はさみテスト
ハサミテストは、画面の一部の更新を制限し、他の部分は更新しません.インスタンスコードは次のとおりです.
public class MyRenderer implements Renderer {
public MyRenderer(Context ctx) {
}
@Override
public void onDrawFrame(GL10 gl) {
// Clear blue window
gl.glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Now set scissor to smaller red sub region
gl.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
gl.glScissor(100, 100, 600, 400);
gl.glEnable(GL10.GL_SCISSOR_TEST);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Finally, an even smaller green rectangle
gl.glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
gl.glScissor(200, 200, 400, 200);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// Turn scissor back off for next render
gl.glDisable(GL10.GL_SCISSOR_TEST);
}
@Override
public void onSurfaceChanged(GL10 gl, int w, int h) {
float aspectRatio;
float windowWidth;
float windowHeight;
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
gl.glViewport(0, 0, w, h);
// Reset coordinate system
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
aspectRatio = (float)w / (float)h;
if (w <= h)
{
windowWidth = 100;
windowHeight = 100 / aspectRatio;
gl.glOrthof(-100.0f, 100.0f, -windowHeight, windowHeight, 1.0f, -1.0f);
}
else
{
windowWidth = 100 * aspectRatio;
windowHeight = 100;
gl.glOrthof(-windowWidth, windowWidth, -100.0f, 100.0f, 1.0f, -1.0f);
}
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Enable Smooth Shading, default not really needed.
gl.glShadeModel(GL10.GL_SMOOTH);
}
}