Java Code Examples for android.opengl.GLU#gluPerspective()

The following examples show how to use android.opengl.GLU#gluPerspective() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: CurlRenderer.java    From Android-Example with Apache License 2.0 6 votes vote down vote up
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
	gl.glViewport(0, 0, width, height);
	mViewportWidth = width;
	mViewportHeight = height;

	float ratio = (float) width / height;
	mViewRect.top = 1.0f;
	mViewRect.bottom = -1.0f;
	mViewRect.left = -ratio;
	mViewRect.right = ratio;
	updatePageRects();

	gl.glMatrixMode(GL10.GL_PROJECTION);
	gl.glLoadIdentity();
	if (USE_PERSPECTIVE_PROJECTION) {
		GLU.gluPerspective(gl, 20f, (float) width / height, .1f, 100f);
	} else {
		GLU.gluOrtho2D(gl, mViewRect.left, mViewRect.right,
				mViewRect.bottom, mViewRect.top);
	}

	gl.glMatrixMode(GL10.GL_MODELVIEW);
	gl.glLoadIdentity();
}
 
Example 2
Source File: BasicGLCube.java    From opengl with Apache License 2.0 6 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
     mGL.glClearColor(0.5f,0.5f,0.5f,1);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);
     
     // some rendering options
     mGL.glShadeModel(GL10.GL_SMOOTH);
     mGL.glEnable(GL10.GL_DEPTH_TEST);
     //mGL.glEnable(GL10.GL_CULL_FACE);

    Log.i("GL", "GL initialized");
}
 
Example 3
Source File: BasicGLCube.java    From opengl with Apache License 2.0 6 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
     mGL.glClearColor(0.5f,0.5f,0.5f,1);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);
     
     // some rendering options
     mGL.glShadeModel(GL10.GL_SMOOTH);
     mGL.glEnable(GL10.GL_DEPTH_TEST);
     //mGL.glEnable(GL10.GL_CULL_FACE);

    Log.i("GL", "GL initialized");
}
 
Example 4
Source File: MyGLRenderer.java    From TikTok with Apache License 2.0 6 votes vote down vote up
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
    if (height == 0) { // Prevent A Divide By Zero By
        height = 1; // Making Height Equal One
    }
    this.width = width;
    this.height = height;
    gl.glViewport(0, 0, width, height); // Reset The
    // Current
    // Viewport
    gl.glMatrixMode(GL10.GL_PROJECTION); // Select The Projection Matrix
    gl.glLoadIdentity(); // Reset The Projection Matrix

    // Calculate The Aspect Ratio Of The Window
    GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,
            100.0f);

    gl.glMatrixMode(GL10.GL_MODELVIEW); // Select The Modelview Matrix
    gl.glLoadIdentity();
}
 
Example 5
Source File: PageRenderer.java    From PlayLikeCurl with MIT License 6 votes vote down vote up
public void onSurfaceChanged(GL10 gl, int width, int height) {
		if(height == 0) { 						
			height = 1;
		}


		gl.glViewport(0, 0, width, height);
		gl.glMatrixMode(GL10.GL_PROJECTION);
		gl.glLoadIdentity();
if(height>width)
	GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f);
		else
	GLU.gluPerspective(gl, 45.0f, (float) height / (float) width, 0.1f, 100.0f);

		gl.glMatrixMode(GL10.GL_MODELVIEW); 	
		gl.glLoadIdentity(); 					
	}
 
Example 6
Source File: FlipRenderer.java    From UltimateAndroid with Apache License 2.0 5 votes vote down vote up
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
  gl.glViewport(0, 0, width, height);

  gl.glMatrixMode(GL_PROJECTION);
  gl.glLoadIdentity();

  float fovy = 20f;
  float eyeZ = height / 2f / (float) Math.tan(TextureUtils.d2r(fovy / 2));

