openGL线s的绘制

时间:2023-03-09 14:48:37
openGL线s的绘制

/**

* 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);

}

public class MyLinesRenderer 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 x = 0f,y = 0f,z = 0f ;

List<Float> coordsList = new ArrayList<Float>();

//循环绘制点

for(float alpha = 0f ; alpha < Math.PI * 6 ; alpha = (float) (alpha + Math.PI / 16)){

x = (float) (r * Math.cos(alpha));

y = (float) (r * Math.sin(alpha));

coordsList.add(0f);

coordsList.add(0f);

coordsList.add(0f);

coordsList.add(x);

coordsList.add(y);

coordsList.add(z);

}

gl.glVertexPointer(3, GL10.GL_FLOAT, 0, BufferUtil.list2ByteBuffer(coordsList));

gl.glDrawArrays(GL10.GL_LINES, 0, coordsList.size() / 3);

}

}

/**

*程序的主入口

*/

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);

}

}