原文地址:http://blog.csdn.net/qq_31726827/article/details/51308580
下面程序的opengl的图形是根据Opengl1.0版本API进行的.
<a> : 首先绘制点:
<1> : 新建一个Android studio工程,这个工程参考前一篇坐标系的.工程名:PumpKinBasicGL10,主类如下:
- package org.durian.pumpkinbasicgl10;
- import android.app.Activity;
- import android.opengl.GLSurfaceView;
- import android.os.Bundle;
- import org.durian.pumpkinbasicgl10.draw2d.PumpKinRenderer;
- import org.durian.pumpkinbasicgl10.draw2d.dot.PumpkinDotRenderer;
- import org.durian.pumpkinbasicgl10.draw2d.line.PumpKinLineRenderer;
- import org.durian.pumpkinbasicgl10.draw2d.triangle.PumpKinTriangleRenderer;
- import org.durian.pumpkinbasicgl10.draw3d.cube.PumpKinCubeRenderer;
- import org.durian.pumpkinbasicgl10.draw3d.shapes.PumpKinPyramidRenderer;
- public class MainActivity extends Activity {
- private GLSurfaceView mSurfaceView;
- @Override
- protected void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
- mSurfaceView=new GLSurfaceView(this);
- mSurfaceView.setRenderer(/*new PumpKinRenderer()*/new PumpkinDotRenderer()/*new PumpKinLineRenderer(this)*//*new PumpKinTriangleRenderer()*//*new PumpKinPyramidRenderer()*//*new PumpKinCubeRenderer()*/);
- setContentView(mSurfaceView/*R.layout.activity_main*/);
- }
- @Override
- protected void onResume() {
- super.onResume();
- mSurfaceView.onResume();
- }
- @Override
- protected void onPause() {
- super.onPause();
- mSurfaceView.onPause();
- }
- }
<2> : 画点类程序如下:
- package org.durian.pumpkinbasicgl10.draw2d.dot;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/26.
- */
- public class PumpKinDot {
- private FloatBuffer vertexsBuffer;
- private FloatBuffer colorsBuffer;
- //x,y,z
- private float[] vertexs=new float[]{
- 1.0f,0.0f,0.0f,
- 0.0f,1.0f,0.0f,
- -1.0f,0.0f,0.0f,
- 0.0f,-1.0f,0.0f,
- 0.5f,0.0f,0.0f,
- 0.0f,0.5f,0.0f,
- -0.5f,0.0f,0.0f,
- 0.0f,-0.5f,0.0f,
- 0.0f,0.0f,0.0f,
- 0.0f,0.0f,1.0f,
- 0.0f,0.0f,-1.0f,
- 0.0f,0.0f,0.5f,
- 0.0f,0.0f,-0.5f,
- 0.0f,0.0f,0.0f
- };
- //r,g,b,a
- private float[] colors={
- 0.0f,1.0f,0.0f,1.0f,
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 1.0f,1.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 1.0f,0.0f,0.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f,
- 1.0f,1.0f,1.0f,1.0f,
- };
- public PumpKinDot(){
- ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
- vbb.order(ByteOrder.nativeOrder());
- vertexsBuffer=vbb.asFloatBuffer();
- vertexsBuffer.put(vertexs);
- vertexsBuffer.position(0);
- ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);
- cbb.order(ByteOrder.nativeOrder());
- colorsBuffer=cbb.asFloatBuffer();
- colorsBuffer.put(colors);
- colorsBuffer.position(0);
- }
- public void draw(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);
- gl.glDrawArrays(GL10.GL_POINTS,0,vertexs.length/3);
- gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- }
- gl.glDrawArrays(GL10.GL_POINTS,0,vertexs.length/3);
第一个参数为设置绘制图形类型.第一篇博客已有说明.
程序在x,y,z轴上面绘制画出多个点.
渲染的类:
- package org.durian.pumpkinbasicgl10.draw2d.dot;
- import android.opengl.GLSurfaceView;
- import android.opengl.GLU;
- import org.durian.pumpkinbasicgl10.draw2d.PumpKin;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/26.
