//着色的三角形和长方形旋转
//GfopenglRotateActivity.java
package pak.GfopenglRotate;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.os.Bundle;
public class GfopenglRotateActivity extends Activity
{
Renderer render = new GLRender();
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
GLSurfaceView glView = new GLSurfaceView(this);
glView.setRenderer(render);
setContentView(glView);
}
}
//GLRender.java
package pak.GfopenglRotate;
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView.Renderer;
public class GLRender implements Renderer
{
float rotateTri, rotateQuad;
int one = 0x10000;
//三角形三个顶点
private IntBuffer triggerBuffer = IntBuffer.wrap(new int[]{
0,one,0, //上顶点
-one,-one,0, //坐下点
one,-one,0,}); //右下点
//正方形的4个顶点
private IntBuffer quaterBuffer = IntBuffer.wrap(new int[]{
one,one,0,
-one,one,0,
one,-one,0,
-one,-one,0});
//三角形的顶点颜色值(r,g,b,a)
private IntBuffer colorBuffer = IntBuffer.wrap(new int[]{
one,0,0,one,
0,one,0,one,
0,0,one,one,
});
@Override
public void onDrawFrame(GL10 gl)
{
// 清除屏幕和深度缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// 重置当前的模型观察矩阵
gl.glLoadIdentity();
// 左移 1.5 单位,并移入屏幕 6.0
gl.glTranslatef(-1.5f, 0.0f, -6.0f);
//设置旋转
gl.glRotatef(rotateTri, 0.0f, 1.0f, 0.0f);
//设置定点数组
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
//设置颜色数组
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FIXED, 0, colorBuffer);
// 设置三角形顶点
gl.glVertexPointer(3, GL10.GL_FIXED, 0, triggerBuffer);
//绘制三角形
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
//绘制三角形结束
gl.glFinish();
/***********************/
/* 渲染正方形 */
// 重置当前的模型观察矩阵
gl.glLoadIdentity();
// 左移 1.5 单位,并移入屏幕 6.0
gl.glTranslatef(1.5f, 0.0f, -6.0f);
// 设置当前色为蓝色
gl.glColor4f(0.5f, 0.5f, 1.0f, 1.0f);
//设置旋转
gl.glRotatef(rotateQuad, 1.0f, 0.0f, 0.0f);
//设置和绘制正方形
gl.glVertexPointer(3, GL10.GL_FIXED, 0, quaterBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//绘制正方形结束
gl.glFinish();
//取消顶点数组
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
//改变旋转的角度
rotateTri += 0.5f;
rotateQuad -= 0.5f;
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
// TODO Auto-generated method stub
float ratio = (float) width / height;
//设置OpenGL场景的大小
gl.glViewport(0, 0, width, height);
//设置投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//重置投影矩阵
gl.glLoadIdentity();
// 设置视口的大小
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
// 选择模型观察矩阵
gl.glMatrixMode(GL10.GL_MODELVIEW);
// 重置模型观察矩阵
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// 启用阴影平滑
gl.glShadeModel(GL10.GL_SMOOTH);
// 黑色背景
gl.glClearColor(0, 0, 0, 0);
// 设置深度缓存
gl.glClearDepthf(1.0f);
// 启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
// 所作深度测试的类型
gl.glDepthFunc(GL10.GL_LEQUAL);
// 告诉系统对透视进行修正
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
}
}