我尝试在正交视图中在Android中显示3D立方体。
我按照this教程获取了一个立方体,现在我想在正交视图中显示它。但无论我如何选择glorthof参数,多维数据集都不会从"缩放"出点。
我错过了什么点?
这是我的代码:
public class OpenGLRenderer implements GLSurfaceView.Renderer {
private Cube _cube = new Cube();
private float _rotation;
float _width;
float _height;
float _halfwidth;
float _halfheight;
float _zoom = 2.0f;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor((195.0f / 255.0f), (190.0f / 255.0f), (196.0f / 255.0f), 0.5f);
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();
// Set the projection
_width = width;
_height = height;
_halfwidth = (float)width/2;
_halfheight = (float)height/2;
SetOrthograficView(gl);
}
private void SetOrthograficView(GL10 gl) {
// glOrthof(float left, float right, float bottom, float top, float zNear, float zFar)
gl.glOrthof( -_halfwidth * _zoom, _halfwidth * _zoom, -_halfheight * _zoom, _halfheight * _zoom, -10.0f, 10.0f);
}
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glRotatef(_rotation, 1.0f, 1.0f, 1.0f);
_cube.draw(gl);
_rotation -= 0.15f;
}
}
这是Cube类(与教程完全相同):
public class Cube {
private FloatBuffer mVertexBuffer;
private FloatBuffer mColorBuffer;
private ByteBuffer mIndexBuffer;
private float vertices[] = {
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f
};
private float colors[] = {
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, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 1.0f
};
private byte indices[] = {
0, 4, 5, 0, 5, 1,
1, 5, 6, 1, 6, 2,
2, 6, 7, 2, 7, 3,
3, 7, 4, 3, 4, 0,
4, 7, 6, 4, 6, 5,
3, 0, 1, 3, 1, 2
};
public Cube() {
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mVertexBuffer = byteBuf.asFloatBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(colors.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mColorBuffer = byteBuf.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
}
答案 0 :(得分:0)
我可以借助这三个答案达到我想要的目标:
true isometric projection with opengl
How to render with isometric perspective?
OpenGL stretched shapes - aspect ratio
现在我的代码看起来像这样:
float _zoom = 5.0f;
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
// Set the projection
_aspectRatio = (float) width / (float) height;
gl.glOrthof(-_zoom*_aspectRatio, _zoom*_aspectRatio, -_zoom, _zoom, -10.0f, 10.0f);
/* use this length so that camera is 1 unit away from origin */
float dist = (float)Math.sqrt(1 / 3.0);
GLU.gluLookAt(gl, dist, dist, dist, /* position of camera */
0.0f, 0.0f, 0.0f, /* where camera is pointing at */
0.0f, 1.0f, 0.0f); /* which direction is up */
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glRotatef(35.264f, 1.0f, 0.0f, 0.0f);
gl.glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
_cube.draw(gl);
}