Opengl ES2.0 android 学习02——glDrawArrays

// C function void glDrawArrays ( GLenum mode, GLint first, GLsizei count )

    public static native void glDrawArrays(
        int mode,
        int first,
        int count
    );

mode:可以有如下选项
public static final int GL_POINTS                                  = 0x0000;//点
public static final int GL_LINES = 0x0001;//线
public static final int GL_LINE_LOOP = 0x0002;//线段
public static final int GL_LINE_STRIP = 0x0003;
public static final int GL_TRIANGLES = 0x0004;
public static final int GL_TRIANGLE_STRIP = 0x0005;
public static final int GL_TRIANGLE_FAN = 0x0006;

first:从数组第几个开始

count:绘制的点数。
 

下面逐一实验这些mode 

一、GL_POINTS

package com.tian.studyopengles.points

import android.opengl.GLES20
import android.opengl.GLSurfaceView
import com.tian.studyopengles.utils.GL2Utils
import javax.microedition.khronos.egl.EGLConfig
import javax.microedition.khronos.opengles.GL10

class OnePointsRender : GLSurfaceView.Renderer {
    private val V_SHADER_SOURCE = "" +
            "void main(){\n" +
            "gl_Position = vec4(0.0,0.0,0.0,1.0);\n" +
            "gl_PointSize = 10.0;\n" +
            "}"

    private val F_SHADER_SOURCE = "" +
            "void main(){\n" +
            "gl_FragColor = vec4(1.0,0.0,0.0,1.0);" +
            "}"

    private var mProgram: Int = -1
    override fun onDrawFrame(gl: GL10?) {
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f)
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
        GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1)
    }

    override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
        GLES20.glViewport(0, 0, width, height)
    }

    override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f)

        mProgram = GL2Utils.createProgram(V_SHADER_SOURCE, F_SHADER_SOURCE)

        GLES20.glUseProgram(mProgram)
    }

}

这是最简单的,绘制一个固定的点。

如何绘制多个点?

package com.tian.studyopengles.points

import android.opengl.GLES20
import android.opengl.GLSurfaceView
import com.tian.studyopengles.utils.GL2Utils
import com.tian.studyopengles.utils.LogUtils
import java.nio.ByteBuffer
import java.nio.ByteOrder
import javax.microedition.khronos.egl.EGLConfig
import javax.microedition.khronos.opengles.GL10

class MultiplePointsRender : GLSurfaceView.Renderer {
    private val V_SHADER_SOURCE = "" +
            "attribute vec4 a_Position;\n" +
            "void main(){\n" +
            "gl_Position = a_Position;\n" +
            "gl_PointSize = 20.0;\n" +
            "}"

    private val F_SHADER_SOURCE = "" +
            "void main(){\n" +
            "gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" +
            "}"
    private val vertexPoints = floatArrayOf(
        0.0f, 0.0f,
        -0.5f, -0.5f,
        0.5f, 0.5f
    )
    private var mProgram: Int = -1

    override fun onDrawFrame(gl: GL10?) {
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f)
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
        GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 3)
    }

    override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
        GLES20.glViewport(0, 0, width, height)
    }

    override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {

        mProgram = GL2Utils.createProgram(V_SHADER_SOURCE, F_SHADER_SOURCE)

        val buffer = ByteBuffer.allocateDirect(vertexPoints.size * 4)
            .order(ByteOrder.nativeOrder())
            .asFloatBuffer()
            .put(vertexPoints)
            .position(0)

        val position = GLES20.glGetAttribLocation(mProgram, "a_Position")
        GLES20.glVertexAttribPointer(position, 2, GLES20.GL_FLOAT, false, 0, buffer)
        GLES20.glEnableVertexAttribArray(position)

        GLES20.glValidateProgram(mProgram)
        val statusArray = IntArray(1)
        GLES20.glGetProgramiv(mProgram, GLES20.GL_VALIDATE_STATUS, statusArray, 0)

        val statusInfo = GLES20.glGetProgramInfoLog(mProgram)
        LogUtils.i("status code == ${statusArray[0]},status info == $statusInfo")

