OpenglES2.0 for Android:来画个圆吧
首先看看本节的流程:
计算圆的顶点坐标:
package com.cumt.shape;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.content.Context;
public class Circle {
private Context context;
private FloatBuffer vertexData;
// 定义圆心坐标
private float x;
private float y;
// 半径
private float r;
// 三角形分割的数量
private int count = 10;
// 每个顶点包含的数据个数 ( x 和 y )
private static final int POSITION_COMPONENT_COUNT = 2;
private static final int BYTES_PER_FLOAT = 4;
public Circle(Context context) {
this.context = context;
x = 0f;
y = 0f;
r = 0.6f;
initVertexData();
}
private void initVertexData() {
// 顶点的个数,我们分割count个三角形,有count+1个点,再加上圆心共有count+2个点
final int nodeCount = count + 2;
float circleCoords[] = new float[nodeCount * POSITION_COMPONENT_COUNT];
// x y
int offset = 0;
circleCoords[offset++] = x;// 中心点
circleCoords[offset++] = y;
for (int i = 0; i < count + 1; i++) {
float angleInRadians = ((float) i / (float) count)
* ((float) Math.PI * 2f);
circleCoords[offset++] = x + r * (float)Math.sin(angleInRadians);
circleCoords[offset++] = y + r * (float)Math.cos(angleInRadians);
}
// 为存放形状的坐标,初始化顶点字节缓冲
ByteBuffer bb = ByteBuffer.allocateDirect(
// (坐标数 * 4)float占四字节
circleCoords.length * BYTES_PER_FLOAT);
// 设用设备的本点字节序
bb.order(ByteOrder.nativeOrder());
// 从ByteBuffer创建一个浮点缓冲
vertexData = bb.asFloatBuffer();
// 把坐标们加入FloatBuffer中
vertexData.put(circleCoords);
// 设置buffer,从第一个坐标开始读
vertexData.position(0);
}
}圆的绘制:
package com.cumt.shape;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import com.cumt.openglestwo_test_one.R;
import com.cumt.utils.LoggerConfig;
import com.cumt.utils.ShaderHelper;
import com.cumt.utils.TextResourceReader;
import android.content.Context;
import android.opengl.GLES20;
public class Circle {
private Context context;
private FloatBuffer vertexData;
// 定义圆心坐标
private float x;
private float y;
// 半径
private float r;
// 三角形分割的数量
private int count = 40;
// 每个顶点包含的数据个数 ( x 和 y )
private static final int POSITION_COMPONENT_COUNT = 2;
private static final int BYTES_PER_FLOAT = 4;
private static final String U_COLOR = "u_Color";
private static final String A_POSITION = "a_Position";
private int program;
private int uColorLocation;
private int aPositionLocation;
public Circle(Context context) {
this.context = context;
x = 0f;
y = 0f;
r = 0.6f;
initVertexData();
}
private void initVertexData() {
// 顶点的个数,我们分割count个三角形,有count+1个点,再加上圆心共有count+2个点
final int nodeCount = count + 2;
float circleCoords[] = new float[nodeCount * POSITION_COMPONENT_COUNT];
// x y
int offset = 0;
circleCoords[offset++] = x;// 中心点
circleCoords[offset++] = y;
for (int i = 0; i < count + 1; i++) {
float angleInRadians = ((float) i / (float) count)
* ((float) Math.PI * 2f);
circleCoords[offset++] = x + r * (float)Math.sin(angleInRadians);
circleCoords[offset++] = y + r * (float)Math.cos(angleInRadians);
}
// 为存放形状的坐标,初始化顶点字节缓冲
ByteBuffer bb = ByteBuffer.allocateDirect(
// (坐标数 * 4)float占四字节
circleCoords.length * BYTES_PER_FLOAT);
// 设用设备的本点字节序
bb.order(ByteOrder.nativeOrder());
// 从ByteBuffer创建一个浮点缓冲
vertexData = bb.asFloatBuffer();
// 把坐标们加入FloatBuffer中
vertexData.put(circleCoords);
// 设置buffer,从第一个坐标开始读
vertexData.position(0);
getProgram();
uColorLocation = GLES20.glGetUniformLocation(program, U_COLOR);
aPositionLocation = GLES20.glGetAttribLocation(program, A_POSITION);
GLES20.glVertexAttribPointer(aPositionLocation, POSITION_COMPONENT_COUNT,
GLES20.GL_FLOAT, false, 0, vertexData);
GLES20.glEnableVertexAttribArray(aPositionLocation);
}
private void getProgram(){
String vertexShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.simple_vertex_shader);
String fragmentShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.simple_fragment_shader);
int vertexShader = ShaderHelper.compileVertexShader(vertexShaderSource);
int fragmentShader = ShaderHelper
.compileFragmentShader(fragmentShaderSource);
program = ShaderHelper.linkProgram(vertexShader, fragmentShader);
if (LoggerConfig.ON) {
ShaderHelper.validateProgram(program);
}
GLES20.glUseProgram(program);
}
public void draw(){
GLES20.glUniform4f(uColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, count +2);
}
}接下来我们在MyRender类中new 一个Circle对象,调用其draw方法进行绘制,结果如下:
宽高比的问题
正交投影
绘制真正的圆
uniform mat4 u_Matrix;
attribute vec4 a_Position;
void main()
{
gl_Position = u_Matrix * a_Position;
} u_Matrix即我们的4X4的投影矩阵,下面我们来修改Circle.java的代码 ,共分为四步,见下面代码中的 步骤 (Circle.java 中的第一步 ~~第四步) :
package com.cumt.shape;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import com.cumt.openglestwo_test_one.R;
