上个星期学习了下金字塔的绘制,然后这周有看了看正方体的绘制,通过依次绘制6个面来绘制正方体,整体代码跟上次的金三角没有区别,只是坐标点,颜色,已经绘制的代码有点区别,上代码看看
//这是坐标
private static float[][] cubeVertexCoords = new float[][] {
new float[] { // top
1, 1,-1,
-1, 1,-1,
-1, 1, 1,
1, 1, 1
},
new float[] { // bottom
1,-1, 1,
-1,-1, 1,
-1,-1,-1,
1,-1,-1
},
new float[] { // front
1, 1, 1,
-1, 1, 1,
-1,-1, 1,
1,-1, 1
},
new float[] { // back
1,-1,-1,
-1,-1,-1,
-1, 1,-1,
1, 1,-1
},
new float[] { // left
-1, 1, 1,
-1, 1,-1,
-1,-1,-1,
-1,-1, 1
},
new float[] { // right
1, 1,-1,
1, 1, 1,
1,-1, 1,
1,-1,-1
},
};
//这是颜色
private static float[] cubeColors = new float[] {
0,1,0,1,
1,0.5f,0,1,
1,0,0,1,
1,1,0,1,
0,0,1,1,
1,0,1,1
};
然后必须要把呀转化为FloatBuffer ,这样就可以使用了
private static FloatBuffer[] cubeVertexBfr;
private static FloatBuffer cubeColorBfr;
转化我写了个转化的工具类
public class BufferUtil {
private static FloatBuffer floatBuffer;
public static FloatBuffer floatToBuffer(float[] f){
ByteBuffer buffer =ByteBuffer.allocateDirect(f.length*4);
buffer.order(ByteOrder.nativeOrder());
floatBuffer =buffer.asFloatBuffer();
floatBuffer.put(f);
floatBuffer.position(0);
return floatBuffer;
}
下边是绘制的代码
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);//在上边打开在下边就要关闭,这个原因是然后边的绘制不会复用前边的颜色等的样式
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
for (int i = 0; i < 6; i++) // draw each face
{
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, cubeVertexBfr[i]);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, cubeColorBfr);
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4);
}
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}