how to label a cuboid using open gl?

Posted by usha on Game Development See other posts from Game Development or by usha
Published on 2012-10-17T07:02:37Z Indexed on 2012/10/17 11:24 UTC
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hi this is how my 3dcuboid looks ,i have attached complete code , i want to label this cuboid using different name across sides how is it possible using opengl in android...plz help me out

public class MyGLRenderer implements Renderer { Context context;
Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW)

 public MyGLRenderer(Context context) {
      rect = new Cuboid();
      this.context = context;

   }

public void onDrawFrame(GL10 gl) {
    // TODO Auto-generated method stub


      gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
      gl.glLoadIdentity();                // Reset the model-view matrix
      gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen
      gl.glScalef(0.8f, 0.8f, 0.8f);      // Scale down (NEW)
      gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f);

      // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW)

      rect.draw(gl);
      mCubeRotation -= 0.15f; 


     //angleCube += speedCube;      
}

public void onSurfaceChanged(GL10 gl, int width, int height) {
    // TODO Auto-generated method stub
      if (height == 0) height = 1;   // To prevent divide by zero
      float aspect = (float)width / height;

      // Set the viewport (display area) to cover the entire window
      gl.glViewport(0, 0, width, height);

      // Setup perspective projection, with aspect ratio matches viewport
      gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix
      gl.glLoadIdentity();                 // Reset projection matrix
      // Use perspective projection
      GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f);

      gl.glMatrixMode(GL10.GL_MODELVIEW);  // Select model-view matrix
      gl.glLoadIdentity();                 // Reset
}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // TODO Auto-generated method stub
      gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);  // Set color's clear-value to black
      gl.glClearDepthf(1.0f);            // Set depth's clear-value to farthest
      gl.glEnable(GL10.GL_DEPTH_TEST);   // Enables depth-buffer for hidden surface removal
      gl.glDepthFunc(GL10.GL_LEQUAL);    // The type of depth testing to do
      gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);  // nice perspective view
      gl.glShadeModel(GL10.GL_SMOOTH);   // Enable smooth shading of color
      gl.glDisable(GL10.GL_DITHER);      // Disable dithering for better performance

}}

public class Cuboid{

        private FloatBuffer mVertexBuffer;
        private FloatBuffer mColorBuffer;
        private ByteBuffer  mIndexBuffer;

        private float vertices[] = {
                                  //width,height,depth 
                                    -2.5f, -1.0f, -1.0f,
                                    1.0f, -1.0f, -1.0f,
                                    1.0f,  1.0f, -1.0f,
                                    -2.5f, 1.0f, -1.0f,
                                    -2.5f, -1.0f,  1.0f,
                                    1.0f, -1.0f,  1.0f,
                                    1.0f,  1.0f,  1.0f,
                                    -2.5f,  1.0f,  1.0f
                                    };
        private float colors[] = {
                                  // R,G,B,A COLOR
                                   0.0f,  1.0f,  0.0f,  1.0f,
                                   0.0f,  1.0f,  0.0f,  1.0f,
                                   1.0f,  0.5f,  0.0f,  1.0f,
                                   1.0f,  0.5f,  0.0f,  1.0f,
                                   1.0f,  0.0f,  0.0f,  1.0f,
                                   1.0f,  0.0f,  0.0f,  1.0f,
                                   0.0f,  0.0f,  1.0f,  1.0f,
                                   1.0f,  0.0f,  1.0f,  1.0f
                                };

        private byte indices[] = {
                                // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 
                                  0, 4, 5, 0, 5, 1,
                                  1, 5, 6, 1, 6, 2,
                                  2, 6, 7, 2, 7, 3,
                                  3, 7, 4, 3, 4, 0,
                                  4, 7, 6, 4, 6, 5,
                                  3, 0, 1, 3, 1, 2
                                  };

        public Cuboid() {
                ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
                byteBuf.order(ByteOrder.nativeOrder());
                mVertexBuffer = byteBuf.asFloatBuffer();
                mVertexBuffer.put(vertices);
                mVertexBuffer.position(0);

                byteBuf = ByteBuffer.allocateDirect(colors.length * 4);
                byteBuf.order(ByteOrder.nativeOrder());
                mColorBuffer = byteBuf.asFloatBuffer();
                mColorBuffer.put(colors);
                mColorBuffer.position(0);

                mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
                mIndexBuffer.put(indices);
                mIndexBuffer.position(0);
        }

        public void draw(GL10 gl) {             
                gl.glFrontFace(GL10.GL_CW);

                gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
                gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);

                gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
                gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

                gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, 
                                mIndexBuffer);

                gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
                gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
        }
    }

public class Draw3drect extends Activity {

private GLSurfaceView glView;   // Use GLSurfaceView

   // Call back when the activity is started, to initialize the view
   @Override
   protected void onCreate(Bundle savedInstanceState) {
      super.onCreate(savedInstanceState);
      glView = new GLSurfaceView(this);           // Allocate a GLSurfaceView
      glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer
      this.setContentView(glView);                // This activity sets to GLSurfaceView
   }

   // Call back when the activity is going into the background
   @Override
   protected void onPause() {
      super.onPause();
      glView.onPause();
   }

   // Call back after onPause()
   @Override
   protected void onResume() {
      super.onResume();
      glView.onResume();
   }
}

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