Android OpenGL10 基本图形绘制 <3>

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原文地址:http://blog.csdn.net/qq_31726827/article/details/51308580

下面程序的opengl的图形是根据Opengl1.0版本API进行的.

<a> : 首先绘制点:

<1> : 新建一个Android studio工程,这个工程参考前一篇坐标系的.工程名:PumpKinBasicGL10,主类如下:

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  1. package org.durian.pumpkinbasicgl10;  
  2.   
  3. import android.app.Activity;  
  4. import android.opengl.GLSurfaceView;  
  5. import android.os.Bundle;  
  6.   
  7. import org.durian.pumpkinbasicgl10.draw2d.PumpKinRenderer;  
  8. import org.durian.pumpkinbasicgl10.draw2d.dot.PumpkinDotRenderer;  
  9. import org.durian.pumpkinbasicgl10.draw2d.line.PumpKinLineRenderer;  
  10. import org.durian.pumpkinbasicgl10.draw2d.triangle.PumpKinTriangleRenderer;  
  11. import org.durian.pumpkinbasicgl10.draw3d.cube.PumpKinCubeRenderer;  
  12. import org.durian.pumpkinbasicgl10.draw3d.shapes.PumpKinPyramidRenderer;  
  13.   
  14. public class MainActivity extends Activity {  
  15.   
  16.     private GLSurfaceView mSurfaceView;  
  17.     @Override  
  18.     protected void onCreate(Bundle savedInstanceState) {  
  19.         super.onCreate(savedInstanceState);  
  20.   
  21.         mSurfaceView=new GLSurfaceView(this);  
  22.         mSurfaceView.setRenderer(/*new PumpKinRenderer()*/new PumpkinDotRenderer()/*new PumpKinLineRenderer(this)*//*new PumpKinTriangleRenderer()*//*new PumpKinPyramidRenderer()*//*new PumpKinCubeRenderer()*/);  
  23.         setContentView(mSurfaceView/*R.layout.activity_main*/);  
  24.     }  
  25.   
  26.     @Override  
  27.     protected void onResume() {  
  28.         super.onResume();  
  29.         mSurfaceView.onResume();  
  30.     }  
  31.   
  32.     @Override  
  33.     protected void onPause() {  
  34.         super.onPause();  
  35.         mSurfaceView.onPause();  
  36.     }  
  37. }  


<2> : 画点类程序如下:

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  1. package org.durian.pumpkinbasicgl10.draw2d.dot;  
  2.   
  3. import java.nio.ByteBuffer;  
  4. import java.nio.ByteOrder;  
  5. import java.nio.FloatBuffer;  
  6.   
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. /**  
  10.  * Created by Administrator on 2016/4/26.  
  11.  */  
  12. public class PumpKinDot {  
  13.   
  14.     private FloatBuffer vertexsBuffer;  
  15.   
  16.     private FloatBuffer colorsBuffer;  
  17.   
  18.     //x,y,z  
  19.     private float[] vertexs=new float[]{  
  20.             1.0f,0.0f,0.0f,  
  21.             0.0f,1.0f,0.0f,  
  22.             -1.0f,0.0f,0.0f,  
  23.             0.0f,-1.0f,0.0f,  
  24.             0.5f,0.0f,0.0f,  
  25.             0.0f,0.5f,0.0f,  
  26.             -0.5f,0.0f,0.0f,  
  27.             0.0f,-0.5f,0.0f,  
  28.             0.0f,0.0f,0.0f,  
  29.             0.0f,0.0f,1.0f,  
  30.             0.0f,0.0f,-1.0f,  
  31.             0.0f,0.0f,0.5f,  
  32.             0.0f,0.0f,-0.5f,  
  33.             0.0f,0.0f,0.0f  
  34.   
  35.     };  
  36.   
  37.     //r,g,b,a  
  38.     private float[] colors={  
  39.             0.0f,1.0f,0.0f,1.0f,  
  40.             1.0f,0.0f,0.0f,1.0f,  
  41.             0.0f,1.0f,0.0f,1.0f,  
  42.             1.0f,0.0f,0.0f,1.0f,  
  43.             0.0f,1.0f,0.0f,1.0f,  
  44.             1.0f,1.0f,0.0f,1.0f,  
  45.             0.0f,1.0f,0.0f,1.0f,  
  46.             1.0f,0.0f,0.0f,1.0f,  
  47.             1.0f,1.0f,1.0f,1.0f,  
  48.             1.0f,1.0f,1.0f,1.0f,  
  49.             1.0f,1.0f,1.0f,1.0f,  
  50.             1.0f,1.0f,1.0f,1.0f,  
  51.             1.0f,1.0f,1.0f,1.0f,  
  52.             1.0f,1.0f,1.0f,1.0f,  
  53.     };  
  54.   
  55.     public PumpKinDot(){  
  56.   
  57.         ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);  
  58.         vbb.order(ByteOrder.nativeOrder());  
  59.         vertexsBuffer=vbb.asFloatBuffer();  
  60.         vertexsBuffer.put(vertexs);  
  61.         vertexsBuffer.position(0);  
  62.   
  63.         ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);  
  64.         cbb.order(ByteOrder.nativeOrder());  
  65.         colorsBuffer=cbb.asFloatBuffer();  
  66.         colorsBuffer.put(colors);  
  67.         colorsBuffer.position(0);  
  68.   
  69.     }  
  70.   
  71.     public void draw(GL10 gl){  
  72.   
  73.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  74.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  75.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  76.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);  
  77.         gl.glDrawArrays(GL10.GL_POINTS,0,vertexs.length/3);  
  78.         gl.glDisableClientState(GL10.GL_COLOR_ARRAY);  
  79.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  80.   
  81.     }  
  82.   
  83. }  
上面程序主要是注意

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  1. gl.glDrawArrays(GL10.GL_POINTS,0,vertexs.length/3);  

第一个参数为设置绘制图形类型.第一篇博客已有说明.

程序在x,y,z轴上面绘制画出多个点.

