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Android OpenGL ES Part1, Blue Screen

Soul-Learner 2012. 5. 12. 19:02

원문 출처: http://blog.jayway.com/2009/12/03/opengl-es-tutorial-for-android-part-i/

프로그램을 시작하면 파란색 배경 전체화면에 채워져 나타난다

참고 사이트 1 : http://www.arcsynthesis.org/gltut/

참고 사이트 2 : http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html


적용실습 : 위의 자료를 참고하여, 배경 색상이 적색 -> 초록 -> 청색 순으로 1초마다 변경되도록 코드를 작성해보세요

Activity

package gl.test1;


import android.app.Activity;

import android.opengl.GLSurfaceView;

import android.os.Bundle;

import android.view.Window;

import android.view.WindowManager;


public class OpenGLESPart01 extends Activity {

    

    @Override

    public void onCreate(Bundle savedInstanceState) {

        super.onCreate(savedInstanceState);

        /* 전체화면을 사용하기 위한 설정 */

    this.requestWindowFeature(Window.FEATURE_NO_TITLE); 

        getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,

            WindowManager.LayoutParams.FLAG_FULLSCREEN);

        

  GLSurfaceView view = new GLSurfaceView(this);

    view.setRenderer(new OpenGLRenderer());

    setContentView(view);

    }

}


package gl.lesson01;


import javax.microedition.khronos.egl.EGLConfig;

import javax.microedition.khronos.opengles.GL10;


import android.opengl.GLU;

import android.opengl.GLSurfaceView.Renderer;

import android.util.Log;


public class OpenGLRenderer implements Renderer {

float r, g, b;

long prevTime, currentTime;

public OpenGLRenderer() {

r = 1f;

g = 0f;

b = 0f;

prevTime = System.currentTimeMillis();

}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {

// Set the background color to black ( rgba ).

gl.glClearColor(r, g, b, 0.5f);

// Enable Smooth Shading, default not really needed.

gl.glShadeModel(GL10.GL_SMOOTH);

// Depth buffer setup.

gl.glClearDepthf(1.0f);

// Enables depth testing.

gl.glEnable(GL10.GL_DEPTH_TEST);

// The type of depth testing to do.

gl.glDepthFunc(GL10.GL_LEQUAL);

// Really nice perspective calculations.

gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

}


public void onDrawFrame(GL10 gl) {

gl.glClearColor(r, g, b, 0.5f);

// Clears the screen and depth buffer.

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

currentTime = System.currentTimeMillis();

if(currentTime-prevTime<1000) return;

if(r==1f) {

r = 0f;

g = 1f;

}else if(g==1f) {

g = 0f;

b = 1f;

}else if(b==1f) {

b = 0f;

r = 1f;

}

prevTime = currentTime;

}


public void onSurfaceChanged(GL10 gl, int width, int height) {

// Sets the current view port to the new size.

gl.glViewport(0, 0, width, height);

// Select the projection matrix

gl.glMatrixMode(GL10.GL_PROJECTION);

// Reset the projection matrix

gl.glLoadIdentity();

// 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);

// Reset the modelview matrix

gl.glLoadIdentity();

}

}