  GLU.gluPerspective(gl, fovy, (float) width / (float) height, 0.5f,
                     eyeZ + height / 2); //set zFar be larger than eyeZ to fix issue #5

  gl.glMatrixMode(GL_MODELVIEW);
  gl.glLoadIdentity();

  GLU.gluLookAt(gl,
                width / 2f, height / 2f, eyeZ,
                width / 2f, height / 2f, 0.0f,
                0.0f, 1.0f, 0.0f
  );

  gl.glEnable(GL_LIGHTING);
  gl.glEnable(GL_LIGHT0);

  float lightAmbient[] = new float[]{3.5f, 3.5f, 3.5f, 1f};
  gl.glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient, 0);

  light0Position = new float[]{0, 0, eyeZ, 0f};
  gl.glLightfv(GL_LIGHT0, GL_POSITION, light0Position, 0);

  if (AphidLog.ENABLE_DEBUG) {
    AphidLog.d("onSurfaceChanged: %d, %d", width, height);
  }
}
 
Example 7
Source File: AndroidOpenGL.java    From opengl with Apache License 2.0 5 votes vote down vote up
public void onSurfaceChanged(GL10 gl, int width, int height) {
    gl.glViewport(0, 0, width, height);

    // configure projection to screen
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
    float aspect = (float) width / height;
    GLU.gluPerspective(gl, 45.0f, aspect, 1.0f, 30.0f);
}
 
Example 8
Source File: BasicGL.java    From opengl with Apache License 2.0 5 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
     mGL.glClearColor(0.5f,0.5f,0.5f,1);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);

    Log.i("GL", "GL initialized");
}
 
Example 9
Source File: OpenGLRenderer.java    From opengl with Apache License 2.0 5 votes vote down vote up
public void onSurfaceChanged(GL10 gl, int width, int height) {
	// Sets the current view port to the new size.
	gl.glViewport(0, 0, width, height);// OpenGL docs.
	// Select the projection matrix
	gl.glMatrixMode(GL10.GL_PROJECTION);// OpenGL docs.
	// Reset the projection matrix
	gl.glLoadIdentity();// OpenGL docs.
	// 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);// OpenGL docs.
	// Reset the modelview matrix
	gl.glLoadIdentity();// OpenGL docs.
}
 
Example 10
Source File: PLRenderer.java    From PanoramaGL with Apache License 2.0 5 votes vote down vote up
/**render methods*/

protected void renderScene(GL10 gl, PLIScene scene, PLICamera camera)
{
	if(scene != null && camera != null)
	{
		gl.glMatrixMode(GL10.GL_PROJECTION);
		gl.glLoadIdentity();
		GLU.gluPerspective(gl, camera.getFov(), PLConstants.kPerspectiveAspect, PLConstants.kPerspectiveZNear, PLConstants.kPerspectiveZFar);
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		scene.render(gl, this);
	}
}
 
Example 11
Source File: FlipRenderer.java    From UltimateAndroid with Apache License 2.0 5 votes vote down vote up
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
  gl.glViewport(0, 0, width, height);

  gl.glMatrixMode(GL_PROJECTION);
  gl.glLoadIdentity();

  float fovy = 20f;
  float eyeZ = height / 2f / (float) Math.tan(TextureUtils.d2r(fovy / 2));

  GLU.gluPerspective(gl, fovy, (float) width / (float) height, 0.5f,
                     eyeZ + height / 2); //set zFar be larger than eyeZ to fix issue #5

  gl.glMatrixMode(GL_MODELVIEW);
  gl.glLoadIdentity();

  GLU.gluLookAt(gl,
                width / 2f, height / 2f, eyeZ,
                width / 2f, height / 2f, 0.0f,
                0.0f, 1.0f, 0.0f
  );

  gl.glEnable(GL_LIGHTING);
  gl.glEnable(GL_LIGHT0);

  float lightAmbient[] = new float[]{3.5f, 3.5f, 3.5f, 1f};
  gl.glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient, 0);

  light0Position = new float[]{0, 0, eyeZ, 0f};
  gl.glLightfv(GL_LIGHT0, GL_POSITION, light0Position, 0);

  if (AphidLog.ENABLE_DEBUG) {
    AphidLog.d("onSurfaceChanged: %d, %d", width, height);
  }
}
 