渲染的类:

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  1. package org.durian.pumpkinbasicgl10.draw2d.dot;  
  2.   
  3. import android.opengl.GLSurfaceView;  
  4. import android.opengl.GLU;  
  5.   
  6. import org.durian.pumpkinbasicgl10.draw2d.PumpKin;  
  7.   
  8. import javax.microedition.khronos.egl.EGLConfig;  
  9. import javax.microedition.khronos.opengles.GL10;  
  10.   
  11. /**  
  12.  * Created by Administrator on 2016/4/26.  
  13.  */  
  14. public class PumpkinDotRenderer implements GLSurfaceView.Renderer {  
  15.   
  16.     private PumpKinDot pumpKinDot;  
  17.     private PumpKin pumpKin;  
  18.   
  19.     public PumpkinDotRenderer() {  
  20.   
  21.         pumpKinDot = new PumpKinDot();  
  22.         pumpKin=new PumpKin();  
  23.     }  
  24.   
  25.     @Override  
  26.     public void onSurfaceCreated(GL10 gl, EGLConfig config) {  
  27.   
  28.         gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);  
  29.         gl.glClearDepthf(1.0f);  
  30.         gl.glEnable(GL10.GL_DEPTH_TEST);  
  31.         gl.glDepthFunc(GL10.GL_LEQUAL);  
  32.         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);  
  33.         gl.glShadeModel(GL10.GL_SMOOTH);  
  34.         gl.glDisable(GL10.GL_DITHER);  
  35.   
  36.     }  
  37.   
  38.     @Override  
  39.     public void onSurfaceChanged(GL10 gl, int width, int height) {  
  40.   
  41.         if (height == 0) {  
  42.             height = 1;  
  43.         }  
  44.         float aspect = (float) width / height;  
  45.   
  46.         gl.glViewport(0, 0, width, height);  
  47.   
  48.         gl.glMatrixMode(GL10.GL_PROJECTION);  
  49.         gl.glLoadIdentity();  
  50.         GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);  
  51.   
  52.         gl.glMatrixMode(GL10.GL_MODELVIEW);  
  53.         gl.glLoadIdentity();  
  54.   
  55.     }  
  56.   
  57.     @Override  
  58.     public void onDrawFrame(GL10 gl) {  
  59.   
  60.         gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);  
  61.   
  62.         gl.glLoadIdentity();  
  63.         gl.glTranslatef(0.0f, 0.0f, -6.0f);  
  64.         gl.glRotatef(45,1.0f,1.0f,1.0f);  
  65.         //pumpKin.draw(gl);  
  66.         pumpKinDot.draw(gl);  
  67.   
  68.   
  69.     }  
  70. }  

上面对于的坐标线:

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  1. //pumpKin.draw(gl);  

被注释了,这个绘制的坐标线不是必须的,只是让人可以更好定位三维空间位置,能够看得见.

运行结果:


如果将坐标系直线显示出来:


上面的在程序中,做了坐标变换:对坐标做了旋转变换.

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  1. gl.glRotatef(45,1.0f,1.0f,1.0f);  

坐标线条程序和前一篇一模一样:

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  1. package org.durian.pumpkinbasicgl10.draw2d;  
  2.   
  3. import java.nio.ByteBuffer;  
  4. import java.nio.ByteOrder;  
  5. import java.nio.FloatBuffer;  
  6.   
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. /**  
  10.  * Created by Administrator on 2016/4/28.  
  11.  */  
  12. public class PumpKin {  
  13.   
  14.     private FloatBuffer vertexsBuffer;  
  15.     private FloatBuffer colorsBuffer;  
  16.   
  17.     private ByteBuffer indicesBuffer;  
  18.   
  19.     private float vertexs[]={  
  20.             -3.0f,0.0f,0.0f,  
  21.             3.0f,0.0f,0.0f,  
  22.             0.0f,-3.0f,0.0f,  
  23.             0.0f,3.0f,0.0f,  
  24.             0.0f,0.0f,-3.0f,  
  25.             0.0f,0.0f,3.0f  
  26.     };  
  27.   
  28.     private float colors[]={  
  29.             1.0f,0.0f,0.0f,1.0f,  
  30.             1.0f,0.0f,0.0f,1.0f,  
  31.             0.0f,1.0f,0.0f,1.0f,  
  32.             0.0f,1.0f,0.0f,1.0f,  
  33.             0.0f,0.0f,1.0f,1.0f,  
  34.             0.0f,0.0f,1.0f,1.0f  
  35.     };  
  36.   
  37.     private byte indices[]={0,1,2};  
  38.   
  39.     public PumpKin(){  
  40.   
  41.         ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);  
  42.         vbb.order(ByteOrder.nativeOrder());  
  43.         vertexsBuffer=vbb.asFloatBuffer();  
  44.         vertexsBuffer.put(vertexs);  
  45.         vertexsBuffer.position(0);  
  46.   
  47.         ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);  
  48.         cbb.order(ByteOrder.nativeOrder());  
  49.         colorsBuffer=cbb.asFloatBuffer();  
  50.         colorsBuffer.put(colors);  
  51.         colorsBuffer.position(0);  
  52.   
  53.     }  
  54.   
  55.     public void draw(GL10 gl){  
  56.   
  57.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  58.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  59.   
  60.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  61.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);  
  62.   
  63.         gl.glDrawArrays(GL10.GL_LINES,0,vertexs.length/3);  
  64.   
  65.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  66.   
  67.     }  
  68.   
  69. }  
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  1. package org.durian.pumpkinbasicgl10.draw2d;  
  2.   
  3. import android.opengl.GLSurfaceView;  
  4. import android.opengl.GLU;  
  5.   
  6. import javax.microedition.khronos.egl.EGLConfig;  
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. /**  
  10.  * Created by Administrator on 2016/4/28.  
  11.  */  
  12. public class PumpKinRenderer implements GLSurfaceView.Renderer {  
  13.   
  14.     private PumpKin pumpKin;  
  15.   
  16.     public PumpKinRenderer(){  
  17.         pumpKin=new PumpKin();  
  18.     }  
  19.     @Override  
  20.     public void onSurfaceCreated(GL10 gl, EGLConfig config) {  
  21.   
  22.         gl.glClearColor(0.0f,0.0f,0.0f,1.0f);  
  23.         gl.glClearDepthf(1.0f);  
  24.         gl.glEnable(GL10.GL_DEPTH_TEST);  
  25.         gl.glDepthFunc(GL10.GL_LEQUAL);  
  26.         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);  
  27.         gl.glShadeModel(GL10.GL_SMOOTH);  
  28.         gl.glDisable(GL10.GL_DITHER);  
  29.   
  30.     }  
  31.   
  32.     @Override  
  33.     public void onSurfaceChanged(GL10 gl, int width, int height) {  
  34.   
  35.         if(height==0){  
  36.             height=1;  
  37.         }  
  38.         float aspect=(float)width/height;  
  39.   
  40.         gl.glViewport(0,0,width,height);  
  41.   
  42.         gl.glMatrixMode(GL10.GL_PROJECTION);  
  43.         gl.glLoadIdentity();  
  44.         GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);  
  45.   
  46.         gl.glMatrixMode(GL10.GL_MODELVIEW);  
  47.         gl.glLoadIdentity();  
  48.   
  49.     }  
  50.   
  51.     @Override  
  52.     public void onDrawFrame(GL10 gl) {  
  53.   
  54.         gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);  
  55.   
  56.         gl.glLoadIdentity();  
  57.         gl.glTranslatef(0.0f,0.0f,-2f);  
  58.         gl.glRotatef(45,1.0f,1.0f,1.0f);  
  59.         pumpKin.draw(gl);  
  60.   
  61.     }  
  62. }  

