在opengl中围绕z轴旋转线时遇到问题?

时间:2011-05-10 07:27:35

标签: android opengl-es

我绘制了一条具有顶点(0.2f,0.2f,0.0f)和&的线。 (-0.2f,-0.2f,0.0f)在OpenGL中。由于缺少线坐标的z分量,它意味着线在XY平面中。现在我尝试使用glRotatef函数围绕z轴旋转直线。理想情况下,线旋转应该采用圆形路径(至少它在旋转1到360时应该看起来像一个圆圈)但不知何故它看起来更像椭圆,更向y轴延伸(我的猜测是,可能因为深度效应)。但由于我的线完全处于XY平面(因为Z坐标在线坐标中缺失)为什么我会得到这样的深度效果?我已经在这个问题上发布了我的代码。请指出正确的方向?

GLSurfaceViewActivity代码文件:

package com.mobi.trials.gldemo;

import android.app.Activity;
import android.os.Bundle;
import android.util.Log;

public class GLSurfaceViewActivity extends Activity {

SimpleGLSurfaceView glView = null;

/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    Log.i("GLDemo", "In the activity");
    glView = new SimpleGLSurfaceView(this);
    setContentView(glView);
}

@Override
protected void onPause() {
    super.onPause();
    glView.onPause();
}

@Override
protected void onResume() {
    super.onResume();
    glView.onResume();
}

}

SimpleGLSurfaceView代码文件:

package com.mobi.trials.gldemo;

import android.content.Context;
import android.opengl.GLSurfaceView;

public class SimpleGLSurfaceView extends GLSurfaceView {

public SimpleGLSurfaceView(Context context) {
    super(context);
    final DrawGLSurfaceCanvasView renderer = new DrawGLSurfaceCanvasView(this);

    setFocusable(true);
    setFocusableInTouchMode(true);
    setRenderer(renderer);
}

}

DrawGLSurfaceCanvasView代码文件:

package com.mobi.trials.gldemo;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;

public class DrawGLSurfaceCanvasView implements GLSurfaceView.Renderer {

SimpleLine line;
private float rotationAngle = 0.0f;
float lineVertices[] = {  0.2f, 0.2f, 0f,
          -0.2f, -0.2f, 0f };

public DrawGLSurfaceCanvasView(GLSurfaceView view) {
}

@Override
public void onDrawFrame(GL10 gl) {

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);

    gl.glRotatef(rotationAngle, 0.0f, 0.0f, 1.0f);

    if(rotationAngle <= -360.0f)
    {
        rotationAngle = 0.0f;
    }
    rotationAngle -= 1f;

    line.draw(gl);
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    line = new SimpleLine(lineVertices);
}

}

SimpleLine代码文件:

package com.mobi.trials.gldemo;

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

import javax.microedition.khronos.opengles.GL10;

public class SimpleLine {
float vertices[];
private FloatBuffer vertexBuffer;

public SimpleLine(float[] vertices) {
    super();
    this.vertices = vertices;
}

public void draw(GL10 gl)
{
    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
    vbb.order(ByteOrder.nativeOrder());
    vertexBuffer = vbb.asFloatBuffer();
    vertexBuffer.put(vertices);
    vertexBuffer.position(0);

    // Update : Added orthographic projection matrix.
    // Update II : Corrected the values of orthgraphic projection matrix.
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f);

    gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
    gl.glDrawArrays(GL10.GL_LINES, 0, 2);
}

}

1 个答案:

答案 0 :(得分:4)

我不认为你所观察到的是深度效应。只是你没有设置任何投影矩阵(导致获取默认值:身份)。因此,如果将模型视图矩阵设置为标识,则最终会以[-1:1]表示窗口的范围。

[ - 。2,。2]最终代表你窗户的20%。我假设你的窗口不是方形的,所以你最终会绘制一个偏心率为宽高比的椭圆。

您需要查看解释投影矩阵通常如何设置的教程(通常涉及窗口大小和/或宽高比)。