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Android OpenGL ES(十一)绘制一个20面体 .

时间:2023-02-10 08:34:24

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Android OpenGL ES(十一)绘制一个20面体 .

前面介绍了OpenGL ES所有能够绘制的基本图形,点,线段和三角形。其它所有复杂的2D或3D图形都是由这些基本图形构成。

本例介绍如何使用三角形构造一个正20面体。一个正20面体,有12个顶点,20个面,30条边构成:

创建一个DrawIcosahedron Activity, 定义20面体的12个顶点,和20个面如下:

static final float X=.525731112119133606f;static final float Z=.850650808352039932f;static float vertices[] = new float[]{-X, 0.0f, Z, X, 0.0f, Z, -X, 0.0f, -Z, X, 0.0f, -Z,0.0f, Z, X, 0.0f, Z, -X, 0.0f, -Z, X, 0.0f, -Z, -X,Z, X, 0.0f, -Z, X, 0.0f, Z, -X, 0.0f, -Z, -X, 0.0f};static short indices[] = new short[]{0,4,1, 0,9,4, 9,5,4, 4,5,8, 4,8,1,8,10,1, 8,3,10, 5,3,8, 5,2,3, 2,7,3,7,10,3, 7,6,10, 7,11,6, 11,0,6, 0,1,6,6,1,10, 9,0,11, 9,11,2, 9,2,5, 7,2,11 };

OpenGL ES缺省使用同一种颜色来绘制图形,为了能够更好的显示3D效果,我们为每个顶点随机定义一些颜色如下:

float[] colors = {0f, 0f, 0f, 1f,0f, 0f, 1f, 1f,0f, 1f, 0f, 1f,0f, 1f, 1f, 1f,1f, 0f, 0f, 1f,1f, 0f, 1f, 1f,1f, 1f, 0f, 1f,1f, 1f, 1f, 1f,1f, 0f, 0f, 1f,0f, 1f, 0f, 1f,0f, 0f, 1f, 1f,1f, 0f, 1f, 1f};

将顶点,面,颜色存放到Buffer中以提高性能:

private FloatBuffer vertexBuffer;private FloatBuffer colorBuffer;private ShortBuffer indexBuffer;ByteBuffer vbb= ByteBuffer.allocateDirect(vertices.length * 4);vbb.order(ByteOrder.nativeOrder());vertexBuffer = vbb.asFloatBuffer();vertexBuffer.put(vertices);vertexBuffer.position(0);ByteBuffer cbb= ByteBuffer.allocateDirect(colors.length * 4);cbb.order(ByteOrder.nativeOrder());colorBuffer = cbb.asFloatBuffer();colorBuffer.put(colors);colorBuffer.position(0);ByteBuffer ibb= ByteBuffer.allocateDirect(indices.length * 2);ibb.order(ByteOrder.nativeOrder());indexBuffer = ibb.asShortBuffer();indexBuffer.put(indices);indexBuffer.position(0);

看一看DrawScene代码:

public void DrawScene(GL10 gl) {super.DrawScene(gl);gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);gl.glLoadIdentity();gl.glTranslatef(0, 0, -4);gl.glRotatef(angle, 0, 1, 0);gl.glFrontFace(GL10.GL_CCW);gl.glEnable(GL10.GL_CULL_FACE);gl.glCullFace(GL10.GL_BACK);gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);gl.glEnableClientState(GL10.GL_COLOR_ARRAY);gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,GL10.GL_UNSIGNED_SHORT, indexBuffer);gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);gl.glDisable(GL10.GL_CULL_FACE);angle++;}

用来绘制20面体使用了gl.glDrawElements:

public abstract void glDrawElements(int mode, int count, int type, Buffer indices) ,可以重新定义顶点的顺序,顶点的顺序由indices Buffer 指定。

本例会显示一个绕Y轴不断旋转的20面体,如何旋转模型将在后面的坐标系统和坐标变换中介绍.