上面即是绘制点.


<b> : 下面介绍绘制直线,其实绘制直线前面已经有了,比如绘制坐标直线.只需要在上面工程添加绘制line的类和渲染类

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  1. package org.durian.pumpkinbasicgl10.draw2d.line;  
  2.   
  3. import android.util.Log;  
  4.   
  5. import java.nio.ByteBuffer;  
  6. import java.nio.ByteOrder;  
  7. import java.nio.FloatBuffer;  
  8.   
  9. import javax.microedition.khronos.opengles.GL10;  
  10.   
  11. /**  
  12.  * Created by Administrator on 2016/4/26.  
  13.  */  
  14. public class PumpKinLine {  
  15.   
  16.     private FloatBuffer vertexsBuffer;  
  17.     private FloatBuffer colorsBuffer;  
  18.     private ByteBuffer indicesBuffer;  
  19.   
  20.     private float[] vertexss={  
  21.             -1.0f,-1.0f,0.0f,  
  22.             1.0f,-1.0f,0.0f,  
  23.             -1.0f,1.0f,0.0f,  
  24.             1.0f,1.0f,0.0f  
  25.     };  
  26.     //x,y,z  
  27.     private float[] vertexs={  
  28.             0.0f,0.0f,0.0f,  
  29.             1.0f,0.0f,0.0f,  
  30.             0.0f,0.0f,0.0f,  
  31.             0.0f,1.0f,0.0f  
  32.     };  
  33.     //r,g,b,a  
  34.     private float[] colors={  
  35.             1.0f,0.0f,0.0f,1.0f,  
  36.             0.0f,1.0f,0.0f,1.0f,  
  37.             1.0f,0.0f,0.0f,1.0f,  
  38.             0.0f,1.0f,0.0f,1.0f  
  39.     };  
  40.   
  41.     private byte[] indices={  
  42.             0,1,2  
  43.     };  
  44.   
  45.     public PumpKinLine(){  
  46.   
  47.         ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);  
  48.         vbb.order(ByteOrder.nativeOrder());  
  49.         vertexsBuffer=vbb.asFloatBuffer();  
  50.         vertexsBuffer.put(vertexs);  
  51.         vertexsBuffer.position(0);  
  52.   
  53.   
  54.         ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);  
  55.         cbb.order(ByteOrder.nativeOrder());  
  56.         colorsBuffer=cbb.asFloatBuffer();  
  57.         colorsBuffer.put(colors);  
  58.         colorsBuffer.position(0);  
  59.   
  60.         indicesBuffer=ByteBuffer.allocateDirect(indices.length);  
  61.         indicesBuffer.put(indices);  
  62.         indicesBuffer.position(0);  
  63.   
  64.     }  
  65.   
  66.     public void draw(GL10 gl){  
  67.   
  68.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  69.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  70.   
  71.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  72.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);  
  73.   
  74.         gl.glColor4f(1.0f,0.0f,0.0f,1.0f);  
  75.         gl.glDrawArrays(GL10.GL_LINES,0,vertexs.length/3);  
  76.   
  77.         //gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);  
  78.         gl.glDisableClientState(GL10.GL_COLOR_ARRAY);  
  79.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  80.   
  81.     }  
  82.   
  83. }  

绘制也可以通过:

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  1. gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);  

进行,只是这个方法需要提供绘制序列点indices数组.

绘制的直线的:

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  1. 0.0f,0.0f,0.0f,  
  2.             1.0f,0.0f,0.0f,  

这两点连接的线

以及:

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  1. 0.0f,0.0f,0.0f,  
  2.             0.0f,1.0f,0.0f  

这两天链接的线.

即两条线分别沿x,y正方向.

