一、 常用的坐标系
1. Android View 坐标系
2. opengl坐标系中采用的是3维坐标:
static final float COORD[] = {
-1.0f, -1.0f, //1
1.0f, -1.0f, //2
-1.0f, 1.0f, //3
1.0f, 1.0f, //4
};
坐标原点默认在屏幕的中间,即(width/2,height/2)位置上,z轴是从屏幕"内"指向屏幕外,而且还要注意原点和x,y轴平面是在屏幕的"表面",有引号,这个"表面"刚好是人看不到的面,所以如果你要画一条线,线端点(1,0,0),(0,1,0),直接画到屏幕上,将看不到显示,怎么办?很简单,这个坐标系是三维空间的,那么就将坐标系沿Z轴的负轴方向移动一点,将X,Y平面稍微向屏幕内部移动一点,就能够看到直线了,想象一下在三维空间中,将坐标系往屏幕里面推一下,那么x,y轴形成的平面就在屏幕里面了,在它上面的直线就可以看见了.后面有例子.
3. opengl 纹理的坐标系:
一般坐标系都自由操作移动(或旋转).
怎样证明 open gl 的纹理坐标系是什么样子的
在open gl 的坐标系中画出 x、Y、Z 轴的直线,根据现象就可以确定
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()*/);
setContentView(mSurfaceView/*R.layout.activity_main*/);
}
@Override
protected void onResume() {
super.onResume();
mSurfaceView.onResume();
}
@Override
protected void onPause() {
super.onPause();
mSurfaceView.onPause();
}
}
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_PROJ