- */
- public class PumpkinDotRenderer implements GLSurfaceView.Renderer {
- private PumpKinDot pumpKinDot;
- private PumpKin pumpKin;
- public PumpkinDotRenderer() {
- pumpKinDot = new PumpKinDot();
- pumpKin=new PumpKin();
- }
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
- gl.glClearDepthf(1.0f);
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthFunc(GL10.GL_LEQUAL);
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glDisable(GL10.GL_DITHER);
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- if (height == 0) {
- height = 1;
- }
- float aspect = (float) width / height;
- gl.glViewport(0, 0, width, height);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
- gl.glLoadIdentity();
- gl.glTranslatef(0.0f, 0.0f, -6.0f);
- gl.glRotatef(45,1.0f,1.0f,1.0f);
- //pumpKin.draw(gl);
- pumpKinDot.draw(gl);
- }
- }
上面对于的坐标线:
- //pumpKin.draw(gl);
被注释了,这个绘制的坐标线不是必须的,只是让人可以更好定位三维空间位置,能够看得见.
运行结果:
如果将坐标系直线显示出来:
上面的在程序中,做了坐标变换:对坐标做了旋转变换.
- gl.glRotatef(45,1.0f,1.0f,1.0f);
坐标线条程序和前一篇一模一样:
- package org.durian.pumpkinbasicgl10.draw2d;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/28.
- */
- public class PumpKin {
- private FloatBuffer vertexsBuffer;
- private FloatBuffer colorsBuffer;
- private ByteBuffer indicesBuffer;
- private float vertexs[]={
- -3.0f,0.0f,0.0f,
- 3.0f,0.0f,0.0f,
- 0.0f,-3.0f,0.0f,
- 0.0f,3.0f,0.0f,
- 0.0f,0.0f,-3.0f,
- 0.0f,0.0f,3.0f
- };
- private float colors[]={
- 1.0f,0.0f,0.0f,1.0f,
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 0.0f,0.0f,1.0f,1.0f,
- 0.0f,0.0f,1.0f,1.0f
- };
- private byte indices[]={0,1,2};
- public PumpKin(){
- ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
- vbb.order(ByteOrder.nativeOrder());
- vertexsBuffer=vbb.asFloatBuffer();
- vertexsBuffer.put(vertexs);
- vertexsBuffer.position(0);
- ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);
- cbb.order(ByteOrder.nativeOrder());
- colorsBuffer=cbb.asFloatBuffer();
- colorsBuffer.put(colors);
- colorsBuffer.position(0);
- }
- public void draw(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);
- gl.glDrawArrays(GL10.GL_LINES,0,vertexs.length/3);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- }
- package org.durian.pumpkinbasicgl10.draw2d;
- import android.opengl.GLSurfaceView;
- import android.opengl.GLU;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/28.
- */
- public class PumpKinRenderer implements GLSurfaceView.Renderer {
- private PumpKin pumpKin;
- public PumpKinRenderer(){
- pumpKin=new PumpKin();
- }
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- gl.glClearColor(0.0f,0.0f,0.0f,1.0f);
- gl.glClearDepthf(1.0f);
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthFunc(GL10.GL_LEQUAL);
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glDisable(GL10.GL_DITHER);
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- if(height==0){
- height=1;
- }
- float aspect=(float)width/height;
- gl.glViewport(0,0,width,height);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);
- gl.glLoadIdentity();
- gl.glTranslatef(0.0f,0.0f,-2f);
- gl.glRotatef(45,1.0f,1.0f,1.0f);
- pumpKin.draw(gl);
- }
- }
上面即是绘制点.
<b> : 下面介绍绘制直线,其实绘制直线前面已经有了,比如绘制坐标直线.只需要在上面工程添加绘制line的类和渲染类
- package org.durian.pumpkinbasicgl10.draw2d.line;
- import android.util.Log;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/26.
