如何在openGL ES中绘制一些3d内容后绘制HUD(文本或位图)?
我试过了:
private void switchTo2D(GL10 gl){
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity();
GLU.gluOrtho2D( gl, 0, getViewportWidth(), 0, getViewportHeight() );
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
有人知道如何在不破坏场景的情况下从Perspective切换到Ortho吗?
答案 0 :(得分:4)
我找到了解决方案,但我忘记发帖了:)抱歉
package at.bartinger.opengl;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.util.AttributeSet;
public class GLGameView extends GLSurfaceView implements GLSurfaceView.Renderer{
public GLGameView(Context context) {
super(context);
setRenderer(this);
}
public GLGameView(Context context, AttributeSet attrs) {
super(context, attrs);
// TODO Auto-generated constructor stub
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
init(gl);
}
@Override
public void onDrawFrame(GL10 gl) {
//Standard
gl.glClear( GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT );
gl.glViewport( 0, 0, getWidth(), getHeight() );
gl.glDisable( GL10.GL_DITHER );
gl.glEnable( GL10.GL_DEPTH_TEST );
gl.glEnable( GL10.GL_CULL_FACE );
//Set 3D
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity();
gluPerspective( gl);
draw3D(gl);
gl.glDisable( GL10.GL_CULL_FACE );
gl.glDisable( GL10.GL_DEPTH_TEST );
//Set 2D
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity();
gluOrtho2D(gl);
gl.glMatrixMode( GL10.GL_MODELVIEW );
gl.glLoadIdentity();
draw2D(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
}
public void init(GL10 gl){}
public void draw2D(GL10 gl){};
public void draw3D(GL10 gl){};
/**
* Sets the projection to the ortho matrix
*/
public void gluOrtho2D(GL10 gl){
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity();
GLU.gluOrtho2D( gl, 0, getWidth(), 0, getHeight() );
}
/**
* Sets the projection to the perspective matrix
*/
public void gluPerspective(GL10 gl){
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity();
float aspectRatio = (float)getWidth() / getHeight();
GLU.gluPerspective( gl, 67, aspectRatio, 1, 100 );
}
/**
* Sets the projection to the perspective matrix
*/
public void gluPerspective(GL10 gl, float near, float far){
gl.glMatrixMode( GL10.GL_PROJECTION );
gl.glLoadIdentity();
float aspectRatio = (float)getWidth() / getHeight();
GLU.gluPerspective( gl, 67, aspectRatio, near, far );
}
/**
* Sets the projection to the model view matrix
*/
public void gluLookAt(GL10 gl,
float positionX, float positionY, float positionZ,
float zentrumX, float zentrumY, float zentrumZ,
float upX, float upY, float upZ ){
gl.glMatrixMode( GL10.GL_MODELVIEW );
gl.glLoadIdentity();
GLU.gluLookAt( gl,positionX, positionY, positionZ, zentrumX, zentrumY, zentrumZ, upX, upY, upZ );
}
}