对应的渲染类如下:

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  1. package org.durian.pumpkinbasicgl10.draw2d.line;  
  2.   
  3. import android.content.Context;  
  4. import android.opengl.GLSurfaceView;  
  5. import android.opengl.GLU;  
  6.   
  7. import org.durian.pumpkinbasicgl10.draw2d.PumpKin;  
  8.   
  9. import javax.microedition.khronos.egl.EGLConfig;  
  10. import javax.microedition.khronos.opengles.GL10;  
  11.   
  12. /**  
  13.  * Created by Administrator on 2016/4/26.  
  14.  */  
  15. public class PumpKinLineRenderer implements GLSurfaceView.Renderer {  
  16.   
  17.     private PumpKinLine pumpKinLine;  
  18.     private PumpKin pumpKin;  
  19.     public PumpKinLineRenderer(){  
  20.   
  21.         pumpKinLine=new PumpKinLine();  
  22.         pumpKin=new PumpKin();  
  23.   
  24.     }  
  25.   
  26.     @Override  
  27.     public void onSurfaceCreated(GL10 gl, EGLConfig config) {  
  28.   
  29.         gl.glClearColor(0.0f,0.0f,0.0f,1.0f);  
  30.         gl.glClearDepthf(1.0f);  
  31.         gl.glEnable(GL10.GL_DEPTH_TEST);  
  32.         gl.glDepthFunc(GL10.GL_LEQUAL);  
  33.         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);  
  34.         gl.glShadeModel(GL10.GL_SMOOTH);  
  35.         gl.glDisable(GL10.GL_DITHER);  
  36.   
  37.     }  
  38.   
  39.     @Override  
  40.     public void onSurfaceChanged(GL10 gl, int width, int height) {  
  41.   
  42.         if(height==0){  
  43.             height=1;  
  44.         }  
  45.         float aspect=(float)width/height;  
  46.   
  47.         gl.glViewport(0,0,width,height);  
  48.   
  49.         gl.glMatrixMode(GL10.GL_PROJECTION);  
  50.         gl.glLoadIdentity();  
  51.         GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);  
  52.   
  53.         gl.glMatrixMode(GL10.GL_MODELVIEW);  
  54.         gl.glLoadIdentity();  
  55.   
  56.     }  
  57.   
  58.     @Override  
  59.     public void onDrawFrame(GL10 gl) {  
  60.   
  61.         gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);  
  62.   
  63.         gl.glLoadIdentity();  
  64.         //gl.glTranslatef(0.0f,0.0f,0.0f);  
  65.         gl.glTranslatef(0.0f,0.0f,-0.1f);  
  66.         //gl.glTranslatef(-3.0f,0.0f,-6.0f);  
  67.         //gl.glTranslatef(3.0f,0.0f,1.0f);  
  68. //        pumpKin.draw(gl);  
  69.         pumpKinLine.draw(gl);  
  70.   
  71.   
  72.     }  
  73.   
  74. }  


如果想显示当前的坐标线,可以将

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  1. //        pumpKin.draw(gl);  

去掉注释.


<c> : 绘制多边形:代码如下

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  1. package org.durian.pumpkinbasicgl10.draw2d.triangle;  
  2.   
  3. import java.nio.ByteBuffer;  
  4. import java.nio.ByteOrder;  
  5. import java.nio.FloatBuffer;  
  6.   
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. /**  
  10.  * Created by Administrator on 2016/4/27.  
  11.  */  
  12. public class PumpKinTriangle {  
  13.   
  14.     private FloatBuffer vertexsBuffer;  
  15.     private FloatBuffer vertexsaBuffer;  
  16.     private FloatBuffer colorsBuffer;  
  17.     private FloatBuffer colorsaBuffer;  
  18.   
  19.     private ByteBuffer indicesBuffer;  
  20.     private ByteBuffer indicesaBuffer;  
  21.   
  22.     //x,y,z  
  23.     private float[] vertexs={  
  24.         1.0f,0.0f,0.0f,  
  25.             0.0f,1.0f,0.0f,  
  26.                 0.0f,0.0f,1.0f  
  27.     };  
  28.   
  29.     private float[] vertexsa={  
  30.             1.0f,0.0f,0.0f,  
  31.             0.0f,1.0f,0.0f,  
  32.             0.0f,0.0f,1.0f,  
  33.             1.0f,0.0f,1.0f,  
  34.             0.5f,1.0f,0.0f,  
  35.             0.5f,1.0f,1.0f  
  36.     };  
  37.   
  38.     //r,g,b,a  
  39.     private float[] colors={  
  40.         1.0f,0.0f,0.0f,1.0f,  
  41.             0.0f,1.0f,0.0f,1.0f,  
  42.             0.0f,0.0f,1.0f,1.0f  
  43.     };  
  44.   
  45.     private float[] colorsa={  
  46.             1.0f,0.0f,0.0f,1.0f,  
  47.             0.0f,1.0f,0.0f,1.0f,  
  48.             0.0f,0.0f,1.0f,1.0f,  
  49.             1.0f,0.0f,0.0f,1.0f,  
  50.             0.0f,1.0f,0.0f,1.0f,  
  51.             0.0f,0.0f,1.0f,1.0f  
  52.     };  
  53.   
  54.     private byte[] indices={0,1,2};  
  55.   
  56.     private byte[] indicesa={0,1,2,3,4,5};  
  57.   
  58.   
  59.     public PumpKinTriangle(){  
  60.   
  61.         ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);  
  62.         vbb.order(ByteOrder.nativeOrder());  
  63.         vertexsBuffer=vbb.asFloatBuffer();  
  64.         vertexsBuffer.put(vertexs);  
  65.         vertexsBuffer.position(0);  
  66.   
  67.         ByteBuffer vbba=ByteBuffer.allocateDirect(vertexsa.length*4);  
  68.         vbba.order(ByteOrder.nativeOrder());  
  69.         vertexsaBuffer=vbba.asFloatBuffer();  
  70.         vertexsaBuffer.put(vertexsa);  
  71.         vertexsaBuffer.position(0);  
  72.   
  73.         ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);  
  74.         cbb.order(ByteOrder.nativeOrder());  
  75.         colorsBuffer=cbb.asFloatBuffer();  
  76.         colorsBuffer.put(colors);  
  77.         colorsBuffer.position(0);  
  78.   
  79.         ByteBuffer cbba=ByteBuffer.allocateDirect(colorsa.length*4);  
  80.         cbba.order(ByteOrder.nativeOrder());  
  81.         colorsaBuffer=cbba.asFloatBuffer();  
  82.         colorsaBuffer.put(colorsa);  
  83.         colorsaBuffer.position(0);  
  84.   
  85.         indicesBuffer=ByteBuffer.allocateDirect(indices.length);  
  86.         indicesBuffer.order(ByteOrder.nativeOrder());  
  87.         indicesBuffer.put(indices);  
  88.         indicesBuffer.position(0);  
  89.   
  90.         indicesaBuffer=ByteBuffer.allocateDirect(indicesa.length);  
  91.         indicesaBuffer.order(ByteOrder.nativeOrder());  
  92.         indicesaBuffer.put(indicesa);  
  93.         indicesaBuffer.position(0);  
  94.   
  95.     }  
  96.   
  97.     // type :GL10.GL_TRIANGLES  
  98.     public void draw(GL10 gl){  
  99.   
  100.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  101.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  102.   
  103.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  104.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);  
  105.   
  106.         gl.glDrawArrays(GL10.GL_TRIANGLES,0,vertexs.length/3);  
  107.   
  108.         gl.glDisableClientState(GL10.GL_COLOR_ARRAY);  
  109.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  110.   
  111.     }  
  112.   
  113.     public void drawE(GL10 gl){  
  114.   
  115.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  116.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  117.   
  118.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  119.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);  
  120.         gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);  
  121.   
  122.         gl.glDisableClientState(GL10.GL_COLOR_ARRAY);  
  123.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  124.   
  125.     }  
  126.   
  127.     public void drawNc(GL10 gl){  
  128.   
  129.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  130.   
  131.         gl.glColor4f(0.0f,1.0f,0.0f,1.0f);  
  132.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  133.   
  134.         gl.glDrawArrays(GL10.GL_TRIANGLES,0,vertexs.length/3);  
  135.   
  136.     }  
  137.   
  138.     //type : GL10.GL_TRIANGLE_STRIP  
  139.     public void draw1(GL10 gl){  
  140.   
  141.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  142.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  143.   
  144.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsaBuffer);  
  145.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsaBuffer);  
  146.         gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,0,vertexsa.length/3);  
  147.   
  148.         gl.glDisableClientState(GL10.GL_COLOR_ARRAY);  
  149.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  150.   
  151.     }  
  152.   
  153.     //type : GL10.GL_TRIANGLE_FAN  
  154.     public void draw1E(GL10 gl){  
  155.   
  156.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  157.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  158.   
  159.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsaBuffer);  
  160.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsaBuffer);  
  161.   
  162.         gl.glDrawElements(GL10.GL_TRIANGLE_FAN,indicesa.length,GL10.GL_UNSIGNED_BYTE,indicesaBuffer);  
  163.   
  164.         gl.glDisableClientState(GL10.GL_COLOR_ARRAY);  
  165.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  166.   
  167.     }  
  168.   
  169. }  


