android OpenGL ES 2.0

一、创建Activity
/*
为OpenGLES Graphics创建一个Activity,这个Activity与其它类型应用的Activity并无不同,要说不同,也仅仅是放到Activity的layout的View不一样,你需要放入的是一个GLSurfaceView。
*/
public class OpenGLES20Basic extends Activity {
     private GLSurfaceView mGLView;

    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        // Create a GLSurfaceView instance and set it as the ContentView for this Activity
        /* 为了能在你的Android应用中使用OpenGLES绘画,你必须创建一个view作为容器。而最直接的方式就是从GLSurfaceView和 GLSurfaceView.Renderer分别派生一个类        。GLSurfaceView作为OpenGL绘制所在的容器,而实际的绘图动作都是在GLSurfaceView.Renderer里面发生的。 MyGLSurfaceView 继承自GLSurfaceView,作为承载绘          制内容的容器 */
                  mGLView = new MyGLSurfaceView(this); 
         setContentView(mGLView);
     } 
      @Override protected void onPause() { 
		super.onPause(); 
		// The following call pauses the rendering thread. 
		// If your OpenGL application is memory intensive, 
		// you should consider de-allocating objects that 
		// consume significant memory here. 
		mGLView.onPause(); 
	}
 	@Override protected void onResume() {
		 super.onResume(); 
		// The following call resumes a paused rendering thread. 
		// If you de-allocated graphic objects for onPause() 
		// this is a good place to re-allocate them.
		 mGLView.onResume(); 
	}
}
二、创建MySurfaceView
/* 
构键一个GLSurfaceView对象,GLSurfaceView中其实不需要做太多工作,实际的绘制任务都在GLSurfaceView.Renderer中了。所以GLSurfaceView中的代码也非常少,你甚至可以直接使用GLSurfaceView,但是,然而,别这样做。因为可以扩展这个类来响应触摸事件等。
*/
class MyGLSurfaceView extends GLSurfaceView {

    public MyGLSurfaceView(Context context) {
        super(context);

        // Create an OpenGL ES 2.0 context.
        setEGLContextClientVersion(2);

        // Set the Renderer for drawing on the GLSurfaceView
        setRenderer(new MyGLRenderer());

        /*
         Render the view only when there is a change in the drawing data,这个设置是可选的操作,在RENDERMODE_WHEN_DIRTY模式下,只在绘制数据发生改变时才绘	制view,此设置会阻止绘制GLSurfaceView的帧,直到你调用了requestRender(),这样会非常高效。*/
        setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    }
}
二、创建MyGLRenderer 
/* 
此类控制向GLSurfaceView的绘制工作。它有三个方法被Android系统调用来计算在GLSurfaceView上画什么以及如何画。

	onSurfaceCreated()- 仅调用一次,用于设置view的OpenGLES环境。
	onDrawFrame()- 每次View被重绘时被调用。
	onSurfaceChanged()- 如果view的几和形状发生变化了就调用,例如当竖屏变为横屏时。
*/
public class MyGLRenderer implements GLSurfaceView.Renderer {
    private Triangle mTriangle;

    @Override
    public void onSurfaceCreated(GL10 unused, EGLConfig config) {

        // Set the background frame color,设置背景颜色
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

        //定义需要绘制的三角形
        mTriangle = new Triangle();
    }


    @Override
    public void onDrawFrame(GL10 unused) {
        // Draw background color,绘制背景颜色
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        // Draw triangle,执行绘制操作
        mTriangle.draw();
    }


    @Override
    public void onSurfaceChanged(GL10 unused, int width, int height) {
        // Adjust the viewport based on geometry changes,
        // such as screen rotation
        GLES20.glViewport(0, 0, width, height);
    }

    /*下载并编译shader代码*/
    public static int loadShader(int type, String shaderCode){
        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);

        return shader;
    }
}


class Triangle {

    //顶点着色器
    private final String vertexShaderCode =
        "attribute vec4 vPosition;" +
        "void main() {" +
        "  gl_Position = vPosition;" +
        "}";

    //片段着色器
    private final String fragmentShaderCode =
        "precision mediump float;" +
        "uniform vec4 vColor;" +
        "void main() {" +
        "  gl_FragColor = vColor;" +
        "}";

    private final FloatBuffer vertexBuffer;//顶点buffer
    private final int mProgram;            //程序对象
    private int mPositionHandle;           //顶点数据在buffer中的位置
    private int mColorHandle;              //颜色数据在buffer中的位置

    // number of coordinates per vertex in this array
    static final int COORDS_PER_VERTEX = 3;
    static float triangleCoords[] = { // in counterclockwise order:
         0.0f,  0.622008459f, 0.0f,   // top
        -0.5f, -0.311004243f, 0.0f,   // bottom left
         0.5f, -0.311004243f, 0.0f    // bottom right
    };
    private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
    private final int vertexStride = COORDS_PER_VERTEX * 4; // bytes per vertex


    // Set color with red, green, blue and alpha (opacity) values
    float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };


    public Triangle() {
        // initialize vertex byte buffer for shape coordinates
        ByteBuffer bb = ByteBuffer.allocateDirect( triangleCoords.length * 4);// (number of coordinate values * 4 bytes per float                                       // use the device hardware's native byte order
        bb.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer = bb.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer.put(triangleCoords);
        // set the buffer to read the first coordinate
        vertexBuffer.position(0);

        // prepare shaders and OpenGL program
        int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
        int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

        mProgram = GLES20.glCreateProgram();             // create empty OpenGL Program
        GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
        GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
        GLES20.glLinkProgram(mProgram);                  // create OpenGL program executable
    }


    public void draw() {
        // Add program to OpenGL environment
        GLES20.glUseProgram(mProgram);

        // get handle to vertex shader's vPosition member
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");//着色器中定义的变量vPosition对应mPositionHandle 
        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(mPositionHandle);

        // Prepare the triangle coordinate data
        GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
                                     GLES20.GL_FLOAT, false,
                                     vertexStride, vertexBuffer);

        // get handle to fragment shader's vColor member
        mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");//着色器中定义的变量vColor对应mColorHandle 

        // Set color for drawing the triangle
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);

        // Draw the triangle
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }
}
也可以参考http://blog.csdn.net/niu_gao/article/details/8533126,一步一步学习OpenGL ES 2.0系列1-6










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