Android OpenGL 简单实例




实现步骤:

1。定义一个MyRenderer实现接口Renderer。

2。建立一个Activity,使用GLSurfaceView来填充。


代码如下:


搬来网上的代码例子,如下:

【转】Android OpenGL 简单实例

http://hi.baidu.com/944298455/blog/item/b40fc62d1ca601164c088dc4.html



package com.ywopengl;

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;
        private static IntBuffer triangleBuffer;
        private static IntBuffer quaterBuffer;
        private static IntBuffer color1Buffer;
        private static IntBuffer color2Buffer;
        private int[] vertices = new int[] { 0, one, 0, -one, -one, 0, one, -one, 0 };
        private int[] quater = new int[] { one, one, 0, -one, one, 0, one, -one, 0,
                -one, -one, 0 };
        private int[] color = new int[] { one, 0, 0, one, 0, one, 0, one, 0, 0,
                one, one };
        private int[] color2 = new int[] { one, 0, 0, 0, one, one, 0, 0, one, one,
                one, 0, 0, one, one, 0 };
        @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);
            gl.glLoadIdentity();
            // triangle的ByteBuffer
            ByteBuffer vbb1 = ByteBuffer.allocateDirect(vertices.length * 4);
            vbb1.order(ByteOrder.nativeOrder());
            triangleBuffer = vbb1.asIntBuffer();
            triangleBuffer.put(vertices);
            triangleBuffer.position(0);
            // quater的ByteBuffer
            ByteBuffer vbb2 = ByteBuffer.allocateDirect(quater.length * 4);
            vbb2.order(ByteOrder.nativeOrder());
            quaterBuffer = vbb2.asIntBuffer();
            quaterBuffer.put(quater);
            quaterBuffer.position(0);
            // color的ByteBuffer
            ByteBuffer colorvbb1 = ByteBuffer.allocateDirect(color.length * 4);
            colorvbb1.order(ByteOrder.nativeOrder());
            color1Buffer = colorvbb1.asIntBuffer();
            color1Buffer.put(color);
            color1Buffer.position(0);
            // color2的ByteBuffer
            ByteBuffer colorvbb2 = ByteBuffer.allocateDirect(color2.length * 4);
            colorvbb2.order(ByteOrder.nativeOrder());
            color2Buffer = colorvbb2.asIntBuffer();
            color2Buffer.put(color2);
            color2Buffer.position(0);
            // 绘制Triangles
            // 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();
            // 允许设置顶点
            gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
            // 允许设置颜色
            gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
            // 左移1.5单位,并移入屏幕6.0
            gl.glTranslatef(-1.5f, 0.0f, -6.0f);
            // 设置三角形
            gl.glVertexPointer(3, GL10.GL_FIXED, 0, triangleBuffer);
            // 设置三角形颜色
            gl.glColorPointer(4, GL10.GL_FIXED, 0, color1Buffer);
            // 绘制三角形
            gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
            // 重置当前模型的观察矩阵
            gl.glLoadIdentity();
            // 左移1.5单位,并移入屏幕6.0
            gl.glTranslatef(1.5f, 0.0f, -6.0f);
            // 设置正方形
            gl.glVertexPointer(3, GL10.GL_FIXED, 0, quaterBuffer);
            // 设置正方形颜色
            gl.glColorPointer(4, GL10.GL_FIXED, 0, color2Buffer);
            // 绘制正方形
            gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
            // 取消颜色设置
            gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
            // 取消顶点设置
            gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        }
        @Override
        public void onSurfaceChanged(GL10 gl, int width, int height) {
            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);
            gl.glMatrixMode(GL10.GL_MODELVIEW);
            // 重置当前模型观察矩阵
            gl.glLoadIdentity();
        }
        @Override
        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
            // 告诉系统对透视进行修正
            gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
            // 黑色背景
            gl.glClearColor(0, 0, 0, 0);
            // 启用阴影平滑
            gl.glShadeModel(GL10.GL_SMOOTH);
            // 设置深度缓存
            gl.glClearDepthf(1.0f);
            // 启用深度测试
            gl.glEnable(GL10.GL_DEPTH_TEST);
            // 所做深度测试的类型
            gl.glDepthFunc(GL10.GL_LEQUAL);
        }
}



package com.ywopengl;

import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.os.Bundle;

public class YwopenglActivity extends Activity {
//    /** Called when the activity is first created. */
//    @Override
//    public void onCreate(Bundle savedInstanceState) {
//        super.onCreate(savedInstanceState);
//        setContentView(R.layout.main);
//    }
    
    
    private GLSurfaceView glSurfaceView;
    private Renderer renderer;
    /** Called when the activity is first created. */
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        // Initialize
//        init();
        renderer = new MyRenderer();
        glSurfaceView = new GLSurfaceView(this);
        glSurfaceView.setRenderer(renderer);
        setContentView(glSurfaceView);
    }
//    public void init() {
//
//    }
}


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