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android怎么绘制三维坐标

时间2024-01-18 17:18:03发布访客分类主机资讯浏览1477
导读:在Android中,可以使用OpenGL ES来绘制三维坐标。下面是一个简单的示例代码: 首先,在AndroidManifest.xml文件中添加以下权限: <uses-permission android:name="android...

在Android中,可以使用OpenGL ES来绘制三维坐标。下面是一个简单的示例代码:

首先,在AndroidManifest.xml文件中添加以下权限:

uses-permission android:name="android.permission.WAKE_LOCK" />
    
uses-feature android:glEsVersion="0x00020000" android:required="true" />
    

然后,在Android的Activity中使用GLSurfaceView创建OpenGL的上下文。

import android.app.Activity;
    
import android.content.Context;
    
import android.opengl.GLES20;
    
import android.opengl.GLSurfaceView;
    
import android.opengl.Matrix;
    
import android.os.Bundle;
    

import javax.microedition.khronos.egl.EGLConfig;
    
import javax.microedition.khronos.opengles.GL10;


public class MainActivity extends Activity {
    

    private GLSurfaceView mGLView;


    @Override
    protected void onCreate(Bundle savedInstanceState) {
    
        super.onCreate(savedInstanceState);
    

        mGLView = new MyGLSurfaceView(this);
    
        setContentView(mGLView);

    }


    class MyGLSurfaceView extends GLSurfaceView {
    

        private final MyGLRenderer mRenderer;


        public MyGLSurfaceView(Context context) {
    
            super(context);
    

            setEGLContextClientVersion(2);
    

            mRenderer = new MyGLRenderer();
    
            setRenderer(mRenderer);

        }

    }


    class MyGLRenderer implements GLSurfaceView.Renderer {
    

        private Triangle mTriangle;


        @Override
        public void onSurfaceCreated(GL10 unused, EGLConfig config) {
    
            GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    
            mTriangle = new Triangle();

        }


        @Override
        public void onSurfaceChanged(GL10 unused, int width, int height) {
    
            GLES20.glViewport(0, 0, width, height);

        }


        @Override
        public void onDrawFrame(GL10 unused) {
    
            GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
    
            mTriangle.draw();

        }

    }


    class Triangle {
    

        private final String vertexShaderCode =
                "uniform mat4 uMVPMatrix;
    " +
                        "attribute vec4 vPosition;
" +
                        "void main() {
    " +
                        "  gl_Position = uMVPMatrix * vPosition;
" +
                        "}
    ";
    

        private final String fragmentShaderCode =
                "precision mediump float;
    " +
                        "uniform vec4 vColor;
" +
                        "void main() {
    " +
                        "  gl_FragColor = vColor;
" +
                        "}
    ";


        private final float[] triangleCoords = {

                // 坐标顺序:x, y, z
                0.0f, 1.0f, 0.0f,
                -1.0f, -1.0f, 0.0f,
                1.0f, -1.0f, 0.0f
        }
    ;
    

        private final int mProgram;
    
        private int mPositionHandle;
    
        private int mColorHandle;
    
        private int mMVPMatrixHandle;
    

        private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
    
        private final int vertexStride = COORDS_PER_VERTEX * 4;
    

        private final int COORDS_PER_VERTEX = 3;
    
        private final int COLOR_COMPONENTS_COUNT = 4;


        private final float[] color = {
0.63671875f, 0.76953125f, 0.22265625f, 1.0f}
    ;
    

        private final float[] mMVPMatrix = new float[16];


        public Triangle() {
    
            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    
            int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
    

            mProgram = GLES20.glCreateProgram();
    
            GLES20.glAttachShader(mProgram, vertexShader);
    
            GLES20.glAttachShader(mProgram, fragmentShader);
    
            GLES20.glLinkProgram(mProgram);
    

            Matrix.setIdentityM(mMVPMatrix, 0);
    
            Matrix.translateM(mMVPMatrix, 0, 0, 0, -3f);

        }


        public void draw() {
    
            GLES20.glUseProgram(mProgram);
    

            mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
    
            GLES20.glEnableVertexAttribArray(mPositionHandle);
    
            GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
    

            mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
    
            GLES20.glUniform4fv(mColorHandle, 1, color, 0);
    

            mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    
            GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false,

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