        GLES20.glUseProgram(mProgram)
    }

}

注意的点:1、shader不要写错,代码里面有工具方法,可以监测出是否出错。

                  2、因为是平面绘制,只用了(x,y)表示坐标,shader里面定义的是vec4 表示四个向量,此次表示默认第三和第四是(0.0,1.0)。

           GLES20.glVertexAttribPointer(position, 2, GLES20.GL_FLOAT, false, 0, buffer)中的2,表示是几个数据来表示一个顶点坐标。此处是(x,y)则所以是2
3、这三行,铁三角,先定位、再赋值、最后激活。
        val position = GLES20.glGetAttribLocation(mProgram, "a_Position")
        GLES20.glVertexAttribPointer(position, 2, GLES20.GL_FLOAT, false, 0, buffer)
        GLES20.glEnableVertexAttribArray(position)

 

具体可以查看https://github.com/tianjisheng/OpenGL-ES-2.0-android-learning/tree/master/app/src/main/java/com/tian/studyopengles/points

 

二、线段

    2.1)、GLES20.GL_LINES

package com.tian.studyopengles.lines

import android.opengl.GLES20
import android.opengl.GLSurfaceView
import com.tian.studyopengles.utils.GL2Utils
import java.nio.ByteBuffer
import java.nio.ByteOrder
import javax.microedition.khronos.egl.EGLConfig
import javax.microedition.khronos.opengles.GL10

class LineRender : GLSurfaceView.Renderer {
    private val V_SHADER_SOURCR = "" +
            "attribute vec4 a_Position;\n" +
            "void main(){;\n" +
            "gl_Position = a_Position;\n" +
            "gl_PointSize = 10.0;\n" +
            "}"

    private val F_SHADER_SOURCE = "" +
            "void main(){\n" +
            "gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" +
            "}"

    private var mProgram: Int = -1

    private val vertexPoints = floatArrayOf(
        0.5f, 0.5f,
        -0.5f, -0.5f,
        0.1f,0.0f,
        0.5f,0.0f)

    override fun onDrawFrame(gl: GL10?) {
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f)
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
        GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, 4)
    }

    override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
        GLES20.glViewport(0, 0, width, height)
    }

    override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
         mProgram = GL2Utils.createProgram(V_SHADER_SOURCR,F_SHADER_SOURCE)

        var buffer = ByteBuffer.allocateDirect(vertexPoints.size * 4)
            .order(ByteOrder.nativeOrder())
            .asFloatBuffer()
            .put(vertexPoints)
            .position(0)
        var position = GLES20.glGetAttribLocation(mProgram,"a_Position")
        GLES20.glVertexAttribPointer(position,2,GLES20.GL_FLOAT,false,0,buffer)
        GLES20.glEnableVertexAttribArray(position)

        GL2Utils.validateProgram(mProgram)

        GLES20.glUseProgram(mProgram)
    }

}

很简单,两个点确定一个线段。数组中v0和v1构成一条线段,v2和v3构成线段,不是共用一个点

   2.2)、GLES20.GL_LINE_LOOP

   loop顾名思义是一个环。v0和v1,一条线段,v1和v2一条线段,v2和v3一条线段,v3和v0一条线段。每个点使用两次,收尾连接。只要大于等于三个点,就必然是一个封闭的图形。

2.3)、GLES20.GL_LINE_STRIP

和GLES20.GL_LINE_LOOP相比,就少了收尾相连这条线段,不再是封闭的图像。

https://github.com/tianjisheng/OpenGL-ES-2.0-android-learning/tree/master/app/src/main/java/com/tian/studyopengles/lines

