在模拟器中要做一个彩色的三角形和正方形,代码里面我写了一些注解,新学opengl,不正确的地方望指正!
1、SqureOpenGlActivity类为Activity类
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.WindowManager;
public class SqureOpenGlActivity extends Activity {
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
MyRenderer glRender = new MyRenderer();
GLSurfaceView gView = new GLSurfaceView(this);
gView.setRenderer(glRender);
setContentView(gView);
}
}
2、渲染类MyRenderer
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView.Renderer;
public class MyRenderer implements Renderer {
static int one = 0x10000;//int one =1
//缓冲区:三角形、正方形、三角形颜色、正方形颜色
private static IntBuffer trangelBuffer;
private static IntBuffer squreBuffer;
private static IntBuffer mTraColorBuffer;
private static IntBuffer mSquColorbBuffer;
//三角形顶点
private int[] vertices = new int[]{
0,one,0,
-one,-one,0,
one,-one,0
};
//正方形坐标
private int[] squres = new int[] {
one,one,0,
-one,one,0,
one,-one,0,
-one,-one,0
};
//三角形各个顶点的颜色
private int[] colorTra = new int[]{
one,0,0,one,
0,one,0,one,
0,0,one,one
};
//正方形各个顶点的颜色
private int[] colorSqu = new int[] {
one,0,0,0,
one,one,0,0,
one,one,one,0,
0,one,one,0
};
@Override
public void onDrawFrame(GL10 gl) {
// 准备缓冲区
//trangle
ByteBuffer vbb1 = ByteBuffer.allocateDirect(vertices.length * 4);
vbb1.order(ByteOrder.nativeOrder());
trangelBuffer = vbb1.asIntBuffer();
trangelBuffer.put(vertices);
trangelBuffer.position(0);
//squre
ByteBuffer vbb2 = ByteBuffer.allocateDirect(squres.length * 4);
vbb2.order(ByteOrder.nativeOrder());
squreBuffer = vbb2.asIntBuffer();
squreBuffer.put(squres);
squreBuffer.position(0);
//trangle color
ByteBuffer color1 = ByteBuffer.allocateDirect(colorTra.length * 4);
color1.order(ByteOrder.nativeOrder());
mTraColorBuffer = color1.asIntBuffer();
mTraColorBuffer.put(colorTra);
mTraColorBuffer.position(0);
//squre color
ByteBuffer color2 = ByteBuffer.allocateDirect(colorSqu.length * 4);
color2.order(ByteOrder.nativeOrder());
mSquColorbBuffer = color2.asIntBuffer();
mSquColorbBuffer.put(colorSqu);
mSquColorbBuffer.position(0);
//开始绘制三角形
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
//允许顶点和颜色缓冲
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
//三角形处理
gl.glTranslatef(-1.5f, 0.0f, -6.0f);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, trangelBuffer);
gl.glColorPointer(4, GL10.GL_FIXED, 0, mTraColorBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
gl.glLoadIdentity();
//正方形处理
gl.glTranslatef(1.5f, 0.0f, -6.0f);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, squreBuffer);
gl.glColorPointer(4, GL10.GL_FIXED, 0, mSquColorbBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//取消缓冲
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
float ratio = (float) width / height;
// 窗体变化时调用
//场景大小
gl.glViewport(0, 0, width, height);
//投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
//设置视图的大小
gl.glFrustumf( -ratio, ratio, -1, 1, 1f, 10);
//选择观察矩阵模型
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 关闭图形抖动,否则灯光照射后没有光斑效果
gl.glDisable(GL10.GL_DITHER);
//透视效果
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
//启用平滑阴影
gl.glShadeModel(GL10.GL_SMOOTH);
//设置深度缓存
gl.glClearDepthf(1.0f);
//启用深度缓存
gl.glEnable(GL10.GL_DEPTH_TEST);
//设置深度测试的类型
gl.glDepthFunc(GL10.GL_LEQUAL);
// gl.glLoadIdentity();
//清屏为黑色
gl.glClearColor(0, 0, 0, 0);
}
}
3、运行效果如下: