使用OpenGL 进行最简单绘图,只是把显示区域渲染成蓝色即可
一、创建GLSurfaceView
GLSurfaceView 与一般View 差不多,用法基本相同,可以在XML中创建,也可能在代码中创建,本例为了方便,使用直接在代码中创建
mGlSurfaceView = new GLSurfaceView(this);
setContentView(mGlSurfaceView);
二、创建Renderer
新建一个类,继承并实现GLSurfaceView.Renderer接口的三个方法,三个方法具体作用在之前文章中已说明
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
// Enable Smooth Shading, default not really needed.
gl.glShadeModel(GL10.GL_SMOOTH);
// Depth buffer setup.
gl.glClearDepthf(1.0f);
// Enables depth testing.
gl.glEnable(GL10.GL_DEPTH_TEST);
// The type of depth testing to do.
gl.glDepthFunc(GL10.GL_LEQUAL);
// Really nice perspective calculations.
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
GL10.GL_NICEST);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// Sets the current view port to the new size.
gl.glViewport(0, 0, width, height);
// Select the projection matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
// Reset the projection matrix
gl.glLoadIdentity();// OpenGL docs.
// Select the modelview matrix
gl.glMatrixMode(GL10.GL_MODELVIEW);
// Reset the modelview matrix
gl.glLoadIdentity();
}
float angle = 90f;
@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);
// 设置颜色
gl.glClearColor(0.0f, 0.0f, 1.0f, 0.5f);
}
在onSurfaceCreated和onSurfaceChanged中的代码如尚未了解,可暂时不管,把它视为绘图的准备工作即可
三、结合GLSurfaceView与Renderer,使之绘画
BaseRenderer renderer = new BaseRenderer();
mGlSurfaceView.setRenderer(renderer);
mGlSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
OpenGL有两种绘制模式,分别为:
- GLSurfaceView.RENDERMODE_WHEN_DIRTY //通过GLSurfaceView.requestRender() 请求更新UI
- GLSurfaceView.RENDERMODE_CONTINUOUSLY //不断更新UI