- */
- public class PumpKinLine {
- private FloatBuffer vertexsBuffer;
- private FloatBuffer colorsBuffer;
- private ByteBuffer indicesBuffer;
- private float[] vertexss={
- -1.0f,-1.0f,0.0f,
- 1.0f,-1.0f,0.0f,
- -1.0f,1.0f,0.0f,
- 1.0f,1.0f,0.0f
- };
- //x,y,z
- private float[] vertexs={
- 0.0f,0.0f,0.0f,
- 1.0f,0.0f,0.0f,
- 0.0f,0.0f,0.0f,
- 0.0f,1.0f,0.0f
- };
- //r,g,b,a
- private float[] colors={
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f
- };
- private byte[] indices={
- 0,1,2
- };
- public PumpKinLine(){
- ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
- vbb.order(ByteOrder.nativeOrder());
- vertexsBuffer=vbb.asFloatBuffer();
- vertexsBuffer.put(vertexs);
- vertexsBuffer.position(0);
- ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);
- cbb.order(ByteOrder.nativeOrder());
- colorsBuffer=cbb.asFloatBuffer();
- colorsBuffer.put(colors);
- colorsBuffer.position(0);
- indicesBuffer=ByteBuffer.allocateDirect(indices.length);
- indicesBuffer.put(indices);
- indicesBuffer.position(0);
- }
- public void draw(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);
- gl.glColor4f(1.0f,0.0f,0.0f,1.0f);
- gl.glDrawArrays(GL10.GL_LINES,0,vertexs.length/3);
- //gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);
- gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- }
绘制也可以通过:
- gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);
进行,只是这个方法需要提供绘制序列点indices数组.
绘制的直线的:
- 0.0f,0.0f,0.0f,
- 1.0f,0.0f,0.0f,
这两点连接的线
以及:
- 0.0f,0.0f,0.0f,
- 0.0f,1.0f,0.0f
这两天链接的线.
即两条线分别沿x,y正方向.
对应的渲染类如下:
- package org.durian.pumpkinbasicgl10.draw2d.line;
- import android.content.Context;
- import android.opengl.GLSurfaceView;
- import android.opengl.GLU;
- import org.durian.pumpkinbasicgl10.draw2d.PumpKin;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/26.
- */
- public class PumpKinLineRenderer implements GLSurfaceView.Renderer {
- private PumpKinLine pumpKinLine;
- private PumpKin pumpKin;
- public PumpKinLineRenderer(){
- pumpKinLine=new PumpKinLine();
- pumpKin=new PumpKin();
- }
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- gl.glClearColor(0.0f,0.0f,0.0f,1.0f);
- gl.glClearDepthf(1.0f);
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthFunc(GL10.GL_LEQUAL);
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glDisable(GL10.GL_DITHER);
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- if(height==0){
- height=1;
- }
- float aspect=(float)width/height;
- gl.glViewport(0,0,width,height);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);
- gl.glLoadIdentity();
- //gl.glTranslatef(0.0f,0.0f,0.0f);
- gl.glTranslatef(0.0f,0.0f,-0.1f);
- //gl.glTranslatef(-3.0f,0.0f,-6.0f);
- //gl.glTranslatef(3.0f,0.0f,1.0f);
- // pumpKin.draw(gl);
- pumpKinLine.draw(gl);
- }
- }
如果想显示当前的坐标线,可以将
- // pumpKin.draw(gl);
去掉注释.
<c> : 绘制多边形:代码如下
- package org.durian.pumpkinbasicgl10.draw2d.triangle;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/27.