程序采用了两种绘制图像的方法:

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  1. gl.glDrawArrays  

和:

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  1. gl.glDrawElements  

这两种绘制在前面大致说过了.

这里主要介绍这两个方法的第一个参数:分别是GL_TRIANGLES、GL_TRIANGLE_STRIP和GL_TRIANGLE_FAN

图片出处:http://blog.csdn.NET/xiajun07061225/article/details/7455283,参考具体说明:

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  1. GL_TRIANGLES是以每三个顶点绘制一个三角形。第一个三角形使用顶点v0,v1,v2,第二个使用v3,v4,v5,以此类推。如果顶点的个数n不是3的倍数,那么最后的1个或者2个顶点会被忽略。  
  2.   
  3. GL_TRIANGLE_STRIP则稍微有点复杂。  
  4. 其规律是:  
  5. 构建当前三角形的顶点的连接顺序依赖于要和前面已经出现过的2个顶点组成三角形的当前顶点的序号的奇偶性(如果从0开始):  
  6. 如果当前顶点是奇数:  
  7. 组成三角形的顶点排列顺序:T = [n-1 n-2 n].  
  8. 如果当前顶点是偶数:  
  9. 组成三角形的顶点排列顺序:T = [n-2 n-21 n].  
  10. 以上图为例,第一个三角形,顶点v2序号是2,是偶数,则顶点排列顺序是v0,v1,v2。第二个三角形,顶点v3序号是3,是奇数,则顶点排列顺序是v2,v1,v3,第三个三角形,顶点v4序号是4,是偶数,则顶点排列顺序是v2,v3,v4,以此类推。  
  11. 这个顺序是为了保证所有的三角形都是按照相同的方向绘制的,使这个三角形串能够正确形成表面的一部分。对于某些操作,维持方向是很重要的,比如剔除。  
  12. 注意:顶点个数n至少要大于3,否则不能绘制任何三角形。  
  13.   
  14. GL_TRIANGLE_FAN与GL_TRIANGLE_STRIP类似,不过它的三角形的顶点排列顺序是T = [n-1 n-2 n].各三角形形成一个扇形序列  

还有一个更加具体的可以参考,非常好:

http://blog.csdn.net/gisxs/article/details/16897229

对应渲染类:

