android下的openGL开发
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这个建议买本教材看看,现在这样的教材很多。
OpenGL ES 2.0
In this document
Create an Activity with GLSurfaceView
Draw a Shape on GLSurfaceViewDefine a Triangle
Draw the Triangle
Apply Projection and Camera Views
Add Motion
Respond to Touch Events
Related Samples
API Demos - graphics
OpenGL ES 2.0 Sample
TouchRotateActivity
See also
3D with OpenGL
OpenGL ES 1.0
This tutorial shows you how to create a simple Android application that uses the OpenGL ES 2.0 API to perform some basic graphics operations. You'll learn how to:
•Create an activity using GLSurfaceView and GLSurfaceView.Renderer
•Create and draw a graphic object
•Define a projection to correct for screen geometry
•Define a camera view
•Rotate a graphic object
•Make graphics touch interactive
The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your needs. For more information, see Choosing an OpenGL API Version. If you would prefer to use OpenGL ES 1.0, see the OpenGL ES 1.0 tutorial.
Before you start, you should understand how to create a basic Android application. If you do not know how to create an app, follow the Hello World Tutorial to familiarize yourself with the process.
Caution: OpenGL ES 2.0 is currently not supported by the Android Emulator. You must have a physical test device running Android 2.2 (API Level 8) or higher in order to run and test the example code in this tutorial.
Create an Activity with GLSurfaceView
To get started using OpenGL, you must implement both a GLSurfaceView and a GLSurfaceView.Renderer. The GLSurfaceView is the main view type for applications that use OpenGL and the GLSurfaceView.Renderer controls what is drawn within that view. (For more information about these classes, see the 3D with OpenGL document.)
To create an activity using GLSurfaceView:
1.Start a new Android project that targets Android 2.2 (API Level 8) or higher.
2.Name the project HelloOpenGLES20 and make sure it includes an activity called HelloOpenGLES20.
3.Modify the HelloOpenGLES20 class as follows: package com.example.android.apis.graphics;import android.app.Activity;import android.content.Context;import android.opengl.GLSurfaceView;import android.os.Bundle;public class HelloOpenGLES20 extends Activity { private GLSurfaceView mGLView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Create a GLSurfaceView instance and set it // as the ContentView for this Activity mGLView = new HelloOpenGLES20SurfaceView(this); setContentView(mGLView); } @Override protected void onPause() { super.onPause(); // The following call pauses the rendering thread. // If your OpenGL application is memory intensive, // you should consider de-allocating objects that // consume significant memory here. mGLView.onPause(); } @Override protected void onResume() { super.onResume(); // The following call resumes a paused rendering thread. // If you de-allocated graphic objects for onPause() // this is a good place to re-allocate them. mGLView.onResume(); }} class HelloOpenGLES20SurfaceView extends GLSurfaceView { public HelloOpenGLES20SurfaceView(Context context){ super(context); // Create an OpenGL ES 2.0 context. setEGLContextClientVersion(2); // Set the Renderer for drawing on the GLSurfaceView setRenderer(new HelloOpenGLES20Renderer()); }}
Note: You will get a compile error for the HelloOpenGLES20Renderer class reference. That's expected; you will fix this error in the next step.
As shown above, this activity uses a single GLSurfaceView for its view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its work.
The HelloOpenGLES20SurfaceView class in this example code above is just a thin wrapper for an instance of GLSurfaceView and is not strictly necessary for this example. However, if you want your application to monitor and respond to touch screen events—and we are guessing you do—you must extend GLSurfaceView to add touch event listeners, which you will learn how to do in the Reponding to Touch Events section.
In order to draw graphics in the GLSurfaceView, you must define an implementation of GLSurfaceView.Renderer. In the next step, you create a renderer class to complete this OpenGL application.
4.Create a new file for the following class HelloOpenGLES20Renderer, which implements the GLSurfaceView.Renderer interface: package com.example.android.apis.graphics;import javax.microedition.khronos.egl.EGLConfig;import javax.microedition.khronos.opengles.GL10;import android.opengl.GLES20;import android.opengl.GLSurfaceView;public class HelloOpenGLES20Renderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); } public void onDrawFrame(GL10 unused) { // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); } }
This minimal implementation of GLSurfaceView.Renderer provides the code structure needed to use OpenGL drawing methods:
◦onSurfaceCreated() is called once to set up the GLSurfaceView environment.
◦onDrawFrame() is called for each redraw of the GLSurfaceView.
◦onSurfaceChanged() is called if the geometry of the GLSurfaceView changes, for example when the device's screen orientation changes.
For more information about these methods, see the 3D with OpenGL document.
The code example above creates a simple Android application that displays a grey screen using OpenGL ES 2.0 calls. While this application does not do anything very interesting, by creating these classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES 2.0.
If you are familiar with the OpenGL ES APIs, these classes should give you enough information to use the OpenGL ES 2.0 API and create graphics. However, if you need a bit more help getting started with OpenGL, head on to the next sections for a few more hints.
Note: If your application requires OpenGL 2.0, make sure you declare this in your manifest:
<!-- Tell the system this app requires OpenGL ES 2.0. --> <uses-feature android:glEsVersion="0x00020000" android:required="true" />
For more information, see OpenGL manifest declarations in the 3D with OpenGL document.