- */
- public class PumpKinTriangle {
- private FloatBuffer vertexsBuffer;
- private FloatBuffer vertexsaBuffer;
- private FloatBuffer colorsBuffer;
- private FloatBuffer colorsaBuffer;
- private ByteBuffer indicesBuffer;
- private ByteBuffer indicesaBuffer;
- //x,y,z
- private float[] vertexs={
- 1.0f,0.0f,0.0f,
- 0.0f,1.0f,0.0f,
- 0.0f,0.0f,1.0f
- };
- private float[] vertexsa={
- 1.0f,0.0f,0.0f,
- 0.0f,1.0f,0.0f,
- 0.0f,0.0f,1.0f,
- 1.0f,0.0f,1.0f,
- 0.5f,1.0f,0.0f,
- 0.5f,1.0f,1.0f
- };
- //r,g,b,a
- private float[] colors={
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 0.0f,0.0f,1.0f,1.0f
- };
- private float[] colorsa={
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 0.0f,0.0f,1.0f,1.0f,
- 1.0f,0.0f,0.0f,1.0f,
- 0.0f,1.0f,0.0f,1.0f,
- 0.0f,0.0f,1.0f,1.0f
- };
- private byte[] indices={0,1,2};
- private byte[] indicesa={0,1,2,3,4,5};
- public PumpKinTriangle(){
- ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
- vbb.order(ByteOrder.nativeOrder());
- vertexsBuffer=vbb.asFloatBuffer();
- vertexsBuffer.put(vertexs);
- vertexsBuffer.position(0);
- ByteBuffer vbba=ByteBuffer.allocateDirect(vertexsa.length*4);
- vbba.order(ByteOrder.nativeOrder());
- vertexsaBuffer=vbba.asFloatBuffer();
- vertexsaBuffer.put(vertexsa);
- vertexsaBuffer.position(0);
- ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);
- cbb.order(ByteOrder.nativeOrder());
- colorsBuffer=cbb.asFloatBuffer();
- colorsBuffer.put(colors);
- colorsBuffer.position(0);
- ByteBuffer cbba=ByteBuffer.allocateDirect(colorsa.length*4);
- cbba.order(ByteOrder.nativeOrder());
- colorsaBuffer=cbba.asFloatBuffer();
- colorsaBuffer.put(colorsa);
- colorsaBuffer.position(0);
- indicesBuffer=ByteBuffer.allocateDirect(indices.length);
- indicesBuffer.order(ByteOrder.nativeOrder());
- indicesBuffer.put(indices);
- indicesBuffer.position(0);
- indicesaBuffer=ByteBuffer.allocateDirect(indicesa.length);
- indicesaBuffer.order(ByteOrder.nativeOrder());
- indicesaBuffer.put(indicesa);
- indicesaBuffer.position(0);
- }
- // type :GL10.GL_TRIANGLES
- public void draw(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);
- gl.glDrawArrays(GL10.GL_TRIANGLES,0,vertexs.length/3);
- gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- public void drawE(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);
- gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);
- gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- public void drawNc(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glColor4f(0.0f,1.0f,0.0f,1.0f);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- gl.glDrawArrays(GL10.GL_TRIANGLES,0,vertexs.length/3);
- }
- //type : GL10.GL_TRIANGLE_STRIP
- public void draw1(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsaBuffer);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsaBuffer);
- gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,0,vertexsa.length/3);
- gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- //type : GL10.GL_TRIANGLE_FAN
- public void draw1E(GL10 gl){
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsaBuffer);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsaBuffer);
- gl.glDrawElements(GL10.GL_TRIANGLE_FAN,indicesa.length,GL10.GL_UNSIGNED_BYTE,indicesaBuffer);
- gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- }
程序采用了两种绘制图像的方法:
- gl.glDrawArrays
和:
- gl.glDrawElements
这两种绘制在前面大致说过了.
这里主要介绍这两个方法的第一个参数:分别是GL_TRIANGLES、GL_TRIANGLE_STRIP和GL_TRIANGLE_FAN
图片出处:http://blog.csdn.NET/xiajun07061225/article/details/7455283,参考具体说明:
- GL_TRIANGLES是以每三个顶点绘制一个三角形。第一个三角形使用顶点v0,v1,v2,第二个使用v3,v4,v5,以此类推。如果顶点的个数n不是3的倍数,那么最后的1个或者2个顶点会被忽略。
- GL_TRIANGLE_STRIP则稍微有点复杂。
- 其规律是:
- 构建当前三角形的顶点的连接顺序依赖于要和前面已经出现过的2个顶点组成三角形的当前顶点的序号的奇偶性(如果从0开始):
- 如果当前顶点是奇数:
- 组成三角形的顶点排列顺序:T = [n-1 n-2 n].
- 如果当前顶点是偶数:
- 组成三角形的顶点排列顺序:T = [n-2 n-21 n].
