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.