Example 12
Source File: TGAGLSurfaceView.java    From TGAReader with MIT License 5 votes vote down vote up
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
	gl.glViewport(0, 0, width, height);
	
	gl.glMatrixMode(GL_PROJECTION);
	gl.glLoadIdentity();
	GLU.gluPerspective(gl, 45, (float)width/height, 1, 10);
}
 
Example 13
Source File: BasicGL.java    From opengl with Apache License 2.0 5 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
     mGL.glClearColor(0.5f,0.5f,0.5f,1);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);

    Log.i("GL", "GL initialized");
}
 
Example 14
Source File: OpenGLRenderer.java    From opengl with Apache License 2.0 5 votes vote down vote up
public void onSurfaceChanged(GL10 gl, int width, int height) {
	// Sets the current view port to the new size.
	gl.glViewport(0, 0, width, height);// OpenGL docs.
	// Select the projection matrix
	gl.glMatrixMode(GL10.GL_PROJECTION);// OpenGL docs.
	// Reset the projection matrix
	gl.glLoadIdentity();// OpenGL docs.
	// 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);// OpenGL docs.
	// Reset the modelview matrix
	gl.glLoadIdentity();// OpenGL docs.
}
 
Example 15
Source File: Renderer.java    From augmentedreality with Apache License 2.0 5 votes vote down vote up
public void onSurfaceChanged(GL10 gl, int width, int height) {
	gl.glViewport(0,0,width,height);
	gl.glMatrixMode(GL10.GL_PROJECTION);
       gl.glLoadIdentity();  
       GLU.gluPerspective(gl, 45.0f, ((float)width)/height, 0.11f, 100f);
       gl.glMatrixMode(GL10.GL_MODELVIEW);
       gl.glLoadIdentity();        
}
 
Example 16
Source File: PLRenderer.java    From panoramagl with Apache License 2.0 5 votes vote down vote up
/**
 * render methods
 */

protected void renderScene(GL10 gl, PLIScene scene, PLICamera camera) {
    if (scene != null && camera != null) {
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        GLU.gluPerspective(gl, camera.getFov(), PLConstants.kPerspectiveAspect, PLConstants.kPerspectiveZNear, PLConstants.kPerspectiveZFar);
        gl.glMatrixMode(GL10.GL_MODELVIEW);
        scene.render(gl, this);
    }
}
 
Example 17
Source File: TextureGL.java    From opengl with Apache License 2.0 4 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
    mGL.glClearColor(0.5f,0.5f,0.5f,0.5f);
    mGL.glClearDepthf(1.0f);
     
     
     // light
    mGL.glEnable(GL10.GL_LIGHTING);
    
    // the first light
    mGL.glEnable(GL10.GL_LIGHT0);
    
    // ambient values
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] {0.1f, 0.1f, 0.1f, 1f}, 0);
    
    // light that reflects in all directions
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] {1f, 1f, 1f, 1f}, 0);
    
    // place it in projection space
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, new float[] {10f, 0f, 10f, 1}, 0);
    
    // allow our object colors to create the diffuse/ambient material setting
    mGL.glEnable(GL10.GL_COLOR_MATERIAL);
     
     // some rendering options
     mGL.glShadeModel(GL10.GL_SMOOTH);
     
     mGL.glEnable(GL10.GL_DEPTH_TEST);
     //mGL.glDepthFunc(GL10.GL_LEQUAL);
     mGL.glEnable(GL10.GL_CULL_FACE);
     
     mGL.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);

    Log.i("GL", "GL initialized");
}
 
Example 18
Source File: SimpleFPSDisplay.java    From opengl with Apache License 2.0 4 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
    mGL.glClearColor(0.5f,0.5f,0.5f,0.5f);
    mGL.glClearDepthf(1.0f);
     