- 以上图为例,第一个三角形,顶点v2序号是2,是偶数,则顶点排列顺序是v0,v1,v2。第二个三角形,顶点v3序号是3,是奇数,则顶点排列顺序是v2,v1,v3,第三个三角形,顶点v4序号是4,是偶数,则顶点排列顺序是v2,v3,v4,以此类推。
- 这个顺序是为了保证所有的三角形都是按照相同的方向绘制的,使这个三角形串能够正确形成表面的一部分。对于某些操作,维持方向是很重要的,比如剔除。
- 注意:顶点个数n至少要大于3,否则不能绘制任何三角形。
- GL_TRIANGLE_FAN与GL_TRIANGLE_STRIP类似,不过它的三角形的顶点排列顺序是T = [n-1 n-2 n].各三角形形成一个扇形序列
还有一个更加具体的可以参考,非常好:
http://blog.csdn.net/gisxs/article/details/16897229
对应渲染类:
- package org.durian.pumpkinbasicgl10.draw2d.triangle;
- import android.opengl.GLSurfaceView;
- import android.opengl.GLU;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/27.
- */
- public class PumpKinTriangleRenderer implements GLSurfaceView.Renderer {
- private PumpKinTriangle pumpKinTriangle;
- public PumpKinTriangleRenderer(){
- pumpKinTriangle=new PumpKinTriangle();
- }
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- gl.glClearColor(0.0f,0.0f,0.0f,1.0f);
- gl.glClearDepthf(1.0f);
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthFunc(GL10.GL_LEQUAL);
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glDisable(GL10.GL_DITHER);
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- if(height==0){
- height=1;
- }
- float aspect=(float)width/height;
- gl.glViewport(0,0,width,height);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);
- gl.glLoadIdentity();
- gl.glTranslatef(0.0f,0.0f,-6.0f);
- pumpKinTriangle.draw1(gl);
- }
- }
如果调用draw1方法,运行结果如下:
如果将渲染类中程序修改:
- // pumpKinTriangle.draw1(gl);
- pumpKinTriangle.draw1E(gl);
运行结果:
上面大致介绍了基本二维图形的绘制.
下面介绍三维图形,三维图形其实和二维在程序上面没什么区别,只是需要注意z轴了,坐标方式差不多.三维图形基本也是由基本二维图形构成的.
<d> : 绘制金字塔模型:
- package org.durian.pumpkinbasicgl10.draw3d.shapes;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/28.
- */
- public class PumpKinPyramid {
- private FloatBuffer vertexsBuffer;
- private FloatBuffer colorsBuffer;
- private ByteBuffer indicesBuffer;
- // 5 vertices of the pyramid in (x,y,z)
- private float[] vertexs={
- -1.0f, -1.0f, -1.0f, // 0. left-bottom-back
- 1.0f, -1.0f, -1.0f, // 1. right-bottom-back
- 1.0f, -1.0f, 1.0f, // 2. right-bottom-front
- -1.0f, -1.0f, 1.0f, // 3. left-bottom-front
- 0.0f, 1.0f, 0.0f // 4. top
- };
- // Colors of the 5 vertices in RGBA
- private float[] colors={
- 0.0f, 0.0f, 1.0f, 1.0f, // 0. blue
- 0.0f, 1.0f, 0.0f, 1.0f, // 1. green
- 0.0f, 0.0f, 1.0f, 1.0f, // 2. blue
- 0.0f, 1.0f, 0.0f, 1.0f, // 3. green
- 1.0f, 0.0f, 0.0f, 1.0f // 4. red
- };
- private byte indices[]={
- 2, 4, 3, // front face (CCW)
- 1, 4, 2, // right face
- 0, 4, 1, // back face
- 4, 0, 3 // left face
- };
- public PumpKinPyramid(){
- ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
- vbb.order(ByteOrder.nativeOrder());
- vertexsBuffer=vbb.asFloatBuffer();
- vertexsBuffer.put(vertexs);
- vertexsBuffer.position(0);
- ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);
- cbb.order(ByteOrder.nativeOrder());
- colorsBuffer=cbb.asFloatBuffer();
- colorsBuffer.put(colors);
- colorsBuffer.position(0);
- indicesBuffer=ByteBuffer.allocateDirect(indices.length);
- indicesBuffer.order(ByteOrder.nativeOrder());
- indicesBuffer.put(indices);
- indicesBuffer.position(0);
- }
- public void draw(GL10 gl){
- gl.glFrontFace(GL10.GL_CCW);
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
- gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- gl.glDrawElements(GL10.GL_TRIANGLE_STRIP,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);
- gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- }
- }
其中:
- gl.glFrontFace(GL10.GL_CCW);
改程序设置:设置逆时针方向为正面.
