如何在OpenGL ES 2.0 Android中绘制基本圆

时间:2013-08-09 04:40:22

标签: android opengl-es opengl-es-2.0

我是OpenGL ES 2中的新手,我已经阅读了很多关于如何在Android上的OpenGL ES 2中绘制圆圈的主题。根据{{​​3}}和Drawing Shapes,我可以绘制三角形和quares,但我仍然不知道如何绘制圆。我现在有三种绘制圆圈的方法:

  1. 在圆圈中生成顶点并使用glDrawArray(GL_LINES,...)。根据您生成的顶点数量,这将产生一个漂亮而清晰的结果。
  2. 使用预生成的圆形纹理(具有Alpha透明度)并将其映射到四边形。这将产生非常平滑的图形并允许“快速”的圆圈,但它不会那么灵活:即使使用mipmapping,您也希望纹理与渲染四边形的大小相同。
  3. 使用片段着色器。
  4. 但我该如何实施呢?

6 个答案:

答案 0 :(得分:17)

我绝对不建议通过几何体渲染圆圈。它有两个主要缺点:

  1. 很慢。如果要获得可接受的精度,则需要大量顶点,并且需要在着色器中处理任何这些顶点。对于真正的圆,您需要与圆相同的顶点像素。
  2. 它不是很灵活。拥有不同的圈子,造型和整理它们很难掌握。
  3. 还有另一种方法,我个人在每个图形API中使用它。渲染至少三角形或sqare / quad并使用片段着色器仅使得disired(基于等式)像素可见。这很容易理解。它灵活而快速。它需要混合,但这并不是很难开始工作。

    步骤:

    使用数据初始化缓冲区。您需要顶点的顶点缓冲区,索引的索引缓冲区(如果您使用的是方形几何体)和textureCoord缓冲区(纹理坐标)。 对于正方形,我建议使用-1.0作为最低,1.0作为最高纹理坐标,因为那时你可以使用单位圆方程。

    在片段着色器中,使用以下内容:

    if ((textureCoord.x * textureCoord.x) + (textureCoord.y * textureCoord.y) <= 1.0)
    {
        // Render colored and desired transparency
    }
    else
    {
        // Render with 0.0 in alpha channel
    }
    

    虽然(textureCoord.x * textureCoord.x)+(textureCoord.y * textureCoord.y)&lt; = 1.0是不等式,因为你需要一个圆,你必须渲染该范围内的每个像素,而不仅仅是边界。您可以对其进行更改,以便为您提供所需的输出。

    就是这样。实现起来不是很复杂,所以我在这里不提供任何基本的渲染代码。您需要的只是在片段着色器中发生。

答案 1 :(得分:12)

如果要为圆创建几何体,请执行以下操作:

int vertexCount = 30;
float radius = 1.0f;
float center_x = 0.0f;
float center_y = 0.0f;

// Create a buffer for vertex data
float buffer[] = new float[vertexCount*2]; // (x,y) for each vertex
int idx = 0;

// Center vertex for triangle fan
buffer[idx++] = center_x;
buffer[idx++] = center_y;

// Outer vertices of the circle
int outerVertexCount = vertexCount-1;

for (int i = 0; i < outerVertexCount; ++i){
    float percent = (i / (float) (outerVertexCount-1));
    float rad = percent * 2*Math.PI;

    //Vertex position
    float outer_x = center_x + radius * cos(rad);
    float outer_y = center_y + radius * sin(rad);

    buffer[idx++] = outer_x;
    buffer[idx++] = outer_y;
}

//Create VBO from buffer with glBufferData()

然后你可以使用glDrawArrays()绘制为:

  • GL_LINE_LOOP (仅限轮廓)或
  • GL_TRIANGLE_FAN (填充形状)

// Draw circle contours (skip center vertex at start of the buffer)
glDrawArrays(GL_LINE_LOOP, 2, outerVertexCount);

// Draw circle as a filled shape
glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);

答案 2 :(得分:9)

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import android.opengl.GLES20;
import android.util.Log;

public class Circle {

private  int mProgram, mPositionHandle, mColorHandle, mMVPMatrixHandle ;
private FloatBuffer mVertexBuffer;
private float vertices[] = new float[364 * 3];
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

private final String vertexShaderCode =
        "uniform mat4 uMVPMatrix;" +
        "attribute vec4 vPosition;" +
        "void main() {" +
        "  gl_Position = uMVPMatrix * vPosition;" +
        "}";

    private final String fragmentShaderCode =
        "precision mediump float;" +
        "uniform vec4 vColor;" +
        "void main() {" +
        "  gl_FragColor = vColor;" +
        "}";

Circle(){
    vertices[0] = 0;
    vertices[1] = 0;
    vertices[2] = 0;

    for(int i =1; i <364; i++){
        vertices[(i * 3)+ 0] = (float) (0.5 * Math.cos((3.14/180) * (float)i ));
        vertices[(i * 3)+ 1] = (float) (0.5 * Math.sin((3.14/180) * (float)i ));
        vertices[(i * 3)+ 2] = 0;
    }


