6-OpenGLES剪裁

剪裁:不在viewport整个视口内渲染,指定一个剪裁区,在区域内渲染。

public class MyActivity extends Activity {
	private MyRenderer render;
	private MyGLSurfaceView view;

	@Override
	public void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		view = new MyGLSurfaceView(this);
		render = new MyRenderer();
		view.setRenderer(render);
		view.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);// 脏渲染,命令渲染
		setContentView(view);
	}

	class MyGLSurfaceView extends GLSurfaceView {
		public MyGLSurfaceView(Context context) {
			super(context);
		}

		public MyGLSurfaceView(Context context, AttributeSet attrs) {
			super(context, attrs);
		}
	}

	class MyRenderer implements GLSurfaceView.Renderer {
		private float ratio, xrotate, yrotate;
		private int width;
		private int height;

		@Override
		public void onSurfaceCreated(GL10 gl, EGLConfig config) {
			// 清屏色
			gl.glClearColor(0f, 0f, 0f, 1f);
			// 启用顶点缓冲区数组
			gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		}

		@Override
		public void onSurfaceChanged(GL10 gl, int width, int height) {
			this.width = width;
			this.height = height;

			gl.glViewport(0, 0, width, height);
			ratio = (float) width / (float) height;
			gl.glMatrixMode(GL10.GL_PROJECTION);
			gl.glLoadIdentity();
			gl.glFrustumf(-ratio, ratio, -1, 1, 3f, 7f);
		}

		@Override
		public void onDrawFrame(GL10 gl) {
			gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
			gl.glColor4f(1f, 0f, 0f, 1f);

			// 操作模型视图矩阵
			gl.glMatrixMode(GL10.GL_MODELVIEW);
			gl.glLoadIdentity();
			// 设置眼球的参数
			GLU.gluLookAt(gl, 0f, 0f, 5f, 0f, 0f, 0f, 0f, 1f, 0f);

			// 启用剪裁
			gl.glEnable(GL10.GL_SCISSOR_TEST);

			// 旋转角度
			gl.glRotatef(xrotate, 1, 0, 0);
			gl.glRotatef(yrotate, 0, 1, 0);

			float[] coords = { -ratio, 1f, 2f, -ratio, -1f, 2f, ratio, 1f, 2f, ratio, -1f, 2f };

			// 颜色数组
			float[][] colors = { 
					{ 1f, 0f, 0f, 1f }, 
					{ 0f, 1f, 0f, 1f }, 
					{ 0f, 0f, 1f, 1f }, 
					{ 1f, 1f, 0f, 1f },
					{ 0f, 1f, 1f, 1f }, 
					{ 1f, 0f, 1f, 1f } };

			for (int i = 0; i < 6; i++) {
				// 设置剪裁区
				gl.glScissor(i * 20, i * 20, width - (i * 20 * 2), height - (i * 20 * 2));
				// 设置颜色
				gl.glColor4f(colors[i][0], colors[i][1], colors[i][2], colors[i][3]);
				gl.glVertexPointer(3, GL10.GL_FLOAT, 0, arr2ByteBuffer(coords));
				gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
			}
		}
	}

	private ByteBuffer arr2ByteBuffer(float[] arr) {
		ByteBuffer ibb = ByteBuffer.allocateDirect(arr.length * 4);
		ibb.order(ByteOrder.nativeOrder());
		FloatBuffer fbb = ibb.asFloatBuffer();
		fbb.put(arr);
		ibb.position(0);
		return ibb;
	}

	@Override
	public boolean onKeyDown(int keyCode, KeyEvent event) {
		float step = 5f;
		if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
			render.xrotate -= step;
		} else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
			render.xrotate += step;
		} else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
			render.yrotate += step;
		} else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
			render.yrotate -= step;
		}
		// 请求渲染,和脏渲染配合使用
		view.requestRender();
		return super.onKeyDown(keyCode, event);
	}
}

  (按键UP/DOWN/LEFT/RIGHT操作的都是最后绘制的粉红色块,其他没变)

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