三、三角形

3.1)、GLES20.GL_TRIANGLES

三个点,构成一个三角形,v0,v1,v2构成一个,v3,v4,v5表示第二个,很好理解


package com.tian.studyopengles.triangle

import android.opengl.GLES20
import android.opengl.GLSurfaceView
import com.tian.studyopengles.utils.GL2Utils
import java.nio.ByteBuffer
import java.nio.ByteOrder
import javax.microedition.khronos.egl.EGLConfig
import javax.microedition.khronos.opengles.GL10

class TriangleRender : GLSurfaceView.Renderer {
private val V_SHADER_SOURCE = "" +
"attribute vec4 a_Position;\n" +
"void main(){\n" +
"gl_Position = a_Position;\n" +
"gl_PointSize = 10.0;\n" +//设为10.0,便于查看
"}"
private val F_SHADER_SOURCR = "" +
"void main(){\n" +
"gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" +
"}"

private var mProgram: Int = -1

private val vertexPoints = floatArrayOf(
0.0f, 0.0f,
0.5f, 0.0f,
0.5f, 0.3f,

-0.1f, 0.0f,
-0.5f, 0.0f,
-0.5f, -0.3f
)

override fun onDrawFrame(gl: GL10?) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f)
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6)
}

override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
GLES20.glViewport(0, 0, width, height)
}

override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
mProgram = GL2Utils.createProgram(V_SHADER_SOURCE, F_SHADER_SOURCR)

val buffer = ByteBuffer.allocateDirect(vertexPoints.size * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexPoints)
.position(0)

var position = GLES20.glGetAttribLocation(mProgram, "a_Position")
GLES20.glEnableVertexAttribArray(position)
GLES20.glVertexAttribPointer(position, 2, GLES20.GL_FLOAT, false, 0, buffer)

GL2Utils.validateProgram(mProgram)

GLES20.glUseProgram(mProgram)

}

}
 

 

3.2)、GLES20.GL_TRIANGLE_FAN

 直接把3.1中GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6)换成GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 6)看下效果,得到如下图:

,查资料,这个方法,是以第一个点为公共顶点。v0,v1,v2构成一个三角形,v0,v2,v3构成一个三角形,v0,v3,v4构成一个三角形,v0,v4,v5构成一个三角形

为了更直观,调整顶点坐标。

private val vertexPoints = floatArrayOf(
        0.0f, 0.0f,
        0.5f, 0.0f,
        0.4f, 0.1f,

        0.3f, 0.15f,
        0.2f, 0.175f,
        0.1f, 0.18f
    )

得到下面图像。

3.3)GLES20.GL_TRIANGLE_STRIP

还是使用原先的坐标,换成GLES20.GL_TRIANGLE_STRIP 直接变成下面图形。

private val vertexPoints = floatArrayOf(
        0.0f, 0.0f,
        0.5f, 0.0f,
        0.5f, 0.3f,

        -0.1f, 0.0f,
        -0.5f, 0.0f,
        -0.5f, -0.3f
    )

 

结合线段中的理解,是不是就是两个三角形共用顶点意思,没有全部三角形共用v0的效果了?

为了验证,调整顶点坐标。

private val vertexPoints = floatArrayOf(
0.0f, 0.0f,
0.25f, 0.25f,
0.25f, -0.25f,

0.5f, 0.0f
)
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4)这个个地方改成四个点

验证,的确如上面分析一样。

详情,可见https://github.com/tianjisheng/OpenGL-ES-2.0-android-learning/tree/master/app/src/main/java/com/tian/studyopengles/triangle

 

总结

    线段:

GL_LINES ,两个顶点确定一个线段
GL_LINE_STRIP:除了收尾两个顶点,其余的点,都会使用两次,得到的是全部连在一起的线段

GL_LINE_LOOP:是所有顶点都使用两次,到达尾部的时候,会连接起点,形成一个封闭的图形

三角形:

GL_TRIANGLES:三个顶点,确定一个三角形

GL_TRIANGLE_STRIP:除了开始和最后的三角形,中间的三角形,都会共用两个顶点。

GL_TRIANGLE_FAN:也是共用两个顶点,但是有一个更特殊的点,是全部三角形,都会共用。

后面两种完全可以使用增加一些顶点,实现同一效果。该参数,完全是方便绘制特定图形,进行封装的。



posted @ 2019-07-26 23:29  忙里偷闲  阅读(2434)  评论(0编辑  收藏  举报
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