设置多个颜色,只有最后一组颜色启作用
* GL_SMOOTH 平滑模式,每个顶点都有自己的色彩,色彩之间的过渡也比较平滑。从运行结果中能看的很明显。
*/
gl.glEnable(GL10.GL_DEPTH_TEST);
}
private Cube mCube;
public float mAngleX;
public float mAngleY;
}
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private final float TRACKBALL_SCALE_FACTOR = 36.0f;
private CubeRenderer mRenderer;
private float mPreviousX;
private float mPreviousY;
}