    Log.v("Thread",""+vertices[0]+","+vertices[1]+","+vertices[2]);
    ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
    vertexByteBuffer.order(ByteOrder.nativeOrder());
    mVertexBuffer = vertexByteBuffer.asFloatBuffer();
    mVertexBuffer.put(vertices);
    mVertexBuffer.position(0);
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);

    mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program
    GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
    GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
    GLES20.glLinkProgram(mProgram);  

 }

public static int loadShader(int type, String shaderCode){

    int shader = GLES20.glCreateShader(type);
    GLES20.glShaderSource(shader, shaderCode);
    GLES20.glCompileShader(shader);
    return shader;
}


public void draw (float[] mvpMatrix){

    GLES20.glUseProgram(mProgram);

    // get handle to vertex shader's vPosition member
     mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");

    // Enable a handle to the triangle vertices
    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Prepare the triangle coordinate data
    GLES20.glVertexAttribPointer(mPositionHandle, 3,
                                 GLES20.GL_FLOAT, false,12
                                 ,mVertexBuffer);

    // get handle to fragment shader's vColor member
    mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");



    // Set color for drawing the triangle
    GLES20.glUniform4fv(mColorHandle, 1, color, 0);

    mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");

    // Apply the projection and view transformation
    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);



    // Draw the triangle
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 364);

    // Disable vertex array
    GLES20.glDisableVertexAttribArray(mPositionHandle);

}

}

答案 3 :(得分:4)

这是上述答案的修改版本。它还包括为圆圈着色的代码。大多数功能都用作OpenGL ES1。注意上厕所,LOL的命名惯例。如果你需要我渲染OpenGL的其他类的代码,请告诉我。

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;

public class Toilet {

    // Circle variables
    int circlePoints = 30;
    float radius = 1.0f;
    float center_x = 0.0f;
    float center_y = 0.0f;

    // Outer vertices of the circle i.e. excluding the center_x, center_y
    int circumferencePoints = circlePoints-1;

    // Circle vertices and buffer variables
    int vertices = 0;
    float circleVertices[] = new float[circlePoints*2];
    private FloatBuffer toiletBuff; // 4 bytes per float

    // Color values
    private float rgbaValues[] = {
               1,     1,  0,     .5f,
               .25f,  0,  .85f,  1,
               0,     1,  1,     1
    };

    private FloatBuffer colorBuff;

    public Toilet()
    {
        // The initial buffer values
        circleVertices[vertices++] = center_x;
        circleVertices[vertices++] = center_y;

        // Set circle vertices values
        for (int i = 0; i < circumferencePoints; i++)
        {
            float percent = (i / (float) (circumferencePoints - 1));
            float radians = (float) (percent * 2 * Math.PI);

            // Vertex position
            float outer_x = (float) (center_x + radius * Math.cos(radians));
            float outer_y = (float) (center_y + radius * Math.sin(radians));

            circleVertices[vertices++] = outer_x;
            circleVertices[vertices++] = outer_y;
        }

        // Float buffer short has four bytes
        ByteBuffer toiletByteBuff = ByteBuffer
                .allocateDirect(circleVertices.length * 4);

        // Garbage collector won't throw this away
        toiletByteBuff.order(ByteOrder.nativeOrder());
        toiletBuff = toiletByteBuff.asFloatBuffer();
        toiletBuff.put(circleVertices);
        toiletBuff.position(0);

        // Float buffer short has four bytes
        ByteBuffer clrBuff = ByteBuffer.allocateDirect(rgbaValues.length * 4);
        // garbage collector wont throw this away
        clrBuff.order(ByteOrder.nativeOrder());
        colorBuff = clrBuff.asFloatBuffer();
        colorBuff.put(rgbaValues);
        colorBuff.position(0);
    }

    // Draw methods
    public void draw(GL10 gl) {

        // Get the front face
        gl.glFrontFace(GL10.GL_CW); // Front facing is clockwise
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

        // Enable color array
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

        // Pointer to the buffer
        gl.glVertexPointer(2, GL10.GL_FLOAT, 0, toiletBuff);

        // Pointer to color
        gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuff);

        // Draw hollow circle
        //gl.glDrawArrays(GL10.GL_LINE_LOOP, 1, circumferencePoints);

        // Draw circle as filled shape
        gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, circlePoints);

        gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    }
}

答案 4 :(得分:1)

答案 5 :(得分:0)

我在'球门柱上发现的一个主要缺陷:你无法改变圆圈的位置。

这是修复。注意'for'循环中前两行的结尾。

vertices[0] = 0;
vertices[1] = 0;
vertices[2] = 0;

for (int i =1; i <364; i++){
    vertices[(i * 3)+ 0] = (float) (0.5 * Math.cos((3.14/180) * (float)i ) + vertices[0]);
    vertices[(i * 3)+ 1] = (float) (0.5 * Math.sin((3.14/180) * (float)i ) + vertices[1]);
    vertices[(i * 3)+ 2] = 0;
}