aliang|aliang study opengles(1.2)_GLSurfaceView

GLSurfaceView

前言:上篇1.1讲解了opengles画三角形的opengles准备工作,三角形准备好以后,需要一个容器去显示它,这篇就理解一下GLSurfaceView
一.GLSurfaceView GLSurfaceView的使用过程就像是建造房子的过程.
  1. GLSurfaceView就像是当前建屋所处的地皮
  2. GlSurfaceView里的Renderer就像是建筑工人,它们会做三件事情:
    1. onSurfaceCreated() 为建房子做准备工作(水泥,设备,搭架等就等同于opengles中准备绘制的图形,坐标,颜色等数据)
    2. onSurfaceChanged API的解释是当surface大小改变的时候会去触发的,就相当于房子设计方案
    3. onDrawFrame 就是具体实施造屋过程了,在Android ondrawFrame绘制每一帧的时候,都会去调用该函数,所以在它里面进行不要去申请内存
二.GLSurfaceView具体代码:
public class MyTDView extends GLSurfaceView { final float ANGLE_SPAN = 0.375f; RotateThread rthread; SceneRenderer mRenderer; public MyTDView(Context context) { super(context); this.setEGLContextClientVersion(2); mRenderer=new SceneRenderer(); this.setRenderer(mRenderer); this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY); } private class SceneRenderer implements GLSurfaceView.Renderer { Triangle tle; public void onDrawFrame(GL10 gl) { //清除深度缓冲与颜色缓冲 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); //绘制三角形对 tle.drawSelf(); } public void onSurfaceChanged(GL10 gl, int width, int height) {//设置视窗大小及位置 GLES20.glViewport(0, 0, width, height); //计算GLSurfaceView的宽高比 float ratio = (float) width / height; //调用此方法计算产生透视投影矩阵 Matrix.frustumM(Triangle.mProjMatrix, 0, -ratio, ratio, -1, 1, 1, 10); //调用此方法产生摄像机9参数位置矩阵 Matrix.setLookAtM(Triangle.mVMatrix, 0, 0,0,3,0f,0f,0f,0f,1.0f,0.0f); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { //设置屏幕背景色RGBA GLES20.glClearColor(0,0,0,1.0f); //创建三角形对对象 tle=new Triangle(MyTDView.this); //打开深度检测 GLES20.glEnable(GLES20.GL_DEPTH_TEST); rthread=new RotateThread(); rthread.start(); } } public class RotateThread extends Thread { public boolean flag=true; @Override public void run() { while(flag) { mRenderer.tle.xAngle=mRenderer.tle.xAngle+ANGLE_SPAN; try { Thread.sleep(20); } catch(Exception e) { e.printStackTrace(); } } } } }

关键代码进行说明:
GLES20.glViewport(0, 0, width, height); float ratio = (float) width / height; Matrix.frustumM(Triangle.mProjMatrix, 0, -ratio, ratio, -1, 1, 1, 10); Matrix.setLookAtM(Triangle.mVMatrix, 0, 0,0,3,0f,0f,0f,0f,1.0f,0.0f);

这几行代码就构成了一个从人眼看物体的场景,其中frustumM是透视投影矩阵,后续会将到
setLookAtM就是眼睛的位置后续会将到
到这里绘制三角形的关键点都介绍完了,下面直接将剩余代码贴出来即可
三.剩余Android代码
public class Sample3_1Activity extends Activity { MyTDView mview; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //设置为竖屏模式 setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); mview=new MyTDView(this); mview.requestFocus(); mview.setFocusableInTouchMode(true); setContentView(mview); }@Override public void onResume() { super.onResume(); mview.onResume(); }@Override public void onPause() { super.onPause(); mview.onPause(); } }

这里要注意点就是:在Activity的onResume()和onPause要将GLSurface给onResume和onPause
【aliang|aliang study opengles(1.2)_GLSurfaceView】运行效果为:
aliang|aliang study opengles(1.2)_GLSurfaceView
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