     
     // light
    mGL.glEnable(GL10.GL_LIGHTING);
    
    // the first light
    mGL.glEnable(GL10.GL_LIGHT0);
    
    // ambient values
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] {0.1f, 0.1f, 0.1f, 1f}, 0);
    
    // light that reflects in all directions
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] {1f, 1f, 1f, 1f}, 0);
    
    // place it in projection space
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, new float[] {10f, 0f, 10f, 1}, 0);
    
    // allow our object colors to create the diffuse/ambient material setting
    mGL.glEnable(GL10.GL_COLOR_MATERIAL);
     
     // some rendering options
     mGL.glShadeModel(GL10.GL_SMOOTH);
     
     mGL.glEnable(GL10.GL_DEPTH_TEST);
     //mGL.glDepthFunc(GL10.GL_LEQUAL);
     mGL.glEnable(GL10.GL_CULL_FACE);
     
     mGL.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);

    Log.i("GL", "GL initialized");
}
 
Example 19
Source File: TextureGL.java    From opengl with Apache License 2.0 4 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
    mGL.glClearColor(0.5f,0.5f,0.5f,0.5f);
    mGL.glClearDepthf(1.0f);
     
     
     // light
    mGL.glEnable(GL10.GL_LIGHTING);
    
    // the first light
    mGL.glEnable(GL10.GL_LIGHT0);
    
    // ambient values
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] {0.1f, 0.1f, 0.1f, 1f}, 0);
    
    // light that reflects in all directions
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] {1f, 1f, 1f, 1f}, 0);
    
    // place it in projection space
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, new float[] {10f, 0f, 10f, 1}, 0);
    
    // allow our object colors to create the diffuse/ambient material setting
    mGL.glEnable(GL10.GL_COLOR_MATERIAL);
     
     // some rendering options
     mGL.glShadeModel(GL10.GL_SMOOTH);
     
     mGL.glEnable(GL10.GL_DEPTH_TEST);
     //mGL.glDepthFunc(GL10.GL_LEQUAL);
     mGL.glEnable(GL10.GL_CULL_FACE);
     
     mGL.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);

    Log.i("GL", "GL initialized");
}
 
Example 20
Source File: SimpleLitGLCube.java    From opengl with Apache License 2.0 4 votes vote down vote up
public void initGL( ) {
    int width = sv.getWidth();
    int height = sv.getHeight();
    mGL.glViewport(0, 0, width, height);
    mGL.glMatrixMode(GL10.GL_PROJECTION);
    mGL.glLoadIdentity();
    float aspect = (float) width/height;
    GLU.gluPerspective(mGL, 45.0f, aspect, 1.0f, 30.0f);
    mGL.glClearColor(0.5f,0.5f,0.5f,1);
    mGL.glClearDepthf(1.0f);
     
     
     // light
    mGL.glEnable(GL10.GL_LIGHTING);
    
    // the first light
    mGL.glEnable(GL10.GL_LIGHT0);
    
    // ambient values
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, new float[] {0.1f, 0.1f, 0.1f, 1f}, 0);
    
    // light that reflects in all directions
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, new float[] {1f, 1f, 1f, 1f}, 0);
    
    // place it in projection space
    mGL.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, new float[] {10f, 0f, 10f, 1}, 0);
    
    // allow our object colors to create the diffuse/ambient material setting
    mGL.glEnable(GL10.GL_COLOR_MATERIAL);
     
     // some rendering options
     mGL.glShadeModel(GL10.GL_SMOOTH);
     
     mGL.glEnable(GL10.GL_DEPTH_TEST);
     //mGL.glDepthFunc(GL10.GL_LEQUAL);
     mGL.glEnable(GL10.GL_CULL_FACE);
     
     mGL.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
     
     // the only way to draw primitives with OpenGL ES
     mGL.glEnableClientState(GL10.GL_VERTEX_ARRAY);

    Log.i("GL", "GL initialized");
}