OpenGL ES2学习笔记(6)-- Line Strip和Line Loop

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Line Strip

上一篇文章画了两条线段,但是用了4个点。如果几条线段首尾相接的话,可以让OpenGL把他们当成Line Strip来画,这样就可以用n+1个点来画n条线段。

代码

import java.nio.ByteBufferimport java.nio.ByteOrderimport javax.media.opengl.GLdef vertexShaderCode = """  attribute vec4 a_Position;  void main() {                                  gl_Position = a_Position;    gl_PointSize = 10.0;  }"""def fragmentShaderCode = """  precision mediump float;   void main() {    gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0);  }"""def shaderProgram = glob.compileAndLink(vertexShaderCode, fragmentShaderCode)def aPositionLocation = gl.glGetAttribLocation(shaderProgram.objectId, "a_Position")shaderProgram.use()def BYTES_PER_FLOAT = 4def POSITION_ELEMENT_COUNT = 2def POINT_COUNT = 4def vertices = [ -0.2f,-0.8f, -0.2f,-0.2f,  0.0f, 0.0f,  0.2f,-0.6f,] as float[]def vertexData = ByteBuffer        .allocateDirect(vertices.length * BYTES_PER_FLOAT)        .order(ByteOrder.nativeOrder())        .asFloatBuffer()vertexData.put(vertices)vertexData.position(0)gl.glVertexAttribPointer(aPositionLocation,       POSITION_ELEMENT_COUNT, gl.GL_FLOAT, false, 0, vertexData)gl.glEnableVertexAttribArray(aPositionLocation)gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f)gl.glClear(gl.GL_COLOR_BUFFER_BIT)gl.glLineWidth(4)gl.glDrawArrays(gl.GL_LINE_STRIP, 0, POINT_COUNT)
唯一有必要说明的就是这段代码:

gl.glDrawArrays(gl.GL_LINE_STRIP, 0, POINT_COUNT)
传入的参数是GL_LINE_STRIP而不是GL_LINES。

效果

Line Loop

如果Line Strip闭合的话,那么就变成了Line Loop。修改上面的脚本,把传递给glDrawArrays()方法的GL_LINE_STRIP参数改成GL_LINE_LOOP:

gl.glDrawArrays(gl.GL_LINE_LOOP, 0, POINT_COUNT)



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