android opengl es--三角形,四边形

import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;

public class OneRend implements GLSurfaceView.Renderer {

 float oneF = 1.0f;
 float quadRotate = 0f;
 private FloatBuffer triggerBuffer2 = FloatBuffer.wrap(new float[] { 0,
   oneF, 0, -oneF, -oneF, 0, oneF, -oneF, 0 });

 private FloatBuffer triggerBuffer1 = FloatBuffer.wrap(new float[] { oneF,
   oneF, 0, -oneF, oneF, 0, oneF, -oneF, 0, -oneF, -oneF, 0 });

 private FloatBuffer color = FloatBuffer.wrap(new float[] { oneF, oneF, 0,
   oneF, -oneF, oneF, 0, oneF, oneF, -oneF, 0, oneF, -oneF, -oneF, 0,
   oneF });

 public OneRend() {
 }

 /**
  * 画图
  */
 public void onDrawFrame(GL10 gl) {
  // 清除深度缓存
  gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT);
  // 重置观察模式
  gl.glMatrixMode(GL10.GL_MODELVIEW);
  gl.glLoadIdentity();
  // 平移中心(左移1.5个单位,向屏幕内移6.0个单位)
  gl.glTranslatef(-1.5f, 0.0f, -4.0f);
  gl.glRotatef(quadRotate, 0, .5f, 0f);
  // gl.glColor4f(1f, 0f, 0f, 1f);
  // 激活设备状态,准备用顶点的方式来绘制
  gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glEnableClientState(gl.GL_COLOR_ARRAY);
  gl.glVertexPointer(3, gl.GL_FLOAT, 0, triggerBuffer2);
  gl.glColorPointer(4, gl.GL_FLOAT, 0, color);
  gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
  gl.glFinish();

  gl.glTranslatef(3.0f, 0.0f, 0.0f);
  gl.glRotatef(quadRotate, 0.0f, 1f, 0f);
  // gl.glColor4f(0f, 1f, 0f, 1f);
  gl.glVertexPointer(3, gl.GL_FLOAT, 0, triggerBuffer1);
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
  gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glDisableClientState(gl.GL_COLOR_ARRAY);
  quadRotate += .5f;
 }

 /**
  * 大小改变时
  */
 public void onSurfaceChanged(GL10 gl, int width, int height) {
  if (height == 0) {
   height = 1;
  }
  float ratio = (float) width / height;
  gl.glViewport(0, 0, width, height);
  // 选择投影矩阵
  gl.glMatrixMode(gl.GL_PROJECTION);
  // 重置投影矩阵
  gl.glLoadIdentity();
  // 设置视口大小
  gl.glFrustumf(-ratio, ratio, -1, 1, 1f, 10.0f);
  // 选择模型观察矩阵
  gl.glMatrixMode(gl.GL_MODELVIEW);
  // 重置
  gl.glLoadIdentity();

 }

 /**
  * 实使化工作
  */
 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
   gl.glEnable(GL10.GL_DEPTH_TEST);
         gl.glDepthFunc(GL10.GL_LEQUAL);
  // 取消抖动
  gl.glDisable(GL10.GL_DITHER);
  // 阴影平滑
  gl.glShadeModel(gl.GL_SMOOTH);
  // 黑色背景
  gl.glClearColor(0, 0, 0, 0);
  // 设置深度缓存
  gl.glClearDepthf(1.0f);
  // 启用深度测试
  gl.glEnable(gl.GL_DEPTH_TEST);
  gl.glEnable(GL10.GL_CULL_FACE);
  gl.glEnable(GL10.GL_BLEND); // 打开混合
  // 设置深度测试类型(深度小的时候也渲染)
  gl.glDepthFunc(gl.GL_LEQUAL);
  gl.glDisable(GL10.GL_DEPTH_TEST); // 关闭深度测试
  gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); // 基于源象素alpha通道值的半透明混合函数
  // 最好的视角修正
  gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_FASTEST);
 }
}

 

import zhou.ne.he.four.FourRend;
import zhou.ne.he.one.OneRend;
import zhou.ne.he.thri.ThriRend;
import zhou.ne.he.two.TwoRend;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;

public class Run extends Activity {

 private GLSurfaceView gl_view = null;
 private GLSurfaceView.Renderer gl_rend = null;
 private float mPreviousX;
 private float mPreviousY;

 public void onCreate(Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);
  gl_view = new GLSurfaceView(this);
  gl_rend = new FourRend(this.getApplicationContext());
//  gl_rend = new OneRend();
//  gl_rend = new TwoRend();
//  gl_rend = new ThriRend(this.getApplicationContext());
  gl_view.setRenderer(gl_rend);
  setContentView(gl_view);
 }

 public boolean onKeyUp(int keyCode, KeyEvent event) {
  ((ThriRend) gl_rend).onKeyUp(keyCode, event);
  return false;
 }

 public boolean onTouchEvent(MotionEvent event) {
  float x = event.getX();
  float y = event.getY();
  if (event.getAction() == event.ACTION_MOVE) {
   ((ThriRend) gl_rend).rato += (x - mPreviousX) * 0.5f;
  }
  mPreviousX = x;
  mPreviousY = y;
  return super.onTouchEvent(event);
 }

 protected void onResume() {
  super.onResume();
  gl_view.onResume();
 }

 protected void onPause() {
  super.onPause();
  gl_view.onPause();
 }
}

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