上面的程序了vertexs顶点数组,可以很难搞清,等下在渲染器中添加坐标,然后再来对应上面的坐标点就了解了.
下面给出对应的渲染类:
- package org.durian.pumpkinbasicgl10.draw3d.shapes;
- import android.opengl.GLSurfaceView;
- import android.opengl.GLU;
- import org.durian.pumpkinbasicgl10.draw2d.PumpKin;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/28.
- */
- public class PumpKinPyramidRenderer implements GLSurfaceView.Renderer {
- private PumpKinPyramid pumpKinPyramid;
- private PumpKin pumpKin;
- public PumpKinPyramidRenderer(){
- pumpKinPyramid=new PumpKinPyramid();
- pumpKin=new PumpKin();
- }
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- gl.glClearColor(0.0f,0.0f,0.0f,1.0f);
- gl.glClearDepthf(1.0f);
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthFunc(GL10.GL_LEQUAL);
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glDisable(GL10.GL_DITHER);
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- if(height==0){
- height=1;
- }
- float aspect=(float)width/height;
- gl.glViewport(0,0,width,height);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);
- gl.glLoadIdentity();
- gl.glTranslatef(0.0f, 0.0f, -8.0f);
- gl.glRotatef(45,1.0f,1.0f,1.0f);
- pumpKinPyramid.draw(gl);
- pumpKin.draw(gl);
- }
- }
运行结果:
一个金字塔形的立体需要4个面,一共需要5个顶点,主要是要定好坐标原点,比如上面坐标原点在金字塔中心位置.比如上面对着我们的绿色角,对应的顶点坐标(-1.0f, -1.0f, 1.0f),红色顶点在y轴(红线是x轴,绿色y轴,蓝色z轴)位置(0.0f, 1.0f, 0.0f),刚好绿线(y轴)结果顶点,其他的一次类推.
<e> : 下面介绍立方体,基本上都是类似做法,立方体有八个坐标,同上,原点(0,0,0)设置在立方体中心位置,程序如下:
- package org.durian.pumpkinbasicgl10.draw3d.cube;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/29.
- */
- public class PumpKinCube {
- private FloatBuffer vertexsBuffer;
- private FloatBuffer lvertexsBuffer;
- private FloatBuffer lcolorsBuffer;
- /*
- * eight vertex as following :
- * V0 : -1.0f, -1.0f, 1.0f
- * V1 : 1.0f, -1.0f, 1.0f
- * V2 : -1.0f, 1.0f, 1.0f
- * V3 : -1.0f, -1.0f, -1.0f
- * V4 : -1.0f, -1.0f, -1.0f
- * V5 : -1.0f, 1.0f, -1.0f
- * V6 : 1.0f, -1.0f, -1.0f
- * V7 : 1.0f, 1.0f, -1.0f
- * 三维坐标系原点在这个立方体中心
- * */
- private float[] vertices = { // Vertices of the 6 faces
- // FRONT
- -1.0f, -1.0f, 1.0f, // 0. left-bottom-front
- 1.0f, -1.0f, 1.0f, // 1. right-bottom-front
- -1.0f, 1.0f, 1.0f, // 2. left-top-front
- 1.0f, 1.0f, 1.0f, // 3. right-top-front
- // BACK
- 1.0f, -1.0f, -1.0f, // 6. right-bottom-back
- -1.0f, -1.0f, -1.0f, // 4. left-bottom-back
- 1.0f, 1.0f, -1.0f, // 7. right-top-back
- -1.0f, 1.0f, -1.0f, // 5. left-top-back
- // LEFT
- -1.0f, -1.0f, -1.0f, // 4. left-bottom-back
- -1.0f, -1.0f, 1.0f, // 0. left-bottom-front
- -1.0f, 1.0f, -1.0f, // 5. left-top-back
- -1.0f, 1.0f, 1.0f, // 2. left-top-front
- // RIGHT
- 1.0f, -1.0f, 1.0f, // 1. right-bottom-front
- 1.0f, -1.0f, -1.0f, // 6. right-bottom-back
- 1.0f, 1.0f, 1.0f, // 3. right-top-front
- 1.0f, 1.0f, -1.0f, // 7. right-top-back
- // TOP