OpenGL ES 2.0
In this document
Create an Activity with GLSurfaceView
Draw a Shape on GLSurfaceViewDefine a Triangle
Draw the Triangle
Apply Projection and Camera Views
Add Motion
Respond to Touch Events
Related Samples
API Demos - graphics
OpenGL ES 2.0 Sample
TouchRotateActivity
See also
3D with OpenGL
OpenGL ES 1.0
This tutorial shows you how to create a simple Android application that uses the OpenGL ES 2.0 API to perform some basic graphics operations. You'll learn how to:
•Create an activity using GLSurfaceView and GLSurfaceView.Renderer
•Create and draw a graphic object
•Define a projection to correct for screen geometry
•Define a camera view
•Rotate a graphic object
•Make graphics touch interactive
The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your needs. For more information, see Choosing an OpenGL API Version. If you would prefer to use OpenGL ES 1.0, see the OpenGL ES 1.0 tutorial.
Before you start, you should understand how to create a basic Android application. If you do not know how to create an app, follow the Hello World Tutorial to familiarize yourself with the process.
Caution: OpenGL ES 2.0 is currently not supported by the Android Emulator. You must have a physical test device running Android 2.2 (API Level 8) or higher in order to run and test the example code in this tutorial.
Create an Activity with GLSurfaceView
To get started using OpenGL, you must implement both a GLSurfaceView and a GLSurfaceView.Renderer. The GLSurfaceView is the main view type for applications that use OpenGL and the GLSurfaceView.Renderer controls what is drawn within that view. (For more information about these classes, see the 3D with OpenGL document.)
To create an activity using GLSurfaceView:
1.Start a new Android project that targets Android 2.2 (API Level 8) or higher.
2.Name the project HelloOpenGLES20 and make sure it includes an activity called HelloOpenGLES20.
3.Modify the HelloOpenGLES20 class as follows: package com.example.android.apis.graphics;import android.app.Activity;import android.content.Context;import android.opengl.GLSurfaceView;import android.os.Bundle;public class HelloOpenGLES20 extends Activity { private GLSurfaceView mGLView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Create a GLSurfaceView instance and set it // as the ContentView for this Activity mGLView = new HelloOpenGLES20SurfaceView(this); setContentView(mGLView); } @Override protected void onPause() { super.onPause(); // The following call pauses the rendering thread. // If your OpenGL application is memory intensive, // you should consider de-allocating objects that // consume significant memory here. mGLView.onPause(); } @Override protected void onResume() { super.onResume(); // The following call resumes a paused rendering thread. // If you de-allocated graphic objects for onPause() // this is a good place to re-allocate them. mGLView.onResume(); }} class HelloOpenGLES20SurfaceView extends GLSurfaceView { public HelloOpenGLES20SurfaceView(Context context){ super(context); // Create an OpenGL ES 2.0 context. setEGLContextClientVersion(2); // Set the Renderer for drawing on the GLSurfaceView setRenderer(new HelloOpenGLES20Renderer()); }}
Note: You will get a compile error for the HelloOpenGLES20Renderer class reference. That's expected; you will fix this error in the next step.
As shown above, this activity uses a single GLSurfaceView for its view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its work.
The HelloOpenGLES20SurfaceView class in this example code above is just a thin wrapper for an instance of GLSurfaceView and is not strictly necessary for this example. However, if you want your application to monitor and respond to touch screen events—and we are guessing you do—you must extend GLSurfaceView to add touch event listeners, which you will learn how to do in the Reponding to Touch Events section.
In order to draw graphics in the GLSurfaceView, you must define an implementation of GLSurfaceView.Renderer. In the next step, you create a renderer class to complete this OpenGL application.
4.Create a new file for the following class HelloOpenGLES20Renderer, which implements the GLSurfaceView.Renderer interface: package com.example.android.apis.graphics;import javax.microedition.khronos.egl.EGLConfig;import javax.microedition.khronos.opengles.GL10;import android.opengl.GLES20;import android.opengl.GLSurfaceView;public class HelloOpenGLES20Renderer implements GLSurfaceView.Renderer { public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); } public void onDrawFrame(GL10 unused) { // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); } }
This minimal implementation of GLSurfaceView.Renderer provides the code structure needed to use OpenGL drawing methods:
◦onSurfaceCreated() is called once to set up the GLSurfaceView environment.
◦onDrawFrame() is called for each redraw of the GLSurfaceView.
◦onSurfaceChanged() is called if the geometry of the GLSurfaceView changes, for example when the device's screen orientation changes.
For more information about these methods, see the 3D with OpenGL document.
The code example above creates a simple Android application that displays a grey screen using OpenGL ES 2.0 calls. While this application does not do anything very interesting, by creating these classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES 2.0.
If you are familiar with the OpenGL ES APIs, these classes should give you enough information to use the OpenGL ES 2.0 API and create graphics. However, if you need a bit more help getting started with OpenGL, head on to the next sections for a few more hints.
Note: If your application requires OpenGL 2.0, make sure you declare this in your manifest:
<!-- Tell the system this app requires OpenGL ES 2.0. --> <uses-feature android:glEsVersion="0x00020000" android:required="true" />
For more information, see OpenGL manifest declarations in the 3D with OpenGL document.
参考资料: http://developer.android.com/resources/tutorials/opengl/opengl-es20.html
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