@Override protected void onDraw(Canvas canvas) { GL11 gl = (GL11) context.getGL(); int w = getWidth(); int h = getHeight(); context.waitNative(canvas, this); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glViewport(0, 0, w, h); GLU.gluPerspective(gl, 45.0f, ((float) w) / h, 1f, 100f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); GLU.gluLookAt(gl, 0, 0, 5, 0, 0, 0, 0, 1, 0); gl.glTranslatef(0, 0, -10); gl.glRotatef(30.0f, 1, 0, 0); // gl.glRotatef(40.0f, 0, 1, 0); gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices[frame_ix]); gl.glNormalPointer(GL10.GL_FIXED, 0, normals); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // gl.glColor4f(1,0,0,1); gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); // gl.glBindTexture(GL10.GL_TEXTURE_2D, 0); gl.glDrawElements(GL10.GL_TRIANGLES, verts, GL10.GL_UNSIGNED_SHORT, indices); frame_ix = (frame_ix + 1) % m.getFrameCount(); context.waitGL(); }
public ModelView(edu.union.graphics.Model m, Context c) { super(c); setFocusable(true); this.m = m; context = new OpenGLContext(OpenGLContext.DEPTH_BUFFER); GL10 gl = (GL10) context.getGL(); gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearColor(1, 1, 1, 1); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glEnable(GL10.GL_NORMALIZE); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, pos, 0); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matAmbient, 0); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matDiffuse, 0); // Pretty perspective gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_CULL_FACE); // Turn on these for textures. ByteBuffer bb; vertices = new IntBuffer[m.getFrameCount()]; for (int i = 0; i < m.getFrameCount(); i++) { Mesh ms = m.getFrame(i).getMesh(); verts = ms.getFaceCount() * 3; // bb = ByteBuffer.allocateDirect(msh.getVertexCount()*3*4); bb = ByteBuffer.allocateDirect(verts * 3 * 4); bb.order(ByteOrder.nativeOrder()); vertices[i] = bb.asIntBuffer(); for (int f = 0; f < ms.getFaceCount(); f++) { int[] face = ms.getFace(f); for (int j = 0; j < 3; j++) { float[] v = ms.getVertexf(face[j]); for (int k = 0; k < 3; k++) { vertices[i].put(FixedPointUtils.toFixed(v[k])); } } } vertices[i].position(0); } Mesh msh = m.getFrame(0).getMesh(); if (msh.getTextureFile() != null) { gl.glEnable(GL10.GL_TEXTURE_2D); tex = loadTexture(gl, BitmapFactory.decodeResource(c.getResources(), R.drawable.skin)); } // bb = ByteBuffer.allocateDirect(msh.getVertexCount()*3*4); bb = ByteBuffer.allocateDirect(verts * 3 * 4); bb.order(ByteOrder.nativeOrder()); normals = bb.asIntBuffer(); bb = ByteBuffer.allocateDirect(verts * 2 * 4); bb.order(ByteOrder.nativeOrder()); texCoords = bb.asIntBuffer(); bb = ByteBuffer.allocateDirect(verts * 2); bb.order(ByteOrder.nativeOrder()); indices = bb.asShortBuffer(); short ct = 0; for (int i = 0; i < msh.getFaceCount(); i++) { int[] face_n = msh.getFaceNormals(i); int[] face_tx = msh.getFaceTextures(i); for (int j = 0; j < 3; j++) { float[] n = msh.getNormalf(face_n[j]); for (int k = 0; k < 3; k++) { normals.put(FixedPointUtils.toFixed(n[k])); } float[] tx = msh.getTextureCoordinatef(face_tx[j]); texCoords.put(FixedPointUtils.toFixed(tx[0])); texCoords.put(FixedPointUtils.toFixed(tx[1])); indices.put(ct++); } } normals.position(0); texCoords.position(0); indices.position(0); animator = new ViewAnimator(this, 5); }