android怎么绘制三维坐标

   2025-02-05 8150
核心提示: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:u

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,

 
 
更多>同类维修知识
推荐图文
推荐维修知识
点击排行
网站首页  |  关于我们  |  联系方式  |  用户协议  |  隐私政策  |  网站留言