第五课 3D空间:
我们使用多边形和四边形创建3D物体,在这一课里,我们把三角形变为立体的金子塔形状,把四边形变为立方体。
先看看三角形的顶点变成啥了
private float[] mTriangleArray = {
0.0f,1.0f,0.0f,
-1.0f,-1.0f,1.0f,
1.0f,-1.0f,1.0f,
0.0f,1.0f,0.0f,
1.0f,-1.0f,1.0f,
1.0f,-1.0f,-1.0f,
0.0f,1.0f,0.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
0.0f,1.0f,0.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,1.0f
};
private FloatBuffer mTriangleBuffer;
一个四个面,每个面三个点,地面没画
你们仔细看看每个面,都是按逆时针方向画的。当然,如果你没有增加Cull剔除代码(上节课最后提到),至于顺时针,逆时针都无所谓,都画。但是我们还是推荐使用按照方向来写的array。
三角形的颜色数组来了
private float[] mColorArray={
1.0f,0.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
};
private FloatBuffer mColorBuffer;
注意,同一个点是同一个颜色。
立方体的顶点数组:(原文中没有)
// 四边形的顶点数组
private float[] mQuadsArray = {
// 前
1f, 1f, 1f, // 右上
-1f, 1f, 1f, // 左上
-1f, -1f, 1f, // 左下
1f, -1f, 1f,// 右下
// 右
1f, 1f, -1f, // 右上
1f, 1f, 1f, // 左上
1f, -1f, 1f, // 左下
1f, -1f, -1f,// 右下
// 后
-1f, 1f, -1f, // 右上
1f, 1f, -1f, // 左上
1f, -1f, -1f, // 左下
-1f, -1f, -1f,// 右下
// 左
-1f, 1f, 1f, // 右上
-1f, 1f, -1f, // 左上
-1f, -1f, -1f, // 左下
-1f, -1f, 1f, // 右下
// 顶
1f, 1f, -1f, // 右上
-1f, 1f, -1f, // 左上
-1f, 1f, 1f, // 左下
1f, 1f, 1f, // 右下
// 底
1f, -1f, 1f, // 右上
-1f, -1f, 1f, // 左上
-1f, -1f, -1f, // 左下
1f, -1f, -1f // 右下
}; // 从这里可以看出,我们按照逆时针的方向画图
private FloatBuffer mQuadsBuffer;
立方体的颜色数组来了
private float[] mQuadColorArray={
0.0f,1.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
};
private FloatBuffer mQuadColorBuffer;
不要晕,后面有了纹理就好了,不过这是基础,一定要掌握。
画图的代码来了
gl.glTranslatef(-1.5f, 0.0f, -6.0f);
gl.glRotatef(rtri, 0.0f, 1.0f, 0.0f); //绕Y轴旋转
// gl.glColor4f(1f, 1f, 1f, 1f);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mTriangleBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 12); //四棱锥有4个面,每个面3个点
gl.glLoadIdentity();
gl.glTranslatef(1.5f, 0.0f, -6.0f);
gl.glRotatef(rquad, 1.0f, 0.0f, 0.0f); // gl.glRotatef(rquad, 1.0f, -0.8f, 0.0f); // 斜着旋转
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mQuadColorBuffer);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mQuadsBuffer);
//依次画6个面
for (int i=0; i<6; i++){
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, i*4, 4);
}
rtri+=0.2f;
rquad-=0.15f;
运行结果:
(注:转自:http://www.cnblogs.com/wuqianling/p/6602549.html)
我的代码如下:
package xxq.com.opengldemo;
import android.opengl.GLSurfaceView;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* 渲染器类,实现了GLSurfaceView.Renderer接口,实现这个接口,需要实现3个方法:OnSurfaceCreated(),
* OnSurfaceChanged(),OnDrawFrame()。
*/
public class OpenGLRenderer implements GLSurfaceView.Renderer {
private float cr, cg, cb;
private float rtri, rquad;
// (这是附加的)设置RGB颜色的方法
public void setColor(float r, float g, float b) {
cr = r;
cg = g;
cb = b;
}
/**
* 三棱锥
*/
private float[] mTriangleArray = {
0.0f,1.0f,0.0f,
-1.0f,-1.0f,1.0f,
1.0f,-1.0f,1.0f,
0.0f,1.0f,0.0f,
1.0f,-1.0f,1.0f,
1.0f,-1.0f,-1.0f,
0.0f,1.0f,0.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
0.0f,1.0f,0.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,1.0f
};
private FloatBuffer mTriangleBuffer;
/**
* 三棱锥颜色数组
*/
private float[] mColorArray={
1.0f,0.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
};
private FloatBuffer mColorBuffer;
/**
* 正方体定点数组
*/
private float[] mQuadsArray = {
// 前
1f, 1f, 1f, // 右上
-1f, 1f, 1f, // 左上
-1f, -1f, 1f, // 左下
1f, -1f, 1f,// 右下
// 右
1f, 1f, -1f, // 右上
1f, 1f, 1f, // 左上
1f, -1f, 1f, // 左下
1f, -1f, -1f,// 右下
// 后
-1f, 1f, -1f, // 右上
