不说废话,贴代码,画四棱椎
// 旋转方向
private float xrot, yrot, zrot;
// 正三角顶点
private IntBuffer tvertices =IntBuffer.wrap(new int[] {
0, one, 0,
-one, -one,one,
one, -one, one,
0, one, 0,
one, -one, one,
one, -one,-one,
0, one, 0,
one, -one, -one,
-one, -one, -one,
0, one, 0,
-one, -one, -one,
-one, -one, one
});
//纹理点
private int[] texCoords = {
0, one,
one, one,
0, 0,
one, 0
};
// 初始化
textureids = new int[1];
// 实例化bitmap
bitmap = BitGL.bitmap;
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * 6);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asIntBuffer();
//为每一个面贴上纹理
for (int i = 0; i < 6; i++) {
texBuffer.put(texCoords);
}
texBuffer.position(0);
@Override
public void onDrawFrame(GL10 gl) {
// 清除深度和颜色缓存
gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, tvertices);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer); // Define
//向z轴里移入3.0f
gl.glTranslatef(0.0f, 0.0f, -3.0f);
// 设置旋转的方向
gl.glRotatef(xrot, 0.0f, 1.0f, 0.0f);
// 绘制四棱椎
for (int i = 0; i < 4; i++) {
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 3, 3);
}
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// 设置旋转角度
xrot += 1f;
yrot += 1f;
zrot += 0.3f;
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// 视角
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// 观察模式
gl.glMatrixMode(GL10.GL_PROJECTION);
// 重置观察布局
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// 告诉系统对透视进行修正
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
// 黑色背景
gl.glClearColor(0, 0, 0, 0);
// 启用阴影平滑
gl.glShadeModel(GL10.GL_SMOOTH);
// 清除深度缓存
gl.glClearDepthf(one);
// 启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
// 所做深度测试的类型
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glEnable(GL10.GL_TEXTURE_2D);
// 创建纹理
gl.glGenTextures(1, textureids, 0);
// 绑定要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]);
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// 线性滤波
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);
}