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

运行效果为:

aliang study opengles(1.2)_GLSurfaceView_第1张图片
screenshot.png

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