1f, 1f, -1f, // 左上
1f, -1f, -1f, // 左下
-1f, -1f, -1f,// 右下
// 左
-1f, 1f, 1f, // 右上
-1f, 1f, -1f, // 左上
-1f, -1f, -1f, // 左下
-1f, -1f, 1f, // 右下
// 顶
1f, 1f, -1f, // 右上
-1f, 1f, -1f, // 左上
-1f, 1f, 1f, // 左下
1f, 1f, 1f, // 右下
// 底
1f, -1f, 1f, // 右上
-1f, -1f, 1f, // 左上
-1f, -1f, -1f, // 左下
1f, -1f, -1f // 右下
}; // 从这里可以看出,我们按照逆时针的方向画图
private FloatBuffer mQuadsBuffer;
/**
* 正方体颜色数组
*/
private float[] mQuadColorArray={
0.0f,1.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.5f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,0.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
1.0f,1.0f,0.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
0.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
1.0f,0.0f,1.0f,1.0f,
};
private FloatBuffer mQuadColorBuffer;
/**
* 该方法是画图方法,类似于View类的OnDraw(),一般所有的画图操作都在这里实现。
*/
@Override
public void onDrawFrame(GL10 gl) {
// 清除屏幕和深度缓存。
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
// 利用数组模型来画模型,要加此句(原文中没有)(没有这句画不出大三角形)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
//设置颜色数组 -- 开启颜色渲染功能.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
// 三角形的颜色为红色,透明度为不透明
//使用数组作为颜色
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
//数组指向一个buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mTriangleBuffer);
rtri+=0.2f;
rquad-=0.15f;
/**
* 三棱锥
*/
// 重置当前的模型观察矩阵。
gl.glLoadIdentity();
// 沿着X轴左移1.5个单位,Y轴不动(0.0f),最后移入屏幕6.0f个单位
gl.glTranslatef(-1.5f, 0.0f, -6.0f);
gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
// 设置顶点,第一个参数是坐标的维数,这里是3维,第二个参数,表示buffer里面放的是float,第三个参数是0,
// 是因为我们的坐标在数组中是紧凑的排列的,没有使用offset,最后的参数放的是存放顶点坐标的buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mTriangleBuffer);
gl.glRotatef(rtri, 0.0f, 1.0f, 0.0f); //绕Y轴旋转
// 画数组,第一个参数表示画三角形,第二个参数是first,第三个参数是count,表示在buffer里面的坐标的开始和个数
// gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
//依次画6个面
for (int i=0; i<4; i++){
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, i*3, 4);
}
/**
* 正方体
*/
gl.glLoadIdentity();
// 坐标向右移1.5个单位
gl.glTranslatef(1.5f, 0.0f, -6.0f);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mQuadColorBuffer);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mQuadsBuffer);
gl.glRotatef(rquad, 1.0f, 0.0f, 0.0f);//绕X轴旋转
// gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, 4); // 画四边形
for (int i=0; i<6; i++){
gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, i*4, 4);
}
gl.glClearColor(cr, cg, cb, 0.0f);
}
/**
* 在Surface发生改变的时候调用,例如从竖屏切换到横屏的时候
*/
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// 设置输出屏幕大小
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
/**
* 在Surface创建的时候调用,一般在这里做一个初始化openggl的操作
*/
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 启用smooth shading(阴影平滑)。阴影平滑通过多边形精细的混合色彩,并对外部光进行平滑。
gl.glShadeModel(GL10.GL_SMOOTH);
// 设置清除屏幕时所用的颜色,参数对应(红,绿,蓝,Alpha值)。色彩值的范围从0.0f到1.0f。0.0f代表最黑的情况,1.0f就是最亮的情况。
gl.glClearColor(0f, 0f, 0f, 0f);
// 下面三行是关于depth buffer(深度缓存)的。将深度缓存设想为屏幕后面的层。深度缓存不断的对物体进入屏幕内部有多深进行跟踪。
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
// 这里告诉OpenGL我们希望进行最好的透视修正。这会十分轻微的影响性能。但使得透视图看起来好一点。
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
mTriangleBuffer = BufferUtil.floatToBuffer(mTriangleArray);
mQuadsBuffer = BufferUtil.floatToBuffer(mQuadsArray);
mColorBuffer = BufferUtil.floatToBuffer(mColorArray);
mQuadColorBuffer = BufferUtil.floatToBuffer(mQuadColorArray);
}
}