OpenGL ES 只能通过绘制三角形来构造几何图形,比如前面绘制的20面体Android OpenGL ES 开发教程(12):绘制一个20面体,通过增加正多面体的边数,就可以构造出一个球体:
在项目中创建一个Sphere 类,它的Draw 方法,通过绘制三角形来构造球体,并且为其添加法线,法线主要用于光照效果,将在后面介绍。
public void draw(GL10 gl) {
float theta, pai;
float co, si;
float r1, r2;
float h1, h2;
float step = 2.0f;
float[][] v = new float[32][3];
ByteBuffer vbb;
FloatBuffer vBuf;
vbb = ByteBuffer.allocateDirect(v.length * v[0].length * 4);
vbb.order(ByteOrder.nativeOrder());
vBuf = vbb.asFloatBuffer();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
for (pai = -90.0f; pai < 90.0f; pai += step) {
int n = 0;
r1 = (float)Math.cos(pai * Math.PI / 180.0);
r2 = (float)Math.cos((pai + step) * Math.PI / 180.0);
h1 = (float)Math.sin(pai * Math.PI / 180.0);
h2 = (float)Math.sin((pai + step) * Math.PI / 180.0);
for (theta = 0.0f; theta <= 360.0f; theta += step) {
co = (float)Math.cos(theta * Math.PI / 180.0);
si = -(float)Math.sin(theta * Math.PI / 180.0);
v[n][0] = (r2 * co);
v[n][1] = (h2);
v[n][2] = (r2 * si);
v[n + 1][0] = (r1 * co);
v[n + 1][1] = (h1);
v[n + 1][2] = (r1 * si);
vBuf.put(v[n]);
vBuf.put(v[n + 1]);
n += 2;
if(n>31){
vBuf.position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vBuf);
gl.glNormalPointer(GL10.GL_FLOAT, 0, vBuf);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, n);
n = 0;
theta -= step;
}
}
vBuf.position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vBuf);
gl.glNormalPointer(GL10.GL_FLOAT, 0, vBuf);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, n);
}
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
}
有了Sphere 类, 创建一个DrawSphere Activity来绘制球体,为了能看出3D效果,给场景中添加光源(后面介绍)
public void DrawScene(GL10 gl) {
super.DrawScene(gl);
initScene(gl);
sphere.draw(gl);
}
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