What you learn: You will learn how easy it is, to create a Colored 3D Cube, using OpenGL® ES.
What it will look like:
Introduction:
Lets quote wikipedia first:Quote:
OpenGL ES (OpenGL for Embedded Systems) is a subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones, PDAs, and video game consoles. It is defined and promoted by the Khronos Group, a graphics hardware and software industry consortium interested in open APIs for graphics and multimedia.
Description:
What we will do is, create a custom view and using OpenGL ES in it to draw a colored cube.
The Main steps are:
1. Setup the view and create a cube
(1.1. Start/Stop the animation if we are (not) viewing it)
2. Do some trigonometry (rotation)
3. Make the Cube paint itself
Most interesting:
What the heck do those values in the Cube-Constructor mean...
Java: int one = 0x10000;
/* Every vertex got 3 values, for
* x / y / z position in the kartesian space.
*/
int vertices[] = {
-one, -one, -one, // Vertex Zero
one, -one, -one, // Vertex Two
one, one, -one, // Vertex ...
-one, one, -one,
-one, -one, one,
one, -one, one,
one, one, one,
-one, one, one, // Vertex Seven
};
That is pretty easy, each row stands for a single vertex, consisting of three values (x,y,z) which simply result in a point in the cartesian space.
So if you think of each codeline as one vertex you get something like this:
(Note1: We only created the vertices, not the edges. I just added them, that the cube-structure becomes better visible.)
(Note2: You will see that the blue coordinate-system is located right in the middle of the cube)
Java: /* Every vertex has got its own color, described by 4 values
* R(ed)
* G(green)
* B(blue)
* A(lpha)
int colors[] = {
0, 0, 0, one,
one, 0, 0, one,
one, one, 0, one,
0, one, 0, one,
0, 0, one, one,
one, 0, one, one,
one, one, one, one,
0, one, one, one,
};
In this code-block the color of all the 8 vertices are described, as '4' each: R(ed) G(reen) B(lue) A(lpha). (Alpha means Opticacy)
OpenGL SE will create the color-flows automatically!
Java: /* The last thing is that we need to describe some Triangles.
* A triangle got 3 vertices.
* The confusing thing is, that it is important in which order
* the vertices of each triangle are described.
* So describing a triangle through the vertices: "0, 4, 5"
* will not result in the same triangle as: "0, 5, 4"
* You probably ask: Why the hell isn't that the same ???
* The reason for that is the call of: "gl.glFrontFace(gl.GL_CW);"
* which means, that we have to describe the "visible" side of the
* triangles by naming its vertices in a ClockWise order!
* From the other side, the triangle will be 100% lookthru!
* You can create a kind of magic mirror with that
*/
byte indices[] = {
0, 4, 5,
0, 5, 1,
1, 5, 6,
1, 6, 2,
2, 6, 7,
2, 7, 3,
3, 7, 4,
3, 4, 0,
4, 7, 6,
4, 6, 5,
3, 0, 1,
3, 1, 2
};
This is the tricky part. I think that I described it good enough in them comment.
Lets take a look at two example triangles:
The Code
Original Source:
code.google.com
Modified by: Nicolas 'plusminus' Gramlich
Java: /*
* Copyright (C) 2007 Google Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.google.android.samples.graphics;
import android.app.Activity;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.OpenGLContext;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.os.SystemClock;
import android.view.View;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import javax.microedition.khronos.opengles.GL10;
/**
* Example of how to use OpenGL|ES in a custom view
*
*/
public class GLView1 extends Activity {
@Override
protected void onCreate(Bundle icicle)
{
super.onCreate(icicle);
setContentView(new GLView( getApplication() ));
}
@Override
protected void onResume()
{
super.onResume();
//android.os.Debug.startMethodTracing("/tmp/trace/GLView1.dmtrace",
// 8 * 1024 * 1024);
}
@Override
protected void onStop()
{
super.onStop();
//android.os.Debug.stopMethodTracing();
}
}
class GLView extends View
{
/**
* The View constructor is a good place to allocate our OpenGL context
*/
public GLView(Context context)
{
super(context);
/*
* Create an OpenGL|ES context. This must be done only once, an
* OpenGL contex is a somewhat heavy object.
*/
mGLContext = new OpenGLContext(0);
mCube = new Cube();
mAnimate = false;
}
/*
* Start the animation only once we're attached to a window
* @see android.view.View#onAttachedToWindow()
*/
@Override
protected void onAttachedToWindow() {
mAnimate = true;
Message msg = mHandler.obtainMessage(INVALIDATE);
mNextTime = SystemClock.uptimeMillis();
mHandler.sendMessageAtTime(msg, mNextTime);
super.onAttachedToWindow();
}
/*
* Make sure to stop the animation when we're no longer on screen,
* failing to do so will cause most of the view hierarchy to be
* leaked until the current process dies.
* @see android.view.View#onDetachedFromWindow()
*/
@Override
protected void onDetachedFromWindow() {
mAnimate = false;
super.onDetachedFromWindow();
}
/**
* Draw the view content
*
* @see android.view.View#onDraw(android.graphics.Canvas)
*/
@Override
protected void onDraw(Canvas canvas) {
if (true) {
/*
* First, we need to get to the appropriate GL interface.