完整代码:

MainActiviy.java

package com.example.gltest;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.nio.ShortBuffer;import javax.microedition.khronos.opengles.GL10;import android.opengl.GLSurfaceView;import android.os.Bundle;import android.app.Activity;import android.view.Menu;import android.view.Window;import android.view.WindowManager;public class MainActivity extends Activityimplements IOpenGLDemo{private FloatBuffer vertexBuffer;private FloatBuffer colorBuffer;private ShortBuffer indexBuffer;private GLSurfaceView mGLSurfaceView;static final float X=.525731112119133606f;static final float Z=.850650808352039932f;static float vertices[] = new float[]{-X, 0.0f, Z, X, 0.0f, Z, -X, 0.0f, -Z, X, 0.0f, -Z,0.0f, Z, X, 0.0f, Z, -X, 0.0f, -Z, X, 0.0f, -Z, -X,Z, X, 0.0f, -Z, X, 0.0f, Z, -X, 0.0f, -Z, -X, 0.0f};static short indices[] = new short[]{0,4,1, 0,9,4, 9,5,4, 4,5,8, 4,8,1,8,10,1, 8,3,10, 5,3,8, 5,2,3, 2,7,3,7,10,3, 7,6,10, 7,11,6, 11,0,6, 0,1,6,6,1,10, 9,0,11, 9,11,2, 9,2,5, 7,2,11 };float[] colors = {0f, 0f, 0f, 1f,0f, 0f, 1f, 1f,0f, 1f, 0f, 1f,0f, 1f, 1f, 1f,1f, 0f, 0f, 1f,1f, 0f, 1f, 1f,1f, 1f, 0f, 1f,1f, 1f, 1f, 1f,1f, 0f, 0f, 1f,0f, 1f, 0f, 1f,0f, 0f, 1f, 1f,1f, 0f, 1f, 1f};/** Called when the activity is first created. */@Overridepublic void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);vbb.order(ByteOrder.nativeOrder());vertexBuffer = vbb.asFloatBuffer();vertexBuffer.put(vertices);vertexBuffer.position(0);ByteBuffer cbb= ByteBuffer.allocateDirect(colors.length * 4);cbb.order(ByteOrder.nativeOrder());colorBuffer = cbb.asFloatBuffer();colorBuffer.put(colors);colorBuffer.position(0);ByteBuffer ibb= ByteBuffer.allocateDirect(indices.length * 2);ibb.order(ByteOrder.nativeOrder());indexBuffer = ibb.asShortBuffer();indexBuffer.put(indices);indexBuffer.position(0);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);}// public void DrawScene(GL10 gl) {// gl.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);// // Clears the screen and depth buffer.// gl.glClear(GL10.GL_COLOR_BUFFER_BIT// | GL10.GL_DEPTH_BUFFER_BIT);//// }public void DrawScene(GL10 gl) {// super.DrawScene(gl); gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);gl.glLoadIdentity();gl.glTranslatef(0, 0, -4);float angle=0;gl.glRotatef(angle, 0, 1, 0);gl.glFrontFace(GL10.GL_CCW);gl.glEnable(GL10.GL_CULL_FACE);gl.glCullFace(GL10.GL_BACK);gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);gl.glEnableClientState(GL10.GL_COLOR_ARRAY);gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);gl.glDrawElements(GL10.GL_TRIANGLES, indices.length,GL10.GL_UNSIGNED_SHORT, indexBuffer);gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);gl.glDisable(GL10.GL_CULL_FACE);angle++;}@Overrideprotected void onResume() {// Ideally a game should implement// onResume() and onPause()// to take appropriate action when the//activity looses focus super.onResume();mGLSurfaceView.onResume();}@Overrideprotected void onPause() {// Ideally a game should implement onResume()//and onPause()// to take appropriate action when the//activity looses focus super.onPause();mGLSurfaceView.onPause();}}

其他类似。

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