Android OpenGL10 基本圖形繪製

下面程序的opengl的圖形是根據Opengl1.0版本API進行的.

<a> : 首先繪製點:

<1> : 新建一個android studio工程,這個工程參考前一篇座標系的.工程名:PumpKinBasicGL10,主類如下:

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> : 畫點類程序如下:

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);

    }

}
上面程序主要是注意

gl.glDrawArrays(GL10.GL_POINTS,0,vertexs.length/3);

第一個參數爲設置繪製圖形類型.第一篇博客已有說明.

程序在x,y,z軸上面繪製畫出多個點.

渲染的類:

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);


    }
}

上面對於的座標線:

//pumpKin.draw(gl);

被註釋了,這個繪製的座標線不是必須的,只是讓人可以更好定位三維空間位置,能夠看得見.

運行結果:


如果將座標系直線顯示出來:


上面的在程序中,做了座標變換:對座標做了旋轉變換.

gl.glRotatef(45,1.0f,1.0f,1.0f);

座標線條程序和前一篇一模一樣:

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);

    }
}

上面即是繪製點.


<b> : 下面介紹繪製直線,其實繪製直線前面已經有了,比如繪製座標直線.只需要在上面工程添加繪製line的類和渲染類

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);

    }

}

繪製也可以通過:

gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);

進行,只是這個方法需要提供繪製序列點indices數組.

繪製的直線的:

0.0f,0.0f,0.0f,
            1.0f,0.0f,0.0f,

這兩點連接的線

以及:

0.0f,0.0f,0.0f,
            0.0f,1.0f,0.0f

這兩天鏈接的線.

即兩條線分別沿x,y正方向.

對應的渲染類如下:

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);


    }

}


如果想顯示當前的座標線,可以將

//        pumpKin.draw(gl);

去掉註釋.


<c> : 繪製多邊形:代碼如下

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);

    }

}


程序採用了兩種繪製圖像的方法:

gl.glDrawArrays

和:

gl.glDrawElements

這兩種繪製在前面大致說過了.

這裏主要介紹這兩個方法的第一個參數:分別是GL_TRIANGLES、GL_TRIANGLE_STRIP和GL_TRIANGLE_FAN

圖片出處:http://blog.csdn.net/xiajun07061225/article/details/7455283,參考具體說明:

GL_TRIANGLES是以每三個頂點繪製一個三角形。第一個三角形使用頂點v0,v1,v2,第二個使用v3,v4,v5,以此類推。如果頂點的個數n不是3的倍數,那麼最後的1個或者2個頂點會被忽略。

GL_TRIANGLE_STRIP則稍微有點複雜。
其規律是:
構建當前三角形的頂點的連接順序依賴於要和前面已經出現過的2個頂點組成三角形的當前頂點的序號的奇偶性(如果從0開始):
如果當前頂點是奇數:
組成三角形的頂點排列順序:T = [n-1 n-2 n].
如果當前頂點是偶數:
組成三角形的頂點排列順序:T = [n-2 n-21 n].
以上圖爲例,第一個三角形,頂點v2序號是2,是偶數,則頂點排列順序是v0,v1,v2。第二個三角形,頂點v3序號是3,是奇數,則頂點排列順序是v2,v1,v3,第三個三角形,頂點v4序號是4,是偶數,則頂點排列順序是v2,v3,v4,以此類推。
這個順序是爲了保證所有的三角形都是按照相同的方向繪製的,使這個三角形串能夠正確形成表面的一部分。對於某些操作,維持方向是很重要的,比如剔除。
注意:頂點個數n至少要大於3,否則不能繪製任何三角形。

GL_TRIANGLE_FAN與GL_TRIANGLE_STRIP類似,不過它的三角形的頂點排列順序是T = [n-1 n-2 n].各三角形形成一個扇形序列

還有一個更加具體的可以參考,非常好:

http://blog.csdn.net/gisxs/article/details/16897229

對應渲染類:

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);

    }
}

如果調用draw1方法,運行結果如下:


如果將渲染類中程序修改:

//        pumpKinTriangle.draw1(gl);
        pumpKinTriangle.draw1E(gl);


運行結果:



上面大致介紹了基本二維圖形的繪製.

下面介紹三維圖形,三維圖形其實和二維在程序上面沒什麼區別,只是需要注意z軸了,座標方式差不多.三維圖形基本也是由基本二維圖形構成的.

<d> : 繪製金字塔模型:

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);

改程序設置:設置逆時針方向爲正面.

上面的程序了vertexs頂點數組,可以很難搞清,等下在渲染器中添加座標,然後再來對應上面的座標點就瞭解了.
下面給出對應的渲染類:

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);

    }
}


運行結果:




一個金字塔形的立體需要4個面,一共需要5個頂點,主要是要定好座標原點,比如上面座標原點在金字塔中心位置.比如上面對着我們的綠色角,對應的頂點座標(-1.0f, -1.0f,  1.0f),紅色頂點在y軸(紅線是x軸,綠色y軸,藍色z軸)位置(0.0f,  1.0f,  0.0f),剛好綠線(y軸)結果頂點,其他的一次類推.


<e> : 下面介紹立方體,基本上都是類似做法,立方體有八個座標,同上,原點(0,0,0)設置在立方體中心位置,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
    * 三維座標系原點在這個立方體中心
    * */
    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);

    }

}

特別說一下:

gl.glFrontFace(GL10.GL_CCW);
        gl.glEnable(GL10.GL_CULL_FACE);
        gl.glCullFace(GL10.GL_BACK);
gl.glEnable(GL10.GL_CULL_FACE);
設置openggl有剔除效果,就是看不到的面就不畫,當然可以增加效率
gl.glCullFace(GL10.GL_BACK);
設置背面被剔除,不畫.
gl.glFrontFace(GL10.GL_CCW);
設置逆時針方向爲正面


對應渲染器類:

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;
    }
}


運行如下:




至於紋理部分將在後面單獨給出來簡述.


















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