* This is simply done by casting the GL context to either
* GL10 or GL11.
*/
GL10 gl = (GL10)(mGLContext.getGL());
/*
* Before we can issue GL commands, we need to make sure all
* native drawing commands are completed. Simply call
* waitNative() to accomplish this. Once this is done, no native
* calls should be issued.
*/
mGLContext.waitNative(canvas, this);
int w = getWidth();
int h = getHeight();
/*
* Set the viewport. This doesn't have to be done each time
* draw() is called. Typically this is called when the view
* is resized.
*/
gl.glViewport(0, 0, w, h);
/*
* Set our projection matrix. This doesn't have to be done
* each time we draw, but usualy a new projection needs to be set
* when the viewport is resized.
*/
float ratio = (float)w / h;
gl.glMatrixMode(gl.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 2, 12);
/*
* dithering is enabled by default in OpenGL, unfortunattely
* it has a significant impact on performace in software
* implementation. Often, it's better to just turn it off.
*/
gl.glDisable(gl.GL_DITHER);
/*
* Usually, the first thing one might want to do is to clear
* the screen. The most efficient way of doing this is to use
* glClear(). However we must make sure to set the scissor
* correctly first. The scissor is always specified in window
* coordinates:
*/
gl.glClearColor(1,1,1,1);
gl.glEnable(gl.GL_SCISSOR_TEST);
gl.glScissor(0, 0, w, h);
gl.glClear(gl.GL_COLOR_BUFFER_BIT);
/*
* Now we're ready to draw some 3D object
*/
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -3.0f);
gl.glScalef(0.5f, 0.5f, 0.5f);
gl.glRotatef(mAngle, 0, 1, 0);
gl.glRotatef(mAngle*0.25f, 1, 0, 0);
gl.glColor4f(0.7f, 0.7f, 0.7f, 1.0f);
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glEnableClientState(gl.GL_COLOR_ARRAY);
gl.glEnable(gl.GL_CULL_FACE);
mCube.draw(gl);
mAngle += 1.2f;
/*
* Once we're done with GL, we need to flush all GL commands and
* make sure they complete before we can issue more native
* drawing commands. This is done by calling waitGL().
*/
mGLContext.waitGL();
}
}
// ------------------------------------------------------------------------
private static final int INVALIDATE = 1;
private final Handler mHandler = new Handler() {
@Override
public void handleMessage(Message msg) {
if (mAnimate && msg.what == INVALIDATE) {
invalidate();
msg = obtainMessage(INVALIDATE);
long current = SystemClock.uptimeMillis();
if (mNextTime ) {
mNextTime = current + 20;
}
sendMessageAtTime(msg, mNextTime);
mNextTime += 20;
}
}
};
private OpenGLContext mGLContext;
private Cube mCube;
private float mAngle;
private long mNextTime;
private boolean mAnimate;
}
class Cube
{
public Cube()
{
int one = 0x10000;
/* Every vertex got 3 values, for
* x / y / z position in the kartesian space.
*/
int vertices[] = {
-one, -one, -one,
one, -one, -one,
one, one, -one,
-one, one, -one,
-one, -one, one,
one, -one, one,
one, one, one,
-one, one, one,
};
/* Every vertex has got its own color, described by 4 values
* R(ed)
* G(green)
* B(blue)
* A(lpha)
int colors[] = {
0, 0, 0, one,
one, 0, 0, one,
one, one, 0, one,
0, one, 0, one,
0, 0, one, one,
one, 0, one, one,
one, one, one, one,
0, one, one, one,
};
/* The last thing is that we need to describe some Triangles.
* A triangle got 3 vertices.
* The confusing thing is, that it is important in which order
* the vertices of each triangle are described.
* So describing a triangle through the vertices: "0, 4, 5"
* will not result in the same triangle as: "0, 5, 4"
* You probably ask: Why the hell isn't that the same ???
* The reason for that is the call of: "gl.glFrontFace(gl.GL_CW);"
* which means, that we have to describe the "visible" side of the
* triangles by naming its vertices in a ClockWise order!
* From the other side, the triangle will be 100% lookthru!
* You can create a kind of magic mirror with that
.
*/
byte indices[] = {
0, 4, 5,
0, 5, 1,
1, 5, 6,
1, 6, 2,
2, 6, 7,
2, 7, 3,
3, 7, 4,
3, 4, 0,
4, 7, 6,
4, 6, 5,
3, 0, 1,
3, 1, 2
};
// Buffers to be passed to gl*Pointer() functions
// must be direct, i.e., they must be placed on the
// native heap where the garbage collector cannot
// move them.
//
// Buffers with multi-byte datatypes (e.g., short, int, float)
// must have their byte order set to native order
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asIntBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());
mColorBuffer = cbb.asIntBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
}
public void draw(GL10 gl)
{
gl.glFrontFace(gl.GL_CW);
gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer);
gl.glColorPointer(4, gl.GL_FIXED, 0, mColorBuffer);
gl.glDrawElements(gl.GL_TRIANGLES, 36, gl.GL_UNSIGNED_BYTE, mIndexBuffer);
}
private IntBuffer mVertexBuffer;
private IntBuffer mColorBuffer;
private ByteBuffer mIndexBuffer;
}
I hope you succeeded and understood this tutorial.
Please vote and/or leave a comment