import com.cumt.utils.LoggerConfig;
import com.cumt.utils.ShaderHelper;
import com.cumt.utils.TextResourceReader;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.Matrix;
public class Circle {
private Context context;
private FloatBuffer vertexData;
// 定义圆心坐标
private float x;
private float y;
// 半径
private float r;
// 三角形分割的数量
private int count = 10;
// 每个顶点包含的数据个数 ( x 和 y )
private static final int POSITION_COMPONENT_COUNT = 2;
private static final int BYTES_PER_FLOAT = 4;
private static final String U_COLOR = "u_Color";
private static final String A_POSITION = "a_Position";
private int program;
private int uColorLocation;
private int aPositionLocation;
/*
* 第一步: 定义投影矩阵相关
*/
private static final String U_MATRIX = "u_Matrix";
private final float[] projectionMatrix = new float[16];
private int uMatrixLocation;
public Circle(Context context) {
this.context = context;
x = 0f;
y = 0f;
r = 0.6f;
initVertexData();
}
private void initVertexData() {
// 顶点的个数,我们分割count个三角形,有count+1个点,再加上圆心共有count+2个点
final int nodeCount = count + 2;
float circleCoords[] = new float[nodeCount * POSITION_COMPONENT_COUNT];
// x y
int offset = 0;
circleCoords[offset++] = x;// 中心点
circleCoords[offset++] = y;
for (int i = 0; i < count + 1; i++) {
float angleInRadians = ((float) i / (float) count)
* ((float) Math.PI * 2f);
circleCoords[offset++] = x + r * (float)Math.sin(angleInRadians);
circleCoords[offset++] = y + r * (float)Math.cos(angleInRadians);
}
// 为存放形状的坐标,初始化顶点字节缓冲
ByteBuffer bb = ByteBuffer.allocateDirect(
// (坐标数 * 4)float占四字节
circleCoords.length * BYTES_PER_FLOAT);
// 设用设备的本点字节序
bb.order(ByteOrder.nativeOrder());
// 从ByteBuffer创建一个浮点缓冲
vertexData = bb.asFloatBuffer();
// 把坐标们加入FloatBuffer中
vertexData.put(circleCoords);
// 设置buffer,从第一个坐标开始读
vertexData.position(0);
getProgram();
uColorLocation = GLES20.glGetUniformLocation(program, U_COLOR);
aPositionLocation = GLES20.glGetAttribLocation(program, A_POSITION);
/*
* 第二步: 获取顶点着色器中投影矩阵的location
*/
uMatrixLocation = GLES20.glGetUniformLocation(program, U_MATRIX);
GLES20.glVertexAttribPointer(aPositionLocation, POSITION_COMPONENT_COUNT,
GLES20.GL_FLOAT, false, 0, vertexData);
GLES20.glEnableVertexAttribArray(aPositionLocation);
}
private void getProgram(){
String vertexShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.vertex_shader);
String fragmentShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.simple_fragment_shader);
int vertexShader = ShaderHelper.compileVertexShader(vertexShaderSource);
int fragmentShader = ShaderHelper
.compileFragmentShader(fragmentShaderSource);
program = ShaderHelper.linkProgram(vertexShader, fragmentShader);
if (LoggerConfig.ON) {
ShaderHelper.validateProgram(program);
}
GLES20.glUseProgram(program);
}
/**
* 第三步 : 根据屏幕的width 和 height 创建投影矩阵
* @param width
* @param height
*/
public void projectionMatrix(int width,int height){
final float aspectRatio = width > height ?
(float) width / (float) height :
(float) height / (float) width;
if(width > height){
Matrix.orthoM(projectionMatrix, 0, -aspectRatio, aspectRatio, -1f, 1f, -1f, 1f);
}else{
Matrix.orthoM(projectionMatrix, 0, -1f, 1f, -aspectRatio, aspectRatio, -1f, 1f);
}
}
public void draw(){
GLES20.glUniform4f(uColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
/*
* 第四步:传入投影矩阵
*/
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, projectionMatrix,0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, count +2);
}
}注意此时传入的顶点着色器是vertex_shader.glsl 而不是我们原来的simple_vertex_shader.glsl 。然后在MyRender中使用 :
package com.cumt.render;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import com.cumt.shape.Circle;
import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;
import static android.opengl.GLES20.glClear;
import static android.opengl.GLES20.glClearColor;
import static android.opengl.GLES20.glViewport;
import static android.opengl.GLES20.GL_COLOR_BUFFER_BIT;
public class MyRender implements Renderer {
private Context context;
public MyRender(Context context){
this.context = context;
}
Circle circle;
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.w("MyRender","onSurfaceCreated");
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
circle = new Circle(context);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
Log.w("MyRender","onSurfaceChanged");
glViewport(0,0,width,height);
//设置投影矩阵
circle.projectionMatrix(width, height);
}
public void onDrawFrame(GL10 gl) {
Log.w("MyRender","onDrawFrame");
glClear(GL_COLOR_BUFFER_BIT);
circle.draw();
}
}
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