前面的例子盡管使用了 OpenGL ES 3D 圖形庫,但繪制的還是二維圖形(平面上的正方形)。Mesh(網(wǎng)格,三角面)是構(gòu)成空間形體的基本元素,前面的正方形也是有兩個 Mesh 構(gòu)成的。本篇將介紹使用 Mesh 構(gòu)成四面體,椎體等基本空間形體。
在使用 OpenGL 框架時一個好的設計原則是使用 “Composite Pattern”,本篇采用如下設計:
http://wiki.jikexueyuan.com/project/opengl-es-basics/images/28.png" alt="" />
首先定義一個基類 Mesh,所有空間形體最基本的構(gòu)成元素為 Mesh(三角形網(wǎng)格) ,其基本定義如下:
public class Mesh {
// Our vertex buffer.
private FloatBuffer verticesBuffer = null;
// Our index buffer.
private ShortBuffer indicesBuffer = null;
// The number of indices.
private int numOfIndices = -1;
// Flat Color
private float[] rgba
= new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
// Smooth Colors
private FloatBuffer colorBuffer = null;
// Translate params.
public float x = 0;
public float y = 0;
public float z = 0;
// Rotate params.
public float rx = 0;
public float ry = 0;
public float rz = 0;
public void draw(GL10 gl) {
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
// Enabled the vertices buffer for writing and
//to be used during
// rendering.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format
//of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, verticesBuffer);
// Set flat color
gl.glColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
// Smooth color
if (colorBuffer != null) {
// Enable the color array buffer to be
//used during rendering.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
}
gl.glTranslatef(x, y, z);
gl.glRotatef(rx, 1, 0, 0);
gl.glRotatef(ry, 0, 1, 0);
gl.glRotatef(rz, 0, 0, 1);
// Point out the where the color buffer is.
gl.glDrawElements(GL10.GL_TRIANGLES, numOfIndices,
GL10.GL_UNSIGNED_SHORT, indicesBuffer);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