- -1.0f, 1.0f, 1.0f, // 2. left-top-front
- 1.0f, 1.0f, 1.0f, // 3. right-top-front
- -1.0f, 1.0f, -1.0f, // 5. left-top-back
- 1.0f, 1.0f, -1.0f, // 7. right-top-back
- // BOTTOM
- -1.0f, -1.0f, -1.0f, // 4. left-bottom-back
- 1.0f, -1.0f, -1.0f, // 6. right-bottom-back
- -1.0f, -1.0f, 1.0f, // 0. left-bottom-front
- 1.0f, -1.0f, 1.0f // 1. right-bottom-front
- };
- private float[][] colors = { // Colors of the 6 faces
- {1.0f, 0.5f, 0.0f, 1.0f}, // 0. orange
- {1.0f, 0.0f, 1.0f, 1.0f}, // 1. violet
- {0.0f, 1.0f, 0.0f, 1.0f}, // 2. green
- {0.0f, 0.0f, 1.0f, 1.0f}, // 3. blue
- {1.0f, 0.0f, 0.0f, 1.0f}, // 4. red
- {1.0f, 1.0f, 0.0f, 1.0f} // 5. yellow
- };
- public PumpKinCube(){
- ByteBuffer vbb=ByteBuffer.allocateDirect(vertices.length*4);
- vbb.order(ByteOrder.nativeOrder());
- vertexsBuffer=vbb.asFloatBuffer();
- vertexsBuffer.put(vertices);
- vertexsBuffer.position(0);
- }
- public void draw(GL10 gl){
- gl.glFrontFace(GL10.GL_CCW);
- gl.glEnable(GL10.GL_CULL_FACE);
- gl.glCullFace(GL10.GL_BACK);
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);
- for(int i=0;i<6;i++){
- gl.glColor4f(colors[i][0],colors[i][1],colors[i][2],colors[i][3]);
- gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,i*4,4);
- }
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glDisable(GL10.GL_CULL_FACE);
- }
- }
特别说一下:
- gl.glFrontFace(GL10.GL_CCW);
- gl.glEnable(GL10.GL_CULL_FACE);
- gl.glCullFace(GL10.GL_BACK);
- gl.glEnable(GL10.GL_CULL_FACE);
- gl.glCullFace(GL10.GL_BACK);
- gl.glFrontFace(GL10.GL_CCW);
对应渲染器类:
- package org.durian.pumpkinbasicgl10.draw3d.cube;
- import android.opengl.GLSurfaceView;
- import android.opengl.GLU;
- import org.durian.pumpkinbasicgl10.draw2d.PumpKin;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Created by Administrator on 2016/4/29.
- */
- public class PumpKinCubeRenderer implements GLSurfaceView.Renderer {
- private PumpKinCube pumpKinCube;
- private PumpKin pumpKin;
- private int cubeAngle=0;
- private int cubeSpeech=1;
- public PumpKinCubeRenderer(){
- pumpKinCube=new PumpKinCube();
- pumpKin=new PumpKin();
- }
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- gl.glClearColor(0.0f,0.0f,0.0f,1.0f);
- gl.glClearDepthf(1.0f);
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthFunc(GL10.GL_LEQUAL);
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glDisable(GL10.GL_DITHER);
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- if(height==0){
- height=1;
- }
- float aspect=(float)width/height;
- gl.glViewport(0,0,width,height);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);
- gl.glLoadIdentity();
- gl.glTranslatef(0.0f,0.0f,-6.0f);
- gl.glRotatef(cubeAngle,1.0f,1.0f,1.0f);
- gl.glScalef(0.8f,0.8f,0.8f);
- pumpKinCube.draw(gl);
- pumpKin.draw(gl);
- cubeAngle+=cubeSpeech;
- }
- }
运行如下:
至于纹理部分将在后面单独给出来简述.