I think you are overestimating my knowledge of Java. I don't quite
understand how to incorporate multiple classes. How do I include my
initPlayer() function?
On Wednesday, August 15, 2012 7:37:03 PM UTC-5, Braindrool wrote:
>
> I've been programming for years, but I have very little experience with 3D
> graphics. I thought OpenGL would be the most efficient in this project.
> It's coming along alright, I am still studying the API and documentation.
> But I have encountered a problem using multiple classes. For instance, here
> I try to use a separate class for the player model. (Yes, currently it's
> just a cube.)
>
> Renderer:
>
> Code:
>
> package com.braindrool.bla;
>
> import java.nio.ByteBuffer;
> import java.nio.ByteOrder;
> import java.nio.FloatBuffer;
> import java.nio.ShortBuffer;
>
> import javax.microedition.khronos.egl.EGLConfig;
> import javax.microedition.khronos.opengles.GL10;
>
> import android.opengl.GLSurfaceView.Renderer;
>
> public class BlaRenderer implements Renderer {
>
> int nrOfVertices;
> float A;
> Player player = new Player();
>
> public void onSurfaceCreated(GL10 gl, EGLConfig config) {
> // TODO Auto-generated method stub
>
> gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
> gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
>
> gl.glEnable(GL10.GL_CULL_FACE);
>
> gl.glFrontFace(GL10.GL_CCW);
> gl.glCullFace(GL10.GL_BACK);
>
> gl.glClearColor(0.3f, 0.8f, 0.9f, 1);
>
> // initTriangle();
> player.initPlayer();
>
> }
>
> public void onDrawFrame(GL10 gl) {
> // TODO Auto-generated method stub
>
>
>
> gl.glLoadIdentity();
>
> gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
>
> // gl.glRotatef(A * 2, 1f, 0f, 0f);
> // gl.glRotatef(A, 0f, 1f, 0f);
> //
> // gl.glColor4f(0.5f, 0, 0, 1);
>
> gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
> gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
> gl.glDrawElements(GL10.GL_TRIANGLES, nrOfVertices,
> GL10.GL_UNSIGNED_SHORT, indexBuffer);
> // A++;
>
> }
>
> public void onSurfaceChanged(GL10 gl, int width, int height) {
> // TODO Auto-generated method stub
> gl.glViewport(0, 0, width, height);
>
> }
>
> private FloatBuffer vertexBuffer;
> private ShortBuffer indexBuffer;
>
> private FloatBuffer colorBuffer;
>
> private void initTriangle() {
>
> float[] coords = { 0, 0.5f, 0, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f,
> 0.5f,
> 0, 0, -0.5f };
>
> nrOfVertices = coords.length;
>
> ByteBuffer vbb = ByteBuffer.allocateDirect(nrOfVertices * 3 *
> 4);
> vbb.order(ByteOrder.nativeOrder());
> vertexBuffer = vbb.asFloatBuffer();
>
> ByteBuffer ibb = ByteBuffer.allocateDirect(nrOfVertices * 2);
> ibb.order(ByteOrder.nativeOrder());
> indexBuffer = ibb.asShortBuffer();
>
> ByteBuffer cbb = ByteBuffer.allocateDirect(4 * nrOfVertices *
> 4);
> cbb.order(ByteOrder.nativeOrder());
> colorBuffer = cbb.asFloatBuffer();
>
> float[] colors = { 1f, 0f, 0f, 1f, // point 1
> 0f, 1f, 0f, 1f, // point 2
> 0f, 0f, 1f, 1f, // point 3
> };
>
> short[] indices = new short[] {
> // indices
> 0, 1, 2, 0, 2, 3, 0, 3, 1, 3, 1, 2
>
> };
>
> vertexBuffer.put(coords);
> indexBuffer.put(indices);
> colorBuffer.put(colors);
>
> vertexBuffer.position(0);
> indexBuffer.position(0);
> colorBuffer.position(0);
>
> }
>
> }
>
> And now the player class.
>
> Code:
>
> package com.braindrool.bla;
>
> import java.nio.ByteBuffer;
> import java.nio.ByteOrder;
> import java.nio.FloatBuffer;
> import java.nio.ShortBuffer;
>
> import javax.microedition.khronos.egl.EGLConfig;
> import javax.microedition.khronos.opengles.GL10;
>
> public class Player extends BlaRenderer{
>
> private FloatBuffer vertexBuffer;
> private ShortBuffer indexBuffer;
> private FloatBuffer colorBuffer;
> private int nrOfVertices;
> float A;
>
> public void initPlayer() {
>
> float[] coords = {
>
> -0.5f, 0.5f, 0, // P0
> -0.5f, 0, 0, // P1
> 0.5f, 0, 0, // P2
> 0.5f, 0.5f, 0, // P3
> 0.5f, 0.5f, 0.5f, // P4
> -0.5f, 0.5f, 0.5f, // P5
> -0.5f, 0, 0.5f, // P6
> 0.5f, 0, 0.5f // P7
> };
>
> nrOfVertices = coords.length;
>
> ByteBuffer vbb = ByteBuffer.allocateDirect(nrOfVertices * 4);
> vbb.order(ByteOrder.nativeOrder());
> vertexBuffer = vbb.asFloatBuffer();
>
> ByteBuffer ibb = ByteBuffer.allocate(nrOfVertices * 2);
> ibb.order(ByteOrder.nativeOrder());
> indexBuffer = ibb.asShortBuffer();
>
> ByteBuffer cbb = ByteBuffer.allocate(12 * 4);
> ibb.order(ByteOrder.nativeOrder());
> colorBuffer = cbb.asFloatBuffer();
>
> short[] indices = {
>
> 0, 1, 2, 3, 0, 2, 0, 6, 1, 0, 5, 6, 5, 7, 6, 5, 4, 7, 4, 3, 7,
> 3, 2, 7
>
> };
>
> float[] colors = { 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 };
>
> vertexBuffer.put(coords);
> indexBuffer.put(indices);
> colorBuffer.put(colors);
>
> vertexBuffer.position(0);
> indexBuffer.position(0);
> colorBuffer.position(0);
>
> }
> }
>
>
> It's a bit sloppy but meh.
>
>
> The error:
>
> Code:
>
> Player player = new Player()
>
> &
>
> Code:
>
> public class Player extends BlaRenderer{
>
> Help appreciated!
>
> ~Braindrool
>
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en