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| class PointRenderer implements GLSurfaceView.Renderer {
private float[] mArray = { -0.5f, -0.5f, 0f, -0.5f, 0.5f, 0f, 0.5f, 0.5f, 0f, 1f, 0f, 0f, 1f, -1f, 0f };
private FloatBuffer mBuffer;
private FloatBuffer amb_light_buffer; private FloatBuffer diff_light_buffer; private FloatBuffer spec_light_buffer; private FloatBuffer pos_light_buffer; private FloatBuffer spot_dir_buffer;
float amb_mat[] = { 0f, 0.3f, 0f, 1f }; float diff_mat[] ={ 0f, 0.3f, 0f, 1f }; float spec_mat[] = { 0f, 0.3f, 0f, 1f }; float emi_mat[] = { 0.0f, 0f, 0.0f, 1.0f };
float[] amb_light = {0f, 0f, 1f, 1f }; float[] diff_light = { 1f, 1f, 1f, 1f }; float[] spec_light = {1f, 1f, 1f, 1f };
float[] pos_light = {0f, 0.0f, 1f, 0.4f};
float[] spot_dir = { 0.0f, 0.0f, -1f, };
float shini_mat = 0f;
private FloatBuffer amb_mat_buffer; private FloatBuffer diff_mat_buffer; private FloatBuffer spec_mat_buffer; private FloatBuffer emi_mat_buffer;
public PointRenderer() { mBuffer = Util.getFloatBuffer(mArray);
amb_light_buffer= Util.getFloatBuffer(amb_light); diff_light_buffer= Util.getFloatBuffer(diff_light); spec_light_buffer= Util.getFloatBuffer(spec_light); pos_light_buffer= Util.getFloatBuffer(pos_light);
spot_dir_buffer= Util.getFloatBuffer(spot_dir);
amb_mat_buffer= Util.getFloatBuffer(amb_mat); diff_mat_buffer= Util.getFloatBuffer(diff_mat); spec_mat_buffer= Util.getFloatBuffer(spec_mat); emi_mat_buffer= Util.getFloatBuffer(emi_mat); }
@Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0f, 1f, 0f, 0f); }
@Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0,0,width,height); }
@Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnable(GL10.GL_LIGHT0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, pos_light_buffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPOT_DIRECTION , spot_dir_buffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT , amb_light_buffer ); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE , diff_light_buffer ); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, spec_light_buffer);
gl.glLightf(GL10.GL_LIGHT0, GL10.GL_SPOT_EXPONENT, 64f);
gl.glLightf(GL10.GL_LIGHT0, GL10.GL_SPOT_CUTOFF, 45f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mBuffer);
gl.glColor4f(1f, 0f, 0f, 0f);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, amb_mat_buffer);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,GL10.GL_DIFFUSE, diff_mat_buffer);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,GL10.GL_SPECULAR, spec_mat_buffer);
gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, shini_mat);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } }
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