Beispiel #1
0
            public void onSurfaceCreated(GL10 gl, EGLConfig config)
            {
                gl.glMatrixMode(GL10_GL_PROJECTION);
                float size  = .01f * (float)java.lang.Math.tan(java.lang.Math.toRadians(45.0) / 2);
                float ratio = _width / _height;

                // perspective:
                gl.glFrustumf(-size, size, -size / ratio, size / ratio, 0.01f, 100.0f);
                // orthographic:
                //gl.glOrthof(-1, 1, -1 / ratio, 1 / ratio, 0.01f, 100.0f);
                gl.glViewport(0, 0, (int)_width, (int)_height);
                gl.glMatrixMode(GL10_GL_MODELVIEW);
                gl.glEnable(GL10_GL_DEPTH_TEST);

                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(0f, 0f, 0f, 1.0f);

                // enable the differentiation of which side may be visible
                gl.glEnable(GL10_GL_CULL_FACE);
                // which is the front? the one which is drawn counter clockwise
                gl.glFrontFace(GL10_GL_CCW);
                // which one should NOT be drawn
                gl.glCullFace(GL10_GL_BACK);

                gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10_GL_COLOR_ARRAY);

                initTriangle();
            }
Beispiel #2
0
        private void Sync(bool pollEvents)
        {
            double dt          = 1 / 60.0;
            double currentTime = GLFW.glfwGetTime();

            // Main loop
            while (GLFW.glfwWindowShouldClose(Handle) == 0)
            {
                double newTime   = GLFW.glfwGetTime();
                double frameTime = newTime - currentTime;
                currentTime = newTime;

                while (frameTime > 0)
                {
                    double deltaTime = Math.Min(frameTime, dt);
                    frameTime -= deltaTime;

                    for (var i = 0; i < blocks.Length; i++)
                    {
                        blocks[i].UseDelta = useDelta;
                        blocks[i].Update(deltaTime, width, height);
                    }
                }

                // Render a background and enable some stuff for 2d rendering with alpha
                GL10.glMatrixMode(GL11.GL_PROJECTION);
                GL10.glLoadIdentity();
                GL10.glOrtho(0, width, height, 0, -1, 1);
                GL10.glMatrixMode(GL11.GL_MODELVIEW);
                GL10.glLoadIdentity();

                GL10.glEnable(GL11.GL_BLEND);
                GL10.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
                GL10.glViewport(0, 0, Width, Height);
                GL10.glClearColor(0, 0, 0, 1);
                GL10.glClear(GL11.GL_COLOR_BUFFER_BIT);

                // Render
                for (var i = 0; i < blocks.Length; i++)
                {
                    blocks[i].Render();
                }

                GLFW.glfwSwapBuffers(Handle);
                GLFW.glfwPollEvents();
            }

            GLFW.glfwDestroyWindow(Handle);
        }
            public void onSurfaceCreated(GL10 gl, EGLConfig config)
            {
                gl.glMatrixMode(GL10_GL_PROJECTION);
                float size = .01f * (float)java.lang.Math.tan(java.lang.Math.toRadians(45.0) / 2);
                float ratio = _width / _height;
                // perspective:
                gl.glFrustumf(-size, size, -size / ratio, size / ratio, 0.01f, 100.0f);
                // orthographic:
                //gl.glOrthof(-1, 1, -1 / ratio, 1 / ratio, 0.01f, 100.0f);
                gl.glViewport(0, 0, (int)_width, (int)_height);
                gl.glMatrixMode(GL10_GL_MODELVIEW);
                gl.glEnable(GL10_GL_DEPTH_TEST);

                // define the color we want to be displayed as the "clipping wall"
                gl.glClearColor(0f, 0f, 0f, 1.0f);

                // enable the differentiation of which side may be visible 
                gl.glEnable(GL10_GL_CULL_FACE);
                // which is the front? the one which is drawn counter clockwise
                gl.glFrontFace(GL10_GL_CCW);
                // which one should NOT be drawn
                gl.glCullFace(GL10_GL_BACK);

                gl.glEnableClientState(GL10_GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10_GL_COLOR_ARRAY);

                initTriangle();
            }