Java Code Examples for javax.microedition.khronos.opengles.GL10#glFrustumf()
The following examples show how to use
javax.microedition.khronos.opengles.GL10#glFrustumf() .
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Example 1
Source File: KubeRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to be set * when the viewport is resized. */ float ratio = (float)width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 2, 12); /* * 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); gl.glActiveTexture(GL10.GL_TEXTURE0); }
Example 2
Source File: SpriteTextRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 6 votes |
public void onSurfaceChanged(GL10 gl, int w, int h) { mWidth = w; mHeight = h; gl.glViewport(0, 0, w, h); mProjector.setCurrentView(0, 0, w, h); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float ratio = (float) w / h; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); mProjector.getCurrentProjection(gl); }
Example 3
Source File: BouncyCubeRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float aspectRatio; float zNear =.1f; float zFar =1000; float fieldOfView = 30.0f/57.3f; float size; gl.glEnable(GL10.GL_NORMALIZE); aspectRatio=(float)width/(float)height; gl.glMatrixMode(GL10.GL_PROJECTION); size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f))); gl.glFrustumf(-size, size, -size /aspectRatio, size /aspectRatio, zNear, zFar); gl.glMatrixMode(GL10.GL_MODELVIEW); }
Example 4
Source File: BouncyCubeRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float aspectRatio; float zNear =.1f; float zFar =1000; float fieldOfView = 30.0f/57.3f; float size; gl.glEnable(GL10.GL_NORMALIZE); aspectRatio=(float)width/(float)height; gl.glMatrixMode(GL10.GL_PROJECTION); size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f))); gl.glFrustumf(-size, size, -size /aspectRatio, size /aspectRatio, zNear, zFar); gl.glMatrixMode(GL10.GL_MODELVIEW); }
Example 5
Source File: SquareRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) {//11 gl.glViewport(0, 0, width, height); //12 float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); //13 gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); //14 }
Example 6
Source File: CubeMapActivity.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { checkGLError(gl); gl.glViewport(0, 0, width, height); float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); checkGLError(gl); }
Example 7
Source File: MatrixPaletteRenderer.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int w, int h) { gl.glViewport(0, 0, w, h); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float ratio = (float) w / h; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); }
Example 8
Source File: TouchRotateActivity.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); }
Example 9
Source File: FrameBufferObjectActivity.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
private void drawOffscreenImage(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glClearColor(0,0.5f,1,0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -3.0f); gl.glRotatef(mAngle, 0, 1, 0); gl.glRotatef(mAngle*0.25f, 1, 0, 0); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); mCube.draw(gl); gl.glRotatef(mAngle*2.0f, 0, 1, 1); gl.glTranslatef(0.5f, 0.5f, 0.5f); mCube.draw(gl); mAngle += 1.2f; // Restore default state so the other renderer is not affected. gl.glDisable(GL10.GL_CULL_FACE); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); }
Example 10
Source File: RotationVectorDemo.java From codeexamples-android with Eclipse Public License 1.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { // set view-port gl.glViewport(0, 0, width, height); // set projection matrix float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); }
Example 11
Source File: DemoHeartRateSensorActivity.java From BLE-Heart-rate-variability-demo with MIT License | 5 votes |
public void onSurfaceChanged(GL10 gl, int w, int h) { gl.glViewport(0, 0, w, h); float ratio = (float) w / h; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); }
Example 12
Source File: Graph3DRenderer.java From ncalc with GNU General Public License v3.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); }
Example 13
Source File: SolarSystemRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float aspectRatio; float zNear =.1f; float zFar =1000f; float fieldOfView = 30.0f/57.3f; float size; gl.glEnable(GL10.GL_NORMALIZE); aspectRatio=(float)width/(float)height; //h/w clamps the fov to the height, flipping it would make it relative to the width //Set the OpenGL projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f))); gl.glFrustumf(-size, size, -size/aspectRatio, size /aspectRatio, zNear, zFar); //Make the OpenGL modelview matrix the default gl.glMatrixMode(GL10.GL_MODELVIEW); }
Example 14
Source File: VortexRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // preparation Log.i(LOG_TAG, "onSurfaceCreated()"); gl.glMatrixMode(GL10.GL_PROJECTION); float size = .01f * (float) Math.tan(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(); }
Example 15
Source File: SquareRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) {//11 gl.glViewport(0, 0, width, height); //12 float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); //13 gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); //14 }
Example 16
Source File: SolarSystemRenderer.java From opengl with Apache License 2.0 | 5 votes |
public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); /* * Set our projection matrix. This doesn't have to be done * each time we draw, but usually a new projection needs to * be set when the viewport is resized. */ float aspectRatio; float zNear =.1f; float zFar =1000f; float fieldOfView = 30.0f/57.3f; float size; gl.glEnable(GL10.GL_NORMALIZE); aspectRatio=(float)width/(float)height; //h/w clamps the fov to the height, flipping it would make it relative to the width //Set the OpenGL projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); size = zNear * (float)(Math.tan((double)(fieldOfView/2.0f))); gl.glFrustumf(-size, size, -size/aspectRatio, size /aspectRatio, zNear, zFar); //Make the OpenGL modelview matrix the default gl.glMatrixMode(GL10.GL_MODELVIEW); }
Example 17
Source File: VortexRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // preparation Log.i(LOG_TAG, "onSurfaceCreated()"); gl.glMatrixMode(GL10.GL_PROJECTION); float size = .01f * (float) Math.tan(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(); }
Example 18
Source File: CubeRenderer.java From tilt-game-android with MIT License | 5 votes |
/** * Update view-port with the new surface * * @param gl the surface * @param width new width * @param height new height */ public void onSurfaceChanged(GL10 gl, int width, int height) { // set view-port gl.glViewport(0, 0, width, height); // set projection matrix float ratio = (float) width / height; gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); }
Example 19
Source File: GLUES.java From panoramagl with Apache License 2.0 | 4 votes |
public static void gluPerspective(GL10 gl, float fovy, float aspect, float zNear, float zFar) { float halfHeight = zNear * (float) Math.tan(fovy * 0.5f * PI_OVER_180); float halfWidth = halfHeight * aspect; gl.glFrustumf(-halfWidth, halfWidth, -halfHeight, halfHeight, zNear, zFar); }
Example 20
Source File: GLUES.java From PanoramaGL with Apache License 2.0 | 4 votes |
public static void gluPerspective(GL10 gl, float fovy, float aspect, float zNear, float zFar) { float halfHeight = zNear * (float)Math.tan(fovy * 0.5f * PI_OVER_180); float halfWidth = halfHeight * aspect; gl.glFrustumf(-halfWidth, halfWidth, -halfHeight, halfHeight, zNear, zFar); }