The file containing the source code shown below is located in the corresponding directory in <sdk>/platforms/android-<version>/samples/...
/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* https://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.apis.graphics.kube;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import java.util.Iterator;
import java.util.ArrayList;
import javax.microedition.khronos.opengles.GL10;
public class GLWorld {
public void addShape(GLShape shape) {
mShapeList.add(shape);
mIndexCount += shape.getIndexCount();
}
public void generate() {
ByteBuffer bb = ByteBuffer.allocateDirect(mVertexList.size()*4*4);
bb.order(ByteOrder.nativeOrder());
mColorBuffer = bb.asIntBuffer();
bb = ByteBuffer.allocateDirect(mVertexList.size()*4*3);
bb.order(ByteOrder.nativeOrder());
mVertexBuffer = bb.asIntBuffer();
bb = ByteBuffer.allocateDirect(mIndexCount*2);
bb.order(ByteOrder.nativeOrder());
mIndexBuffer = bb.asShortBuffer();
Iterator<GLVertex> iter2 = mVertexList.iterator();
while (iter2.hasNext()) {
GLVertex vertex = iter2.next();
vertex.put(mVertexBuffer, mColorBuffer);
}
Iterator<GLShape> iter3 = mShapeList.iterator();
while (iter3.hasNext()) {
GLShape shape = iter3.next();
shape.putIndices(mIndexBuffer);
}
}
public GLVertex addVertex(float x, float y, float z) {
GLVertex vertex = new GLVertex(x, y, z, mVertexList.size());
mVertexList.add(vertex);
return vertex;
}
public void transformVertex(GLVertex vertex, M4 transform) {
vertex.update(mVertexBuffer, transform);
}
int count = 0;
public void draw(GL10 gl)
{
mColorBuffer.position(0);
mVertexBuffer.position(0);
mIndexBuffer.position(0);
gl.glFrontFace(GL10.GL_CW);
gl.glShadeModel(GL10.GL_FLAT);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer);
count++;
}
static public float toFloat(int x) {
return x/65536.0f;
}
private ArrayList<GLShape> mShapeList = new ArrayList<GLShape>();
private ArrayList<GLVertex> mVertexList = new ArrayList<GLVertex>();
private int mIndexCount = 0;
private IntBuffer mVertexBuffer;
private IntBuffer mColorBuffer;
private ShortBuffer mIndexBuffer;
}