Android OpenGL ES(八)绘制点Point ..

上一篇介绍了OpenGL ES能够绘制的几种基本几何图形:点,线,三角形。将分别介绍这几种基本几何图形的例子。为方便起见,暂时在同一平面上绘制这些几何图形,在后面介绍完OpenGL ES的坐标系统和坐标变换后,再介绍真正的3D图形绘制方法。

Android OpenGL ES(六):创建实例应用OpenGLDemos程序框架 创建了示例应用的程序框架,并提供了一个“Hello World”示例。

为避免一些重复代码,这里定义一个所有示例代码的基类OpenGLESActivity,其定义如下:

package com.example.drawpointer;

import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
import android.view.Window;
import android.view.WindowManager;
public class MainActivity extends Activity
implements IOpenGLDemo{

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(
WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);

mGLSurfaceView = new GLSurfaceView(this);
mGLSurfaceView.setRenderer(new OpenGLRenderer(this));
setContentView(mGLSurfaceView);
}

public void DrawScene(GL10 gl) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Clears the screen and depth buffer.
gl.glClear(GL10.GL_COLOR_BUFFER_BIT
| GL10.GL_DEPTH_BUFFER_BIT);

}

@Override
protected void onResume() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onResume();
mGLSurfaceView.onResume();
}

@Override
protected void onPause() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onPause();
mGLSurfaceView.onPause();
}

protected GLSurfaceView mGLSurfaceView;

}
  • 在onCreate 方法中创建一个GLSurfaceView mGLSurfaceView,并将屏幕设置为全屏。并为mGLSurfaceView设置Render.
  • onResume ,onPause 处理GLSurfaceView 的暂停和恢复。
  • DrawScene 使用黑色清空屏幕。

 

OpenGL ES 内部存放图形数据的Buffer有COLOR ,DEPTH (深度信息)等,在绘制图形只前一般需要清空COLOR 和 DEPTH Buffer。

本例在屏幕上使用红色绘制3个点。创建一个DrawPoint 作为 OpenGLESActivity 的子类,并定义3个顶点的坐标:

package com.example.drawpointer;


import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.os.Bundle;

public class DrawPoint extends MainActivity
implements IOpenGLDemo{

float[] vertexArray = new float[]{
-0.8f , -0.4f * 1.732f , 0.0f ,
0.8f , -0.4f * 1.732f , 0.0f ,
0.0f , 0.4f * 1.732f , 0.0f ,
};

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

}

public void DrawScene(GL10 gl) {
     super.DrawScene(gl);
     
     ByteBuffer vbb
     = ByteBuffer.allocateDirect(vertexArray.length*4);
     vbb.order(ByteOrder.nativeOrder());
     FloatBuffer vertex = vbb.asFloatBuffer();
     vertex.put(vertexArray);
     vertex.position(0);
     
     gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
     gl.glPointSize(8f);
     gl.glLoadIdentity();
     gl.glTranslatef(0, 0, -4);
     
     gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
     
     gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertex);
     gl.glDrawArrays(GL10.GL_POINTS, 0, 3);
     
     gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
     
    }

}
  • 首先是使用FloatBuffer 存放三个顶点坐标。
  • 使用glColor4f(float red, float green, float blue, float alpha) 将当前颜色设为红色。
  • glPointSize(float size) 可以用来设置绘制点的大小。
  • 使用glEnableClientState 打开Pipeline 的Vectex 顶点“开关”
  • 使用glVertexPointer 通知OpenGL ES图形库顶点坐标。
  • 使用GL_POINTS 模式使用glDrawArrays绘制3个顶点。

其他必须的类

IOpenGLDemo.java

package com.example.drawpointer;

import javax.microedition.khronos.opengles.GL10;

public interface IOpenGLDemo {
     public void DrawScene(GL10 gl);
     
    }

OpenGLRenderer.java

package com.example.drawpointer;

import javax.microedition.khronos.opengles.GL10;

import android.opengl.EGLConfig;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;

public class OpenGLRenderer implements Renderer {
     
     private final IOpenGLDemo openGLDemo;
     public OpenGLRenderer(IOpenGLDemo demo){
     openGLDemo=demo;
     }
     
     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);
     
     }
     
     public void onDrawFrame(GL10 gl) {
     if(openGLDemo!=null){
     openGLDemo.DrawScene(gl);
     }
     
     }
     
     public void onSurfaceChanged(GL10 gl, int width, int height) {
     // Sets the current view port to the new size.
     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();
     }

    @Override
    public void onSurfaceCreated(GL10 arg0,
            javax.microedition.khronos.egl.EGLConfig arg1) {
        // TODO Auto-generated method stub
        
    }
    }

最终结果:

posted @ 2015-04-22 17:27  Anita-ff  阅读(1332)  评论(0编辑  收藏  举报