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  1. package org.durian.pumpkinbasicgl10.draw2d.triangle;  
  2.   
  3. import android.opengl.GLSurfaceView;  
  4. import android.opengl.GLU;  
  5.   
  6. import javax.microedition.khronos.egl.EGLConfig;  
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. /**  
  10.  * Created by Administrator on 2016/4/27.  
  11.  */  
  12. public class PumpKinTriangleRenderer implements GLSurfaceView.Renderer {  
  13.   
  14.     private PumpKinTriangle pumpKinTriangle;  
  15.     public PumpKinTriangleRenderer(){  
  16.   
  17.         pumpKinTriangle=new PumpKinTriangle();  
  18.   
  19.     }  
  20.   
  21.     @Override  
  22.     public void onSurfaceCreated(GL10 gl, EGLConfig config) {  
  23.   
  24.         gl.glClearColor(0.0f,0.0f,0.0f,1.0f);  
  25.         gl.glClearDepthf(1.0f);  
  26.         gl.glEnable(GL10.GL_DEPTH_TEST);  
  27.         gl.glDepthFunc(GL10.GL_LEQUAL);  
  28.         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);  
  29.         gl.glShadeModel(GL10.GL_SMOOTH);  
  30.         gl.glDisable(GL10.GL_DITHER);  
  31.   
  32.     }  
  33.   
  34.     @Override  
  35.     public void onSurfaceChanged(GL10 gl, int width, int height) {  
  36.   
  37.         if(height==0){  
  38.             height=1;  
  39.         }  
  40.         float aspect=(float)width/height;  
  41.   
  42.         gl.glViewport(0,0,width,height);  
  43.   
  44.         gl.glMatrixMode(GL10.GL_PROJECTION);  
  45.         gl.glLoadIdentity();  
  46.         GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);  
  47.   
  48.         gl.glMatrixMode(GL10.GL_MODELVIEW);  
  49.         gl.glLoadIdentity();  
  50.   
  51.     }  
  52.   
  53.     @Override  
  54.     public void onDrawFrame(GL10 gl) {  
  55.   
  56.         gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);  
  57.   
  58.         gl.glLoadIdentity();  
  59.         gl.glTranslatef(0.0f,0.0f,-6.0f);  
  60.   
  61.         pumpKinTriangle.draw1(gl);  
  62.   
  63.     }  
  64. }  

如果调用draw1方法,运行结果如下:


如果将渲染类中程序修改:

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  1. //        pumpKinTriangle.draw1(gl);  
  2.         pumpKinTriangle.draw1E(gl);  


运行结果:



上面大致介绍了基本二维图形的绘制.

下面介绍三维图形,三维图形其实和二维在程序上面没什么区别,只是需要注意z轴了,坐标方式差不多.三维图形基本也是由基本二维图形构成的.

<d> : 绘制金字塔模型:

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  1. package org.durian.pumpkinbasicgl10.draw3d.shapes;  
  2.   
  3. import java.nio.ByteBuffer;  
  4. import java.nio.ByteOrder;  
  5. import java.nio.FloatBuffer;  
  6.   
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. /**  
  10.  * Created by Administrator on 2016/4/28.  
  11.  */  
  12. public class PumpKinPyramid {  
  13.   
  14.     private FloatBuffer vertexsBuffer;  
  15.     private FloatBuffer colorsBuffer;  
  16.   
  17.     private ByteBuffer indicesBuffer;  
  18.   
  19.     // 5 vertices of the pyramid in (x,y,z)  
  20.     private float[] vertexs={  
  21.             -1.0f, -1.0f, -1.0f,  // 0. left-bottom-back  
  22.             1.0f, -1.0f, -1.0f,  // 1. right-bottom-back  
  23.             1.0f, -1.0f,  1.0f,  // 2. right-bottom-front  
  24.             -1.0f, -1.0f,  1.0f,  // 3. left-bottom-front  
  25.             0.0f,  1.0f,  0.0f   // 4. top  
  26.     };  
  27.   
  28.     // Colors of the 5 vertices in RGBA  
  29.     private float[] colors={  
  30.             0.0f, 0.0f, 1.0f, 1.0f,  // 0. blue  
  31.             0.0f, 1.0f, 0.0f, 1.0f,  // 1. green  
  32.             0.0f, 0.0f, 1.0f, 1.0f,  // 2. blue  
  33.             0.0f, 1.0f, 0.0f, 1.0f,  // 3. green  
  34.             1.0f, 0.0f, 0.0f, 1.0f   // 4. red  
  35.     };  
  36.   
  37.     private byte indices[]={  
  38.             2, 4, 3,   // front face (CCW)  
  39.             1, 4, 2,   // right face  
  40.             0, 4, 1,   // back face  
  41.             4, 0, 3    // left face  
  42.     };  
  43.   
  44.     public PumpKinPyramid(){  
  45.   
  46.         ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);  
  47.         vbb.order(ByteOrder.nativeOrder());  
  48.         vertexsBuffer=vbb.asFloatBuffer();  
  49.         vertexsBuffer.put(vertexs);  
  50.         vertexsBuffer.position(0);  
  51.   
  52.         ByteBuffer cbb=ByteBuffer.allocateDirect(colors.length*4);  
  53.         cbb.order(ByteOrder.nativeOrder());  
  54.         colorsBuffer=cbb.asFloatBuffer();  
  55.         colorsBuffer.put(colors);  
  56.         colorsBuffer.position(0);  
  57.   
  58.         indicesBuffer=ByteBuffer.allocateDirect(indices.length);  
  59.         indicesBuffer.order(ByteOrder.nativeOrder());  
  60.         indicesBuffer.put(indices);  
  61.         indicesBuffer.position(0);  
  62.   
  63.     }  
  64.   
  65.     public void draw(GL10 gl){  
  66.   
  67.         gl.glFrontFace(GL10.GL_CCW);  
  68.   
  69.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  70.         gl.glEnableClientState(GL10.GL_COLOR_ARRAY);  
  71.   
  72.         gl.glColorPointer(4,GL10.GL_FLOAT,0,colorsBuffer);  
  73.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  74.   
  75.         gl.glDrawElements(GL10.GL_TRIANGLE_STRIP,indices.length,GL10.GL_UNSIGNED_BYTE,indicesBuffer);  
  76.   
  77.         gl.glDisableClientState(GL10.GL_COLOR_ARRAY);  
  78.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  79.   
  80.     }  
  81.   
  82.   
  83. }  

其中:

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  1. gl.glFrontFace(GL10.GL_CCW);  

改程序设置:设置逆时针方向为正面.

