Above is my screen.
There is surface view and in this surface view I put renderer and drawn a square I want to get location vector x, y in screen.
Suppose when I click on white circle I need to get x, y coordinate of opengl surface view
Help me to solve this problem
/**
* Copyright 2010 Per-Erik Bergman (per-erik.bergman@jayway.com)
*
* 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
*
* http://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.jayway.opengl.tutorial;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.opengles.GL10;
public class FlatColoredSquare {
// Our vertices.
private float[] vertices = {
-0.5f, 1f, 0.0f, // 0, Top Left
-1.0f, -1.0f, 0.0f, // 1, Bottom Left
1.0f, -1.0f, 0.0f, // 2, Bottom Right
1.0f, 1.0f, 0.0f, // 3, Top Right
};
// The order we like to connect them.
private short[] indices = { 0, 1, 2, 0, 2, 3 };
// Our vertex buffer.
private FloatBuffer vertexBuffer;
// Our index buffer.
private ShortBuffer indexBuffer;
public FlatColoredSquare() {
// a float is 4 bytes, therefore we multiply the number if
// vertices with 4.
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
// short is 2 bytes, therefore we multiply the number if
// vertices with 2.
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();
indexBuffer.put(indices);
indexBuffer.position(0);
}
public void FlatColoredSquare1() {
// a float is 4 bytes, therefore we multiply the number if
// vertices with 4.
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
}
/**
* This function draws our square on screen.
* @param gl
*/
public void draw(GL10 gl,float x,float y) {
vertices[0] = x;
vertices[1] = y;
FlatColoredSquare1();
gl.glColor4f(0.5f, 0.5f, 1.0f, 0.5f); // 0x8080ffff
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
// Enabled the vertices buffer for writing and to be used during
// rendering.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,
GL10.GL_UNSIGNED_SHORT, indexBuffer);
// gl.glDrawArrays(GL10.GL_LINES, 0, 1);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
}
Above is My Square object class
/**
* Copyright 2010 Per-Erik Bergman (per-erik.bergman@jayway.com)
*
* 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
*
* http://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.jayway.opengl.tutorial;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import com.jayway.opengl.tutorial.mgraber.MatrixGrabber;
import android.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;
public class OpenGLRenderer implements Renderer {
private FlatColoredSquare flatSquare;
private SmoothColoredSquare smoothSquare;
public float x = 1.8f;
public float y = 1f;
private Point points;
public OpenGLRenderer() {
// Initialize our squares.
flatSquare = new FlatColoredSquare();
smoothSquare = new SmoothColoredSquare();
points = new Point();
}
/*
* (non-Javadoc)
*
* @see
* android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition
* .khronos.opengles.GL10, javax.microedition.khronos.egl.EGLConfig)
*/
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background color to black ( rgba ).
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
// Enable Smooth Shading, default not really needed.
gl.glShadeModel(GL10.GL_SMOOTH);
// Depth buffer setup.
gl.glClearDepthf(1.0f);
// Enables depth testing.
gl.glEnable(GL10.GL_DEPTH_TEST);
// The type of depth testing to do.
gl.glDepthFunc(GL10.GL_LEQUAL);
// Really nice perspective calculations.
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
/*
* (non-Javadoc)
*
* @see
* android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.
* khronos.opengles.GL10)
*/
public void onDrawFrame(GL10 gl) {
// Clears the screen and depth buffer.
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Replace the current matrix with the identity matrix
gl.glLoadIdentity();
// Translates 7 units into the screen and 1.5 units up.
gl.glTranslatef( 0f, 0f, -7);
// Draw our flat square.
Log.d("yyy", String.valueOf(y)+"dd");
flatSquare.draw(gl,x,y);
points.draw(gl);
// // Translate to end up under the flat square.
// gl.glTranslatef(0, -3f, 0);
// // Draw our smooth square.
// smoothSquare.draw(gl);
}
/*
* (non-Javadoc)
*
* @see
* android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition
* .khronos.opengles.GL10, int, int)
*/
public void onSurfaceChanged(GL10 gl, int width, int height) {
// Sets the current view port to the new size.
Log.d("hhhwidthhhh", String.valueOf(width));
Log.d("hhhheight", String.valueOf(height));
gl.glViewport(0, 0, width, height);
// Select the projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
// Reset the projection matrix
gl.glLoadIdentity();
// Calculate the aspect ratio of the window
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,
100.0f);
// Select the modelview matrix
gl.glMatrixMode(GL10.GL_MODELVIEW);
// Reset the modelview matrix
gl.glLoadIdentity();
}
}
Above is My "Renderer" class
I actually want to get xy coordinate in rendarer class