android使用OpenGL ES定义图片形状

为了能够开发高端的图形作品,定义形状往往是第一步。使用OpenGL ES绘制图片你不需要知道OpenGL ES怎样希望你去定义图片对象。下面介绍协调系统相关的和屏幕,定义了形状,如三角形和圆形。

定义一个三角形:

OpenGL ES允许你在三维空间定义对象。

class Triangle {

   
private FloatBuffer vertexBuffer;

   
// 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
   
};

   
// 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(
               
// (number of coordinate values * 4 bytes per float)
                triangleCoords
.length * 4);
       
// 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);
   
}

定义一个矩形:

class Square {

   
private FloatBuffer vertexBuffer;
   
private ShortBuffer drawListBuffer;

   
// number of coordinates per vertex in this array
   
static final int COORDS_PER_VERTEX = 3;
   
static float squareCoords[] = { -0.5f,  0.5f, 0.0f,   // top left
                                   
-0.5f, -0.5f, 0.0f,   // bottom left
                                    
0.5f, -0.5f, 0.0f,   // bottom right
                                    
0.5f,  0.5f, 0.0f }; // top right

   
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices

   
public Square() {
       
// initialize vertex byte buffer for shape coordinates
       
ByteBuffer bb = ByteBuffer.allocateDirect(
       
// (# of coordinate values * 4 bytes per float)
                squareCoords
.length * 4);
        bb
.order(ByteOrder.nativeOrder());
        vertexBuffer
= bb.asFloatBuffer();
        vertexBuffer
.put(squareCoords);
        vertexBuffer
.position(0);

       
// initialize byte buffer for the draw list
       
ByteBuffer dlb = ByteBuffer.allocateDirect(
       
// (# of coordinate values * 2 bytes per short)
                drawOrder
.length * 2);
        dlb
.order(ByteOrder.nativeOrder());
        drawListBuffer
= dlb.asShortBuffer();
        drawListBuffer
.put(drawOrder);
        drawListBuffer
.position(0);
   
}
}

 

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