以下是关于Android OpenGL ES 2绘制正方形的完善且全面的答案:
Android OpenGL ES 2是Android平台上的一种图形API,它是OpenGL ES(OpenGL for Embedded Systems)的一个子集,用于实现2D和3D图形的高性能渲染。OpenGL ES 2是OpenGL ES的一个版本,它是专为嵌入式系统设计的,适用于移动设备和游戏机等需要高性能图形处理的场景。
要使用OpenGL ES 2绘制正方形,需要进行以下步骤:
以下是一个简单的示例代码:
public class MyGLRenderer implements GLSurfaceView.Renderer {
private FloatBuffer vertexBuffer;
private ShortBuffer drawListBuffer;
private int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mTextureUniformHandle;
private int mTextureCoordinateHandle;
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Initialize the shader program
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
// Set up the vertex data
final float[] vertexData = {
// X, Y, Z, U, V
-0.5f, -0.5f, 0.0f, 0, 0,
0.5f, -0.5f, 0.0f, 1, 0,
0.5f, 0.5f, 0.0f, 1, 1,
-0.5f, 0.5f, 0.0f, 0, 1
};
// Initialize the vertex buffer
ByteBuffer bb = ByteBuffer.allocateDirect(vertexData.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(vertexData);
vertexBuffer.position(0);
// Initialize the draw list buffer
final short[] drawOrder = {0, 1, 2, 0, 2, 3};
ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
// Load the texture
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
int textureId = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
Bitmap bitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.example_texture);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
public void onDrawFrame(GL10 unused) {
// Clear the rendering surface
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// Use the shader program
GLES20.glUseProgram(mProgram);
// Set up the vertex data
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "a_Position");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, 3, GLES20.GL_FLOAT, false, 20, vertexBuffer);
// Set up the color data
mColorHandle = GLES20.glGetAttribLocation(mProgram, "a_Color");
GLES20.glEnableVertexAttribArray(mColorHandle);
GLES20.glVertexAttribPointer(mColorHandle, 4, GLES20.GL_FLOAT, false, 20, vertexBuffer);
// Set up the texture coordinate data
mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TextureCoordinate");
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, 2, GLES20.GL_FLOAT, false, 20, vertexBuffer);
// Set up the texture
mTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "u_Texture");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(mTextureUniformHandle, 0);
// Draw the square
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex arrays
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glDisableVertexAttribArray(mColorHandle);
GLES20.glDisableVertexAttribArray(mTextureCoordinateHandle);
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
}
这个示例代码展示了如何使用OpenGL ES 2在Android平台上绘制一个带纹理的正方形。在这个示例中,我们使用了顶点着色器和片段着色器来处理顶点和像素数据,并使用了纹理贴图来为正方形添加纹理。
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