1.glClearColor
//设置SurfaceView的背景颜色为灰色。
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
//native层接口原型
public static native void glClearColor(
float red, //范围0-1.0f
float green, //范围0-1.0f
float blue, //范围0-1.0f
float alpha //范围0-1.0f
);
注意:三原色RGB的范围是0-255,而glClearColor的是参数范围是0.0-1.0f,所以按照RGB颜色对照表需要做一个转换(颜色值除以255)。
RGB颜色对照表:
https://tool.oschina.net/commons?type=3
2.setLookAtM
// Position the eye behind the origin.
// eye point,视点,眼睛观察的位置
final float eyeX = 0.0f;
final float eyeY = 0.0f;
final float eyeZ = 1.5f; //值远大,观测的距离就越远,图形显示效果看着就越小
// We are looking toward the distance
final float lookX = 0.0f;
final float lookY = 0.0f;
final float lookZ = -5.0f;
// Set our up vector. This is where our head would be pointing were we holding the camera.
final float upX = 0.0f;
final float upY = 1.0f;
final float upZ = 0.0f;
// Set the view matrix. This matrix can be said to represent the camera position.
// NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
// view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
// mViewMatrix是一个观察矩阵,又叫视图矩阵,以摄像机或者人眼为中心的坐标
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
整理了两个函数发现了一个好用的OpenGL ES2.0的API英文手册。想要知道OpenGL的接口含义直接查看这个API就可以了。
OpenGL ES2.0的API英文手册:
https://www.khronos.org/registry/OpenGL-Refpages/es2.0/