上面的程序了vertexs顶点数组,可以很难搞清,等下在渲染器中添加坐标,然后再来对应上面的坐标点就了解了.
下面给出对应的渲染类:

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  1. package org.durian.pumpkinbasicgl10.draw3d.shapes;  
  2.   
  3. import android.opengl.GLSurfaceView;  
  4. import android.opengl.GLU;  
  5.   
  6. import org.durian.pumpkinbasicgl10.draw2d.PumpKin;  
  7.   
  8. import javax.microedition.khronos.egl.EGLConfig;  
  9. import javax.microedition.khronos.opengles.GL10;  
  10.   
  11. /**  
  12.  * Created by Administrator on 2016/4/28.  
  13.  */  
  14. public class PumpKinPyramidRenderer implements GLSurfaceView.Renderer {  
  15.   
  16.     private PumpKinPyramid pumpKinPyramid;  
  17.     private PumpKin pumpKin;  
  18.   
  19.     public PumpKinPyramidRenderer(){  
  20.   
  21.         pumpKinPyramid=new PumpKinPyramid();  
  22.         pumpKin=new PumpKin();  
  23.   
  24.     }  
  25.     @Override  
  26.     public void onSurfaceCreated(GL10 gl, EGLConfig config) {  
  27.   
  28.         gl.glClearColor(0.0f,0.0f,0.0f,1.0f);  
  29.         gl.glClearDepthf(1.0f);  
  30.         gl.glEnable(GL10.GL_DEPTH_TEST);  
  31.         gl.glDepthFunc(GL10.GL_LEQUAL);  
  32.         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);  
  33.         gl.glShadeModel(GL10.GL_SMOOTH);  
  34.         gl.glDisable(GL10.GL_DITHER);  
  35.   
  36.     }  
  37.   
  38.     @Override  
  39.     public void onSurfaceChanged(GL10 gl, int width, int height) {  
  40.   
  41.         if(height==0){  
  42.             height=1;  
  43.         }  
  44.         float aspect=(float)width/height;  
  45.   
  46.         gl.glViewport(0,0,width,height);  
  47.   
  48.         gl.glMatrixMode(GL10.GL_PROJECTION);  
  49.         gl.glLoadIdentity();  
  50.         GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);  
  51.   
  52.         gl.glMatrixMode(GL10.GL_MODELVIEW);  
  53.         gl.glLoadIdentity();  
  54.   
  55.     }  
  56.   
  57.     @Override  
  58.     public void onDrawFrame(GL10 gl) {  
  59.   
  60.         gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);  
  61.   
  62.         gl.glLoadIdentity();  
  63.         gl.glTranslatef(0.0f, 0.0f, -8.0f);  
  64.         gl.glRotatef(45,1.0f,1.0f,1.0f);  
  65.         pumpKinPyramid.draw(gl);  
  66.         pumpKin.draw(gl);  
  67.   
  68.     }  
  69. }  


运行结果:




一个金字塔形的立体需要4个面,一共需要5个顶点,主要是要定好坐标原点,比如上面坐标原点在金字塔中心位置.比如上面对着我们的绿色角,对应的顶点坐标(-1.0f, -1.0f,  1.0f),红色顶点在y轴(红线是x轴,绿色y轴,蓝色z轴)位置(0.0f,  1.0f,  0.0f),刚好绿线(y轴)结果顶点,其他的一次类推.


<e> : 下面介绍立方体,基本上都是类似做法,立方体有八个坐标,同上,原点(0,0,0)设置在立方体中心位置,程序如下:

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  1. package org.durian.pumpkinbasicgl10.draw3d.cube;  
  2.   
  3. import java.nio.ByteBuffer;  
  4. import java.nio.ByteOrder;  
  5. import java.nio.FloatBuffer;  
  6.   
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. /**  
  10.  * Created by Administrator on 2016/4/29.  
  11.  */  
  12. public class PumpKinCube {  
  13.   
  14.     private FloatBuffer vertexsBuffer;  
  15.   
  16.     private FloatBuffer lvertexsBuffer;  
  17.     private FloatBuffer lcolorsBuffer;  
  18.   
  19.     /*  
  20.     * eight vertex as following :  
  21.     * V0 : -1.0f, -1.0f,  1.0f  
  22.     * V1 : 1.0f, -1.0f,  1.0f  
  23.     * V2 : -1.0f,  1.0f,  1.0f  
  24.     * V3 : -1.0f, -1.0f, -1.0f  
  25.     * V4 : -1.0f, -1.0f, -1.0f  
  26.     * V5 : -1.0f,  1.0f, -1.0f  
  27.     * V6 : 1.0f, -1.0f, -1.0f  
  28.     * V7 : 1.0f,  1.0f, -1.0f  
  29.     * 三维坐标系原点在这个立方体中心  
  30.     * */  
  31.     private float[] vertices = {  // Vertices of the 6 faces  
  32.             // FRONT  
  33.             -1.0f, -1.0f,  1.0f,  // 0. left-bottom-front  
  34.             1.0f, -1.0f,  1.0f,  // 1. right-bottom-front  
  35.             -1.0f,  1.0f,  1.0f,  // 2. left-top-front  
  36.             1.0f,  1.0f,  1.0f,  // 3. right-top-front  
  37.             // BACK  
  38.             1.0f, -1.0f, -1.0f,  // 6. right-bottom-back  
  39.             -1.0f, -1.0f, -1.0f,  // 4. left-bottom-back  
  40.             1.0f,  1.0f, -1.0f,  // 7. right-top-back  
  41.             -1.0f,  1.0f, -1.0f,  // 5. left-top-back  
  42.             // LEFT  
  43.             -1.0f, -1.0f, -1.0f,  // 4. left-bottom-back  
  44.             -1.0f, -1.0f,  1.0f,  // 0. left-bottom-front  
  45.             -1.0f,  1.0f, -1.0f,  // 5. left-top-back  
  46.             -1.0f,  1.0f,  1.0f,  // 2. left-top-front  
  47.             // RIGHT  
  48.             1.0f, -1.0f,  1.0f,  // 1. right-bottom-front  
  49.             1.0f, -1.0f, -1.0f,  // 6. right-bottom-back  
  50.             1.0f,  1.0f,  1.0f,  // 3. right-top-front  
  51.             1.0f,  1.0f, -1.0f,  // 7. right-top-back  
  52.             // TOP  
  53.             -1.0f,  1.0f,  1.0f,  // 2. left-top-front  
  54.             1.0f,  1.0f,  1.0f,  // 3. right-top-front  
  55.             -1.0f,  1.0f, -1.0f,  // 5. left-top-back  
  56.             1.0f,  1.0f, -1.0f,  // 7. right-top-back  
  57.             // BOTTOM  
  58.             -1.0f, -1.0f, -1.0f,  // 4. left-bottom-back  
  59.             1.0f, -1.0f, -1.0f,  // 6. right-bottom-back  
  60.             -1.0f, -1.0f,  1.0f,  // 0. left-bottom-front  
  61.             1.0f, -1.0f,  1.0f   // 1. right-bottom-front  
  62.     };  
  63.   
  64.     private float[][] colors = {  // Colors of the 6 faces  
  65.             {1.0f, 0.5f, 0.0f, 1.0f},  // 0. orange  
  66.             {1.0f, 0.0f, 1.0f, 1.0f},  // 1. violet  
  67.             {0.0f, 1.0f, 0.0f, 1.0f},  // 2. green  
  68.             {0.0f, 0.0f, 1.0f, 1.0f},  // 3. blue  
  69.             {1.0f, 0.0f, 0.0f, 1.0f},  // 4. red  
  70.             {1.0f, 1.0f, 0.0f, 1.0f}   // 5. yellow  
  71.     };  
  72.   
  73.     public PumpKinCube(){  
  74.   
  75.         ByteBuffer vbb=ByteBuffer.allocateDirect(vertices.length*4);  
  76.         vbb.order(ByteOrder.nativeOrder());  
  77.         vertexsBuffer=vbb.asFloatBuffer();  
  78.         vertexsBuffer.put(vertices);  
  79.         vertexsBuffer.position(0);  
  80.   
  81.     }  
  82.   
  83.     public void draw(GL10 gl){  
  84.   
  85.         gl.glFrontFace(GL10.GL_CCW);  
  86.         gl.glEnable(GL10.GL_CULL_FACE);  
  87.         gl.glCullFace(GL10.GL_BACK);  
  88.   
  89.         gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);  
  90.   
  91.         gl.glVertexPointer(3,GL10.GL_FLOAT,0,vertexsBuffer);  
  92.   
  93.         for(int i=0;i<6;i++){  
  94.   
  95.             gl.glColor4f(colors[i][0],colors[i][1],colors[i][2],colors[i][3]);  
  96.             gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP,i*4,4);  
  97.   
  98.         }  
  99.   
  100.         gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  101.         gl.glDisable(GL10.GL_CULL_FACE);  
  102.   
  103.     }  
  104.   
  105. }  

