| Scott Main | 50e990c | 2012-06-21 17:14:39 -0700 | [diff] [blame] | 1 | page.title=Defining Shapes |
| 2 | parent.title=Displaying Graphics with OpenGL ES |
| 3 | parent.link=index.html |
| 4 | |
| 5 | trainingnavtop=true |
| 6 | previous.title=Building an OpenGL ES Environment |
| 7 | previous.link=environment.html |
| 8 | next.title=Drawing Shapes |
| 9 | next.link=draw.html |
| 10 | |
| 11 | @jd:body |
| 12 | |
| 13 | <div id="tb-wrapper"> |
| 14 | <div id="tb"> |
| 15 | |
| 16 | <h2>This lesson teaches you to</h2> |
| 17 | <ol> |
| 18 | <li><a href="#triangle">Define a Triangle</a></li> |
| 19 | <li><a href="#square">Define a Square</a></li> |
| 20 | </ol> |
| 21 | |
| 22 | <h2>You should also read</h2> |
| 23 | <ul> |
| 24 | <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li> |
| 25 | </ul> |
| 26 | |
| 27 | <div class="download-box"> |
| 28 | <a href="{@docRoot}shareables/training/OpenGLES.zip" |
| 29 | class="button">Download the sample</a> |
| 30 | <p class="filename">OpenGLES.zip</p> |
| 31 | </div> |
| 32 | |
| 33 | </div> |
| 34 | </div> |
| 35 | |
| 36 | <p>Being able to define shapes to be drawn in the context of an OpenGL ES view is the first step in |
| 37 | creating your high-end graphics masterpiece. Drawing with OpenGL ES can be a little tricky without |
| 38 | knowing a few basic things about how OpenGL ES expects you to define graphic objects.</p> |
| 39 | |
| 40 | <p>This lesson explains the OpenGL ES coordinate system relative to an Android device screen, the |
| 41 | basics of defining a shape, shape faces, as well as defining a triangle and a square.</p> |
| 42 | |
| 43 | |
| 44 | <h2 id="triangle">Define a Triangle</h2> |
| 45 | |
| 46 | <p>OpenGL ES allows you to define drawn objects using coordinates in three-dimensional space. So, |
| 47 | before you can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do |
| 48 | this is to define a vertex array of floating point numbers for the coordinates. For maximum |
| 49 | efficiency, you write these coordinates into a {@link java.nio.ByteBuffer}, that is passed into the |
| 50 | OpenGL ES graphics pipeline for processing.</p> |
| 51 | |
| 52 | <pre> |
| 53 | class Triangle { |
| 54 | |
| 55 | private FloatBuffer vertexBuffer; |
| 56 | |
| 57 | // number of coordinates per vertex in this array |
| 58 | static final int COORDS_PER_VERTEX = 3; |
| 59 | static float triangleCoords[] = { // in counterclockwise order: |
| 60 | 0.0f, 0.622008459f, 0.0f, // top |
| 61 | -0.5f, -0.311004243f, 0.0f, // bottom left |
| 62 | 0.5f, -0.311004243f, 0.0f // bottom right |
| 63 | }; |
| 64 | |
| 65 | // Set color with red, green, blue and alpha (opacity) values |
| 66 | float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f }; |
| 67 | |
| 68 | public Triangle() { |
| 69 | // initialize vertex byte buffer for shape coordinates |
| 70 | ByteBuffer bb = ByteBuffer.allocateDirect( |
| 71 | // (number of coordinate values * 4 bytes per float) |
| 72 | triangleCoords.length * 4); |
| 73 | // use the device hardware's native byte order |
| 74 | bb.order(ByteOrder.nativeOrder()); |
| 75 | |
| 76 | // create a floating point buffer from the ByteBuffer |
| 77 | vertexBuffer = bb.asFloatBuffer(); |
| 78 | // add the coordinates to the FloatBuffer |
| 79 | vertexBuffer.put(triangleCoords); |
| 80 | // set the buffer to read the first coordinate |
| 81 | vertexBuffer.position(0); |
| 82 | } |
| 83 | } |
| 84 | </pre> |
| 85 | |
| 86 | <p>By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of |
