大家好,今天我讲一下Android OpenGL,这个系列是我的学习笔记,希望对大家有所帮助!这一节将给大家简洁的介绍一下术语,以及第一个Android OpenGL程序.
首先让我看们看一下术语:
Vertex (顶点)
A vertex is a point in 3D space and is the building block for many objects. In OpenGL you can specify as few as two coordinates (X,Y) and as many as four (X,Y,Z,W). The w-axis is optional, the default value is set to 1.0. The z-axis is also optional, the default value is set to 0. In this series, we will use the three main coordinates X, Y, and Z, since the W is generally used as a placeholder. The plural of vertex is vertices (mainly important for non native speakers, because it may create confusion). All objects are drawn using vertices as their points, so a point will refer to a vertex.
Triangle (三角)
A triangle requires three points to be created. So in OpenGL, we use three vertices to create one.
Polygon (多边形)
A polygon is an object which has at least three connected points. Therefor a triangle is also a polygon.
Primitives (基本实体)
A primitive is a three-dimensional object created using either triangles or polygons. A bit ironic: A detailed model with 50.000 vertices is also a primitive like a low detailed model with 500 vertices.
下面就是我们的第一个Android OpenGL程序:
- package com.android.tutor;
- import android.app.Activity;
- import android.opengl.GLSurfaceView;
- import android.os.Bundle;
- public class OpenGl_Lesson1 extends Activity {
- public void onCreate(Bundle savedInstanceState) {
- super .onCreate(savedInstanceState);
- GLSurfaceView mGlSurfaceView = new GLSurfaceView( this );
- mGlSurfaceView.setRenderer(new OpenGLRender());
- setContentView(mGlSurfaceView);
- }
- }
我们这里的View是用的GLSurfaceView,但是它要setRenderer()一下,就像我们Activity里面的setContentView()方法一样!
这里的OpenGLRender是我重新写的类,它继承于GLSurfaceView.Renderer,我们要实现其种的三个方法:
onSurfaceCreated(),onSurfaceChanged(),onDrawFrame()。代码如下:
- package com.android.tutor;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- import android.opengl.GLSurfaceView.Renderer;
- public class OpenGLRender implements Renderer {
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- // TODO Auto-generated method stub
- gl.glClearColor(0 .9f, 0 .2f, 0 .2f, 1 .0f);
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- gl.glViewport(0 , 0 , width, height);
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- // TODO Auto-generated method stub
- }
- }
第10行就是相当于我们设置画布颜色RGBA(红绿蓝透),第11行这里是清除深度颜色缓存,不加上一句,第10句不起作用,整个View的颜色
还是黑黑的!
运行效果如下:
前面讲了一些Android OpenGl 的概念问题,这一节讲给大家讲一下如何画一个三角现出来.
一、新建一个Android工程命名为:OpenGL_Lesson2.
二、修改OpenGL_Lesson2.java代码如下:
- package com.android.tutor;
- import android.app.Activity;
- import android.os.Bundle;
- public class OpenGL_Lesson2 extends Activity {
- private OpenGlView mOpenGlView;
- public void onCreate(Bundle savedInstanceState) {
- super .onCreate(savedInstanceState);
- mOpenGlView = new OpenGlView( this );
- setContentView(mOpenGlView);
- }
- }
三、新建一个类OpenGlView.java继承与GLSurfaceView,代码如下:
- package com.android.tutor;
- import android.content.Context;
- import android.opengl.GLSurfaceView;
- public class OpenGlView extends GLSurfaceView {
- private OpenGlRender mOpenGlRender;
- public OpenGlView(Context context) {
- super (context);
- mOpenGlRender = new OpenGlRender();
- setRenderer(mOpenGlRender);
- }
- }
四、新建一个OpenGlRender.java类继承与Renderer,代码如下:
- package com.android.tutor;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import java.nio.ShortBuffer;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- import android.opengl.GLSurfaceView.Renderer;
- public class OpenGlRender implements Renderer {
- private float _red = 0f;
- private float _green = 25f;
- private float _blue = 200f;
- private ShortBuffer _indexBuffer;
- private FloatBuffer _vertexBuffer;
- private short [] _indicesArray = { 0 , 1 , 2 };
- private int _nrOfVertices = 3 ;
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- initTriangle();
- }
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- gl.glViewport(0 , 0 , width, height);
- }
- @Override
- public void onDrawFrame(GL10 gl) {
- gl.glClearColor(_red, _green, _blue, 1 .0f);
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
- gl.glColor4f(0 .5f, 0f, 0f, 0 .5f);
- gl.glVertexPointer(_nrOfVertices, GL10.GL_FLOAT, 0 , _vertexBuffer);
- gl.glDrawElements(GL10.GL_TRIANGLES, _nrOfVertices, GL10.GL_UNSIGNED_SHORT, _indexBuffer);
- }
- private void initTriangle() {
- // float has 4 bytes
- ByteBuffer vbb = ByteBuffer.allocateDirect(_nrOfVertices * 3 * 4 );
- vbb.order(ByteOrder.nativeOrder());
- _vertexBuffer = vbb.asFloatBuffer();
- // short has 4 bytes
- ByteBuffer ibb = ByteBuffer.allocateDirect(_nrOfVertices * 2 );
- ibb.order(ByteOrder.nativeOrder());
- _indexBuffer = ibb.asShortBuffer();
- float [] coords = {
- -0 .5f, - 0 .5f, 0f, // (x1, y1, z1)
- 0 .5f, - 0 .5f, 0f, // (x2, y2, z2)
- 0f, 0 .5f, 0f // (x3, y3, z3)
- };
- _vertexBuffer.put(coords);
- _indexBuffer.put(_indicesArray);
- _vertexBuffer.position(0 );
- _indexBuffer.position(0 );
- }
- }
五、运行之,效果如下:
今天晚上就先不做详细解释了!改日在加上!谢谢~