特别说一下:

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  1. gl.glFrontFace(GL10.GL_CCW);  
  2.         gl.glEnable(GL10.GL_CULL_FACE);  
  3.         gl.glCullFace(GL10.GL_BACK);  
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  1. gl.glEnable(GL10.GL_CULL_FACE);  
设置openggl有剔除效果,就是看不到的面就不画,当然可以增加效率
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  1. gl.glCullFace(GL10.GL_BACK);  
设置背面被剔除,不画.
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  1. gl.glFrontFace(GL10.GL_CCW);  
设置逆时针方向为正面


对应渲染器类:

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  1. package org.durian.pumpkinbasicgl10.draw3d.cube;  
  2.   
  3. import android.opengl.GLSurfaceView;  
  4. import android.opengl.GLU;  
  5.   
  6. import org.durian.pumpkinbasicgl10.draw2d.PumpKin;  
  7.   
  8. import javax.microedition.khronos.egl.EGLConfig;  
  9. import javax.microedition.khronos.opengles.GL10;  
  10.   
  11. /**  
  12.  * Created by Administrator on 2016/4/29.  
  13.  */  
  14. public class PumpKinCubeRenderer implements GLSurfaceView.Renderer {  
  15.   
  16.     private PumpKinCube pumpKinCube;  
  17.     private PumpKin pumpKin;  
  18.   
  19.     private int cubeAngle=0;  
  20.     private int cubeSpeech=1;  
  21.   
  22.     public PumpKinCubeRenderer(){  
  23.         pumpKinCube=new PumpKinCube();  
  24.         pumpKin=new PumpKin();  
  25.     }  
  26.     @Override  
  27.     public void onSurfaceCreated(GL10 gl, EGLConfig config) {  
  28.   
  29.         gl.glClearColor(0.0f,0.0f,0.0f,1.0f);  
  30.         gl.glClearDepthf(1.0f);  
  31.         gl.glEnable(GL10.GL_DEPTH_TEST);  
  32.         gl.glDepthFunc(GL10.GL_LEQUAL);  
  33.         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST);  
  34.         gl.glShadeModel(GL10.GL_SMOOTH);  
  35.         gl.glDisable(GL10.GL_DITHER);  
  36.   
  37.     }  
  38.   
  39.     @Override  
  40.     public void onSurfaceChanged(GL10 gl, int width, int height) {  
  41.   
  42.         if(height==0){  
  43.             height=1;  
  44.         }  
  45.         float aspect=(float)width/height;  
  46.   
  47.         gl.glViewport(0,0,width,height);  
  48.   
  49.         gl.glMatrixMode(GL10.GL_PROJECTION);  
  50.         gl.glLoadIdentity();  
  51.         GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.0f);  
  52.   
  53.         gl.glMatrixMode(GL10.GL_MODELVIEW);  
  54.         gl.glLoadIdentity();  
  55.   
  56.     }  
  57.   
  58.     @Override  
  59.     public void onDrawFrame(GL10 gl) {  
  60.   
  61.         gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT);  
  62.   
  63.         gl.glLoadIdentity();  
  64.         gl.glTranslatef(0.0f,0.0f,-6.0f);  
  65.         gl.glRotatef(cubeAngle,1.0f,1.0f,1.0f);  
  66.         gl.glScalef(0.8f,0.8f,0.8f);  
  67.         pumpKinCube.draw(gl);  
  68.         pumpKin.draw(gl);  
  69.   
  70.         cubeAngle+=cubeSpeech;  
  71.     }  
  72. }  


运行如下:




至于纹理部分将在后面单独给出来简述.


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