如果我准备了opengl-es中的自定义渲染器:
public void onDrawFrame(GL10 gl)
{
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// here i want to draw line from [0, 0, 0] to [1, 0, 0]
}
绘制线条最简单,最简短的方法是什么?
在普通的OpenGL中它是:
glBegin(GL_LINES);
glVertex3f(0, 0, 0);
glVertex3f(1, 0, 0);
glEnd();
但是我如何才能在OpenGL ES中获得相同的效果呢?
答案 0 :(得分:36)
我是OpenGL ES 2.0新手,但我创建了一个线类。
public class Line {
private FloatBuffer VertexBuffer;
private final String VertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private final String FragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
protected int GlProgram;
protected int PositionHandle;
protected int ColorHandle;
protected int MVPMatrixHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float LineCoords[] = {
0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f
};
private final int VertexCount = LineCoords.length / COORDS_PER_VERTEX;
private final int VertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
public Line() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
LineCoords.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
VertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
VertexBuffer.put(LineCoords);
// set the buffer to read the first coordinate
VertexBuffer.position(0);
int vertexShader = ArRenderer.loadShader(GLES20.GL_VERTEX_SHADER, VertexShaderCode);
int fragmentShader = ArRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, FragmentShaderCode);
GlProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(GlProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(GlProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(GlProgram); // creates OpenGL ES program executables
}
public void SetVerts(float v0, float v1, float v2, float v3, float v4, float v5) {
LineCoords[0] = v0;
LineCoords[1] = v1;
LineCoords[2] = v2;
LineCoords[3] = v3;
LineCoords[4] = v4;
LineCoords[5] = v5;
VertexBuffer.put(LineCoords);
// set the buffer to read the first coordinate
VertexBuffer.position(0);
}
public void SetColor(float red, float green, float blue, float alpha) {
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
}
public void draw(float[] mvpMatrix) {
// Add program to OpenGL ES environment
GLES20.glUseProgram(GlProgram);
// get handle to vertex shader's vPosition member
PositionHandle = GLES20.glGetAttribLocation(GlProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(PositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(PositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
VertexStride, VertexBuffer);
// get handle to fragment shader's vColor member
ColorHandle = GLES20.glGetUniformLocation(GlProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(ColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
MVPMatrixHandle = GLES20.glGetUniformLocation(GlProgram, "uMVPMatrix");
ArRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(MVPMatrixHandle, 1, false, mvpMatrix, 0);
ArRenderer.checkGlError("glUniformMatrix4fv");
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_LINES, 0, VertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(PositionHandle);
}
}
然后在我的Render类中,我创建了我的线对象和一个容器,以便通过迭代项并在onDrawFrame中调用Line.draw方法来获取绘图。
以下是我创建的一些视线:
Line eastHorz = new Line();
eastHorz.SetVerts(10f, 10f, 0f, 10f, -10f, 0f);
eastHorz.SetColor(.8f, .8f, 0f, 1.0f);
Line northHorz = new Line();
northHorz.SetVerts(-10f, 10f, 0f, 10f, 10f, 0f);
northHorz.SetColor(0.8f, 0.8f, 0f, 1.0f);
Line westHorz = new Line();
westHorz.SetVerts(-10f, -10f, 0f, -10f, 10f, 0f);
westHorz.SetColor(0.8f, 0.8f, 0f, 1.0f);
Line southHorz = new Line();
southHorz.SetVerts(-10f, -10f, 0f, 10f, -10f, 0f);
southHorz.SetColor(0.8f, 0.8f, 0f, 1.0f);
Lines.add(eastHorz);
Lines.add(northHorz);
Lines.add(westHorz);
Lines.add(southHorz);
答案 1 :(得分:8)
感谢 Rodney Lambert 为您提供的 Line 课程。但是,在 onDrawFrame 中提供更简单的调用也会很不错,例如:
Line vertLine = new Line();
vertLine.SetVerts(-0.5f, 0.5f, 0f, -0.5f, -0.5f, 0f);
vertLine.SetColor(.8f, .8f, 0f, 1.0f);
vertLine.draw(mMVPMatrix);
vertLine.SetVerts(-0.5f,0.5f,0f,-0.5f,-0.5f,0f);
在视口内创建一条可见的线