1.創建一個接口,好處在於直接在activity修改渲染操作,免得換來換去
package com.opengles; import javax.microedition.khronos.opengles.GL10; public interface IOpenGLDemo { public void DrawScene(GL10 gl); }
2.創建渲染類OpenGLRenderer
package com.opengles; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLU; public class OpenGLRenderer implements Renderer { private final IOpenGLDemo openGLDemo; public OpenGLRenderer(IOpenGLDemo demo) { openGLDemo = demo; } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Set the background color to black ( rgba ). //黑色背景 gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. // 啟用陰影平滑(不是必須的) gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. // 設置深度緩存 gl.glClearDepthf(1.0f); // Enables depth testing. // 啟用深度測試 gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. // 所作深度測試的類型 gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. // 對透視進行修正 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); } public void onDrawFrame(GL10 gl) { if (openGLDemo != null) { openGLDemo.DrawScene(gl); } } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. // 設置畫面的大小 gl.glViewport(0, 0, width, height); // Select the projection matrix // 設置投影矩陣 gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix // 重置投影矩陣 gl.glLoadIdentity(); // Calculate the aspect ratio of the window // 設置畫面比例 GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix // 選擇模型觀察矩陣 gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix // 重置模型觀察矩陣 gl.glLoadIdentity(); } }
3.創建activity,實現上面的接口
package com.opengles; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.opengles.GL10; import android.app.Activity; import android.opengl.GLSurfaceView; import android.os.Bundle; import android.view.Window; import android.view.WindowManager; public class Main extends Activity implements IOpenGLDemo { private GLSurfaceView mGLSurfaceView; // 畫點的坐標 float[] vertexArray = new float[] { -0.8f, -0.4f * 1.732f, 0.0f, 0.8f,-0.4f * 1.732f, 0.0f, 0.0f, 0.4f * 1.732f, 0.0f, }; // 畫線的坐標 float vertexArray2[] = { -0.8f, -0.4f * 1.732f, 0.0f, -0.4f, 0.4f * 1.732f,0.0f, 0.0f, -0.4f * 1.732f, 0.0f, 0.4f, 0.4f * 1.732f, 0.0f, }; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); this.requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); mGLSurfaceView = new GLSurfaceView(this); mGLSurfaceView.setRenderer(new OpenGLRenderer(this)); setContentView(mGLSurfaceView); }
//渲染操作就在DrawScene(GL10 gl)這個辦法操作 // 畫背景色 // public void DrawScene(GL10 gl) { // gl.glClearColor(0f, 0f, 1.0f, 0.0f);//設置背景顏色 // // Clears the screen and depth buffer. // gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // } // 畫點 // public void DrawScene(GL10 gl) { // gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);//每次畫頁面把上次的緩存清除掉 // //System.out.println("這里已經執行"); // ByteBuffer vbb = ByteBuffer.allocateDirect(vertexArray.length * 4); // vbb.order(ByteOrder.nativeOrder()); // FloatBuffer vertex = vbb.asFloatBuffer(); // vertex.put(vertexArray); // vertex.position(0); // // gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);//點的顏色 // gl.glPointSize(18f); // gl.glLoadIdentity(); // gl.glTranslatef(0, 0, -4); // // gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // // gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertex);//3表示xyz3唯坐標 // gl.glDrawArrays(GL10.GL_POINTS, 0, 3); // // gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // // } // 畫線 public void DrawScene(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); ByteBuffer vbb = ByteBuffer.allocateDirect(vertexArray2.length * 4); vbb.order(ByteOrder.nativeOrder()); FloatBuffer vertex = vbb.asFloatBuffer(); vertex.put(vertexArray); vertex.position(0); gl.glLoadIdentity(); gl.glTranslatef(0, 0, -4); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertex); int index = new Random().nextInt(4); switch (index) { case 1: gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); gl.glDrawArrays(GL10.GL_LINES, 0, 4); break; case 2: gl.glColor4f(0.0f, 1.0f, 0.0f, 1.0f); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, 4); break; case 3: gl.glColor4f(0.0f, 0.0f, 1.0f, 1.0f); gl.glDrawArrays(GL10.GL_LINE_LOOP, 0, 4); break; } gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } @Override protected void onResume() { // Ideally a game should implement // onResume() and onPause() // to take appropriate action when the // activity looses focus super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { // Ideally a game should implement onResume() // and onPause() // to take appropriate action when the // activity looses focus super.onPause(); mGLSurfaceView.onPause(); } }