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openGL绘制正方形

 

 

/**
 * 缓冲区工具类
 */
public class BufferUtil {
 /**
  * 将浮点数组转换成字节缓冲区
  */
 public static ByteBuffer arr2ByteBuffer(float[] arr){
  ByteBuffer ibb = ByteBuffer.allocateDirect(arr.length * 4);
  ibb.order(ByteOrder.nativeOrder());
  FloatBuffer fbb = ibb.asFloatBuffer();
  fbb.put(arr);
  ibb.position(0);
  return ibb ;
 }
 
 /**
  * 将list转换成字节缓冲区
  */
 public static ByteBuffer list2ByteBuffer(List<Float> list){
  ByteBuffer ibb = ByteBuffer.allocateDirect(list.size() * 4);
  ibb.order(ByteOrder.nativeOrder());
  FloatBuffer fbb = ibb.asFloatBuffer();
  for(Float f : list){
   fbb.put(f);
  }
  ibb.position(0);
  return ibb ;
 }
}

 

/**  

* 渲染器

 */

public abstract class AbstractMyRenderer implements android.opengl.GLSurfaceView.Renderer

{  

 private float ratio;  

  public float xrotate = 0f;//围绕x轴旋转角度

public float yrotate = 0f;//围绕x轴旋转角度  

 /**

  * 1.

  */  

public void onSurfaceCreated(GL10 gl, EGLConfig config)

{  

 //清平色  

 gl.glClearColor(0f, 0f, 0f, 1f);   

//启用顶点缓冲区数组

  gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  

}

/**  

* 2.

  */

 public void onSurfaceChanged(GL10 gl, int width, int height) {

//设置视口

  gl.glViewport(0, 0, width, height);   

ratio = (float)width / (float)height;   

//投影矩阵  

 gl.glMatrixMode(GL10.GL_PROJECTION);

  //加载单位矩阵  

 gl.glLoadIdentity();  

 //设置平截头体   

gl.glFrustumf(-ratio, ratio, -1, 1, 3f, 7f);  }

/**

  * 3.

  */  

public abstract void onDrawFrame(GL10 gl);

}

 

/**
 * 三角形带,正方形
 */
public class MyTriangleRenderer extends AbstractMyRenderer{

public void onDrawFrame(GL10 gl) {
  //清除颜色缓冲区
  gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
  //设置绘图颜色
  gl.glColor4f(1f, 0f, 0f, 1f);
  
  //操作模型视图矩阵
  gl.glMatrixMode(GL10.GL_MODELVIEW);
  gl.glLoadIdentity();
  //设置眼球的参数
  GLU.gluLookAt(gl,0f,0f,5f, 0f, 0f, 0f, 0f,1f,0f);
  
  //旋转角度
  gl.glRotatef(xrotate, 1, 0, 0);
  gl.glRotatef(yrotate, 0, 1, 0);

//计算点坐标
  float r = 0.5f ;//半径
  float[] coords = {
   -r,r,0,
   -r,-r,0,
   r,r,0,
   r,-r,0,
  };
  //指定顶点指针
  gl.glVertexPointer(3, GL10.GL_FLOAT, 0, BufferUtil.arr2ByteBuffer(coords));
  gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
 }

public class MainActivity extends Activity {

     private AbstractMyRenderer render;  

private MyGLSurfaceView view;

 public void onCreate(Bundle savedInstanceState) {

 super.onCreate(savedInstanceState);
        view = new GLSurfaceView(this);
        render = new MyTriangleRenderer();
        view.setRenderer(render);
        //GLSurfaceView.RENDERMODE_CONTINUOUSLY:持续渲染(默认)
        //GLSurfaceView.RENDERMODE_WHEN_DIRTY:脏渲染,命令渲染
        view.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
        setContentView(view);
    }

public boolean onKeyDown(int keyCode, KeyEvent event) {

float step = 5f ;
     //up
     if(keyCode == KeyEvent.KEYCODE_DPAD_UP){
      render.xrotate = render.xrotate - step ;
     }
     else if(keyCode == KeyEvent.KEYCODE_DPAD_DOWN){
      render.xrotate = render.xrotate + step ;
     }
     else if(keyCode == KeyEvent.KEYCODE_DPAD_LEFT){
      render.yrotate = render.yrotate + step ;
     }
     else if(keyCode == KeyEvent.KEYCODE_DPAD_RIGHT){
      render.yrotate = render.yrotate - step ;
     }
     //请求渲染,和脏渲染配合使用
     view.requestRender();
     return super.onKeyDown(keyCode, event);
    }
}