使用open GL ES 绘制三角形
首先自定义一个GLSurfaceView
class MyGLSurceView extends GLSurfaceView { public MyGLSurceView(Context context, AttributeSet attrs) { super(context, attrs); } public MyGLSurceView(Context context) { super(context); } }
再定义一个给GLSurfaceView进行渲染的渲染器Renderer,他是GLSurfaceView的内部接口类。
class MyRenderer implements GLSurfaceView.Renderer { @Override public void onDrawFrame(GL10 gl) { //清除缓存颜色区域 gl.glClear(GL10.GL_COLOR_BUFFER_BIT); //设置模型视图 gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity();//加载单位矩阵 //眼睛放置的位置 //GL10 gl, float eyeX, float eyeY, float eyeZ, 眼睛放置的位置 //float centerX, float centerY, float centerZ, 相机放置的位置 //float upX, float upY, float upZ 相机的朝向 GLU.gluLookAt(gl, 0, 0, 5, 0, 0, 0, 0, 1, 0); //定义三角形的点x,y,z float[] coords = { 0f,0.5f,0f, -0.5f,-0.5f,0f, 0.5f,-0.5f,0f }; //存到内存缓存区 ByteBuffer buffer = ByteBuffer.allocateDirect(coords.length *4); buffer.order(ByteOrder.nativeOrder()); //放置顶点坐标 FloatBuffer floatBuf = buffer.asFloatBuffer(); floatBuf.put(coords);//将点存放到floatBuffer里面 buffer.position(0);//指针指向0 //制定绘制点的颜色 gl.glColor4f(1f, 0f, 0f, 1f); //开始绘制点 //3 三维点, type数据类型,0跨度,顶点缓冲区 gl.glVertexPointer(3, GL10.GL_FLOAT, 0, buffer); //设置绘制三角形 gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { //设置视口区域 gl.glViewport(0, 0, width, height); //设置绘制模式 gl.glMatrixMode(GL10.GL_PROJECTION); //设置为单例矩阵 gl.glLoadIdentity(); float ration = (float)width/(float)height; //设置平截头体 左,右,下,上,近平面,远平面 gl.glFrustumf(-1f, 1f, -ration, ration, 3, 7); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig arg1) { //设置清屏颜色 gl.glClearColor(1, 1, 1, 1); //启动绘制顶点数组 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); } }
public class MainActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); MyGLSurceView glSurceView = new MyGLSurceView(this); glSurceView.setRenderer(new MyRenderer()); setContentView(glSurceView); } }
运行效果图如下:
时间: 2024-11-08 11:36:42