@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); cube = new Cube(shader); cube.setPosition(new Float3(0.0f, 0.0f, 0.0f)); lastTimeMillis = System.currentTimeMillis(); }
@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); square = new Square(shader); square.setPosition(new Float3(0.0f, 0.0f, 0.0f)); lastTimeMillis = System.currentTimeMillis(); }
@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); square = new Square(shader); square.setPosition(new Float3(0.0f, 0.0f, 0.0f)); lastTimeMillis = System.currentTimeMillis(); }
public void updateWithDelta(long dt) { Matrix4f camera = new Matrix4f(); camera.translate(0.0f, 0.0f, -5.0f); zombie.setCamera(camera); frame.setCamera(camera); zombie.draw(dt); final float secsPerMove = 2.0f * ONE_SEC; float movement = (float) (Math.sin(System.currentTimeMillis() * 2 * Math.PI / secsPerMove)); frame.setPosition(new Float3(movement, frame.position.y, frame.position.z)); frame.draw(dt); }
@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); int textureName = TextureUtils.loadTexture(context, R.drawable.dungeon_01); cube = new Cube(shader); cube.setPosition(new Float3(0.0f, 0.0f, 0.0f)); cube.setTexture(textureName); lastTimeMillis = System.currentTimeMillis(); }
@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); int textureName = TextureUtils.loadTexture(context, R.drawable.dice); cube = new Cube(shader); cube.setPosition(new Float3(0.0f, 0.0f, 0.0f)); cube.setTexture(textureName); lastTimeMillis = System.currentTimeMillis(); }
@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); int textureName = TextureUtils.loadTexture(context, R.drawable.dungeon_01); cube = new Cube(shader); cube.setPosition(new Float3(0.0f, 0.0f, 0.0f)); cube.setTexture(textureName); lastTimeMillis = System.currentTimeMillis(); }
@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); square = new Square(shader); square.setPosition(new Float3(0.5f, -0.5f, 0.0f)); }
@Override public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) { ShaderProgram shader = new ShaderProgram( ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_vertex_shader), ShaderUtils.readShaderFileFromRawResource(context, R.raw.simple_fragment_shader) ); int zombieTexture = TextureUtils.loadTexture(context, R.drawable.picture); int frameTexture = TextureUtils.loadTexture(context, R.drawable.picture_frame); int maskTexture = TextureUtils.loadTexture(context, R.drawable.picture_frame_mask); zombie = new MaskedSquare(shader); frame = new MaskedSquare(shader); frame.setPosition(new Float3(0.0f, 0.0f, 0.1f)); zombie.setPosition(new Float3(0.0f, 0.0f, 0.0f)); zombie.setTexture(zombieTexture); zombie.setMask(maskTexture); frame.setTexture(frameTexture); lastTimeMillis = System.currentTimeMillis(); }