| 87 | the {@link android.opengl.GLSurfaceView} frame, [1,1,0] is the top right corner of the frame and |
| 88 | [-1,-1,0] is bottom left corner of the frame. For an illustration of this coordinate system, see the |
| 89 | <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">OpenGL ES</a> developer |
| 90 | guide.</p> |
| 91 | |
| 92 | <p>Note that the coordinates of this shape are defined in a counterclockwise order. The drawing |
| 93 | order is important because it defines which side is the front face of the shape, which you typically |
| 94 | want to have drawn, and the back face, which you can choose to not draw using the OpenGL ES cull |
| 95 | face feature. For more information about faces and culling, see the <a |
| 96 | href="{@docRoot}guide/topics/graphics/opengl.html#faces-winding">OpenGL ES</a> developer guide.</p> |
| 97 | |
| 98 | |
| 99 | <h2 id="square">Define a Square</h2> |
| 100 | |
| 101 | <p>Defining triangles is pretty easy in OpenGL, but what if you want to get a just a little more |
| 102 | complex? Say, a square? There are a number of ways to do this, but a typical path to drawing such a |
| 103 | shape in OpenGL ES is to use two triangles drawn together:</p> |
| 104 | |
| 105 | <img src="{@docRoot}images/opengl/ccw-square.png"> |
| 106 | <p class="img-caption"> |
| 107 | <strong>Figure 1.</strong> Drawing a square using two triangles.</p> |
| 108 | |
| 109 | <p>Again, you should define the vertices in a counterclockwise order for both triangles that |
| 110 | represent this shape, and put the values in a {@link java.nio.ByteBuffer}. In order to avoid |
| 111 | defining the two coordinates shared by each triangle twice, use a drawing list to tell the |
| 112 | OpenGL ES graphics pipeline how to draw these vertices. Here’s the code for this shape:</p> |
| 113 | |
| 114 | <pre> |
| 115 | class Square { |
| 116 | |
| 117 | private FloatBuffer vertexBuffer; |
| 118 | private ShortBuffer drawListBuffer; |
| 119 | |
| 120 | // number of coordinates per vertex in this array |
| 121 | static final int COORDS_PER_VERTEX = 3; |
| 122 | static float squareCoords[] = { -0.5f, 0.5f, 0.0f, // top left |
| 123 | -0.5f, -0.5f, 0.0f, // bottom left |
| 124 | 0.5f, -0.5f, 0.0f, // bottom right |
| 125 | 0.5f, 0.5f, 0.0f }; // top right |
| 126 | |
| 127 | private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices |
| 128 | |
| 129 | public Square() { |
| 130 | // initialize vertex byte buffer for shape coordinates |
| 131 | ByteBuffer bb = ByteBuffer.allocateDirect( |
| 132 | // (# of coordinate values * 4 bytes per float) |
| 133 | squareCoords.length * 4); |
| 134 | bb.order(ByteOrder.nativeOrder()); |
| 135 | vertexBuffer = bb.asFloatBuffer(); |
| 136 | vertexBuffer.put(squareCoords); |
| 137 | vertexBuffer.position(0); |
| 138 | |
| 139 | // initialize byte buffer for the draw list |
| 140 | ByteBuffer dlb = ByteBuffer.allocateDirect( |
| 141 | // (# of coordinate values * 2 bytes per short) |
| 142 | drawOrder.length * 2); |
| 143 | dlb.order(ByteOrder.nativeOrder()); |
| 144 | drawListBuffer = dlb.asShortBuffer(); |
| 145 | drawListBuffer.put(drawOrder); |
| 146 | drawListBuffer.position(0); |
| 147 | } |
| 148 | } |
| 149 | </pre> |
| 150 | |
| 151 | <p>This example gives you a peek at what it takes to create more complex shapes with OpenGL. In |
| 152 | general, you use collections of triangles to draw objects. In the next lesson, you learn how to draw |
| 153 | these shapes on screen.</p> |