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  • Android OpenGL ES(六)创建实例应用OpenGLDemos程序框架 .

    有了前面关于Android OpenGL ES的介绍,可以开始创建示例程序OpenGLDemos。

    使用Eclipse 创建一个Android项目

    • Project Name: OpenGLDemos
    • Build Target: Android 1.6 ( >1.5 即可)
    • Application Name: Android OpenGL ES Demos
    • Package Name: com.pstreets.opengl.demo
    • Create Activity:AndroidOpenGLDemo
    创建一个OpenGLRenderer 实现 GLSurfaceView.Renderer接口:
    OpenGLRenderer.java
    package com.example.gltest;
    
    import javax.microedition.khronos.opengles.GL10;
    
    import android.opengl.EGLConfig;
    import android.opengl.GLSurfaceView.Renderer;
    import android.opengl.GLU;
    
    public class OpenGLRenderer implements Renderer {
         
         private final IOpenGLDemo openGLDemo;
         public OpenGLRenderer(IOpenGLDemo demo){
         openGLDemo=demo;
         }
         
         public void onSurfaceCreated(GL10 gl, EGLConfig config) {
         // Set the background color to black ( rgba ).
         gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
         // Enable Smooth Shading, default not really needed.
         gl.glShadeModel(GL10.GL_SMOOTH);
         // Depth buffer setup.
         gl.glClearDepthf(1.0f);
         // Enables depth testing.
         gl.glEnable(GL10.GL_DEPTH_TEST);
         // The type of depth testing to do.
         gl.glDepthFunc(GL10.GL_LEQUAL);
         // Really nice perspective calculations.
         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
         GL10.GL_NICEST);
         
         }
         
         public void onDrawFrame(GL10 gl) {
         if(openGLDemo!=null){
         openGLDemo.DrawScene(gl);
         }
         
         }
         
         public void onSurfaceChanged(GL10 gl, int width, int height) {
         // Sets the current view port to the new size.
         gl.glViewport(0, 0, width, height);
         // Select the projection matrix
         gl.glMatrixMode(GL10.GL_PROJECTION);
         // Reset the projection matrix
         gl.glLoadIdentity();
         // Calculate the aspect ratio of the window
         GLU.gluPerspective(gl, 45.0f,
         (float) width / (float) height,
         0.1f, 100.0f);
         // Select the modelview matrix
         gl.glMatrixMode(GL10.GL_MODELVIEW);
         // Reset the modelview matrix
         gl.glLoadIdentity();
         }
    
        @Override
        public void onSurfaceCreated(GL10 arg0,
                javax.microedition.khronos.egl.EGLConfig arg1) {
            // TODO Auto-generated method stub
            
        }
        }

    为简洁起见,为所有的示例定义了一个接口IOpenGLDemo,
    定义在IOpenGLDemo.java

    package com.example.gltest;
    
    import javax.microedition.khronos.opengles.GL10;
    
    public interface IOpenGLDemo {
         public void DrawScene(GL10 gl);
         
        }

    DrawScene 用于实际的GL绘图示例代码,其它的初始化工作基本就由GLSurfaceView 和OpenGLRenderer 完成,其中onSurfaceCreated 和 onSurfaceChanged 中的代码含义现在无需了解,后面会有具体介绍,只要知道它们是用来初始化GLSurfaceView就可以了。

    最后使用一个简单的例子“Hello World”结束本篇,“Hello World” 使用红色背景刷新屏幕。

    MainActivity.java

    package com.example.gltest;
    
    import javax.microedition.khronos.opengles.GL10;
    
    import android.opengl.GLSurfaceView;
    import android.os.Bundle;
    import android.app.Activity;
    import android.view.Menu;
    import android.view.Window;
    import android.view.WindowManager;
    
    public class MainActivity extends Activity
           implements IOpenGLDemo{
    
            /** Called when the activity is first created. */
            @Override
            public void onCreate(Bundle savedInstanceState) {
                super.onCreate(savedInstanceState);
                this.requestWindowFeature(Window.FEATURE_NO_TITLE);
                getWindow()
                 .setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
                    WindowManager.LayoutParams.FLAG_FULLSCREEN);
         
                mGLSurfaceView = new GLSurfaceView(this);
                mGLSurfaceView.setRenderer(new OpenGLRenderer(this));
                setContentView(mGLSurfaceView);
            }
         
            public void DrawScene(GL10 gl) {
                gl.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
                // Clears the screen and depth buffer.
                gl.glClear(GL10.GL_COLOR_BUFFER_BIT
                  | GL10.GL_DEPTH_BUFFER_BIT);
         
            }
         
            @Override
            protected void onResume() {
                // Ideally a game should implement
                // onResume() and onPause()
                // to take appropriate action when the
                //activity looses focus
                super.onResume();
                mGLSurfaceView.onResume();
            }
         
            @Override
            protected void onPause() {
                // Ideally a game should implement onResume()
                //and onPause()
                // to take appropriate action when the
                //activity looses focus
                super.onPause();
                mGLSurfaceView.onPause();
            }
         
            private GLSurfaceView mGLSurfaceView;
         
        }

    结果如下:

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  • 原文地址:https://www.cnblogs.com/Anita9002/p/4443538.html
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