- Axis
- Translation
- Rotation
- Scaling
- Reset axis
- Matrix operations
- Examples
1, the axes
OpenGL used right-handed, from the front origin, counter-clockwise rotation is considered to be positive.
x-axis: from left to right
y-axis: from the bottom upwards
z-axis: from the screen back toward the front
2, translation
public abstract void glTranslatef(float x ,float y, float z)
Panning operation corresponding to the coordinate value of the subtraction
{2,1} in two dimensions starting point to go to {1,3} {3,2} we need to add
{1,1,0} three dimensions to move to {1,1, -3}, we need to add {0,0} -3 moved into the screen
gl.glTranslatef (0,0, -3);
3, rotation
public abstract void glRotatef(float angle,float x,float y,float z)
Operation of coordinate axis
x, y, z defined rotation vector, the rotation angle value is the degree,
Order to perform translation and rotation is important
A translation - rotation, first pan and rotate it on the grid, the pan over the grid coordinates of the current state, the rotational position of the new
First rotation - after translation, the first rotation, after moving to their rotating coordinate system
4, Zoom
public abstract void glScalef(float x,float y,float z)
Zoom corresponds to a coordinate value and the scale value is multiplied by all the points, the operation of the coordinate axis. gl.glScalef (2f, 2f, 2f) scale. It means that all vertices multiply and 2
Zoom and pan:
Zooming and panning of the order is important
2 units translation, scaling value 0.5
gl.glTranslatef(2,0,0);
gl.glScalef(0.5f,0.5f,0.5f);
First zoom, pan after
gl.glScanlef(0.5f,0.5f,0.5f);
gl.glTranslatef(2,0,0);
5, the reset axis
glLoadIdentity
public abstract void glLoadIdentity();
6, matrix operations
glPushMatrix
public abstract void glPushMatrix();
Copy the currently stored matrix operation on the stack.
glPopMatrix
public abstract void glPopMatrix();
Get a hold on the matrix from the stack,
实践案例:
绘制3个方格,A、B、C 。缩放B 50%,然后让A、C比B小50% ,然后让A逆时针旋转屏幕中心。B硬顺时针绕A旋转,最后C绕B顺时针旋转,逆时针绕其自身中心高速旋转。
public class GLES20Renderer3 implements GLSurfaceView.Renderer{ private Square square; private float angle=0; public GLES20Renderer3(){ square=new Square(); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0.0f,0.0f,0.0f,0.5f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0,0,width,height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl,45.0f,(float)width/(float)height,0.1f,100.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } @Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glTranslatef(0,0,-10); //A gl.glPushMatrix(); gl.glRotatef(angle,0,0,1); square.draw(gl); gl.glPopMatrix(); //B gl.glPushMatrix(); gl.glRotatef(-angle,0,0,1); gl.glTranslatef(2,0,0); gl.glScalef(.5f,.5f,.5f); square.draw(gl); //C gl.glPushMatrix(); gl.glRotatef(-angle,0,0,1); gl.glTranslatef(2,0,0); gl.glScalef(.5f,.5f,.5f); square.draw(gl); gl.glPopMatrix(); gl.glPopMatrix(); angle++; } }
public class Square { private float vertices[]={ -1.0f,1.0f,0.0f, -1.0f,-1.0f,0.0f, 1.0f,-1.0f,0.0f, 1.0f,1.0f,0.0f, }; private short[] indices={0,1,2,0,2,3}; private FloatBuffer vertexBuffer; private ShortBuffer indexBuffer; public Square(){ ByteBuffer vbb=ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer=vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); ByteBuffer ibb=ByteBuffer.allocateDirect(indices.length*2); ibb.order(ByteOrder.nativeOrder()); indexBuffer=ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl){ 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.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_SHORT,indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }