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Displaying Bitmaps
Efficiently
Displaying Graphics with
OpenGL ES
Building an OpenGL ES
Environment
Defining Shapes
Drawing Shapes
Applying Projection and
Camera Views
Adding Motion
Responding to Touch Events
Adding Animations

Being able to define shapes to be drawn in the context of an


OpenGL ES view is the first step in creating your high-end
graphics masterpiece. Drawing with OpenGL ES can be a little
tricky without knowing a few basic things about how OpenGL ES
expects you to define graphic objects.
This lesson explains the OpenGL ES coordinate system relative to
an Android device screen, the basics of defining a shape, shape
faces, as well as defining a triangle and a square.

Define a Triangle

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THIS LESSON TEACHES YOU TO


1. Define a Triangle
2. Define a Square
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OpenGL
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OpenGL ES allows you to define drawn objects using coordinates


OpenGLES.zip
in three-dimensional space. So, before you can draw a triangle,
you must define its coordinates. In OpenGL, the typical way to
do this is to define a vertex array of floating point numbers for
the coordinates. For maximum efficiency, you write these
coordinates into a ByteBuffer, that is passed into the OpenGL ES graphics pipeline for processing.
public class Triangle {

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private FloatBuffer vertexBuffer;

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// number of coordinates per vertex in this array


static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = { // in counterclockwise order:
0.0f, 0.622008459f, 0.0f, // top
-0.5f, -0.311004243f, 0.0f, // bottom left
0.5f, -0.311004243f, 0.0f // bottom right
};

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// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

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public Triangle() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());

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// create a floating point buffer from the ByteBuffer


vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);
}
}

By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of the
GLSurfaceView frame, [1,1,0] is the top right corner of the frame and [-1,-1,0] is bottom left corner of the
frame. For an illustration of this coordinate system, see the OpenGL ES developer guide.
Note that the coordinates of this shape are defined in a counterclockwise order. The drawing order is important
because it defines which side is the front face of the shape, which you typically want to have drawn, and the back
face, which you can choose to not draw using the OpenGL ES cull face feature. For more information about faces
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and culling, see the OpenGL ES developer guide.

Define a Square
Defining triangles is pretty easy in OpenGL, but what if you want to get a just a little more complex? Say, a square?
There are a number of ways to do this, but a typical path to drawing such a shape in OpenGL ES is to use two
triangles drawn together:

Figure 1. Drawing a square using two triangles.

Again, you should define the vertices in a counterclockwise order for both triangles that represent this shape, and
put the values in a ByteBuffer. In order to avoid defining the two coordinates shared by each triangle twice, use
a drawing list to tell the OpenGL ES graphics pipeline how to draw these vertices. Heres the code for this shape:
public class Square {
private FloatBuffer vertexBuffer;
private ShortBuffer drawListBuffer;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = {
-0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f }; // top right
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
public Square() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
}
}

This example gives you a peek at what it takes to create more complex shapes with OpenGL. In general, you use
collections of triangles to draw objects. In the next lesson, you learn how to draw these shapes on screen.
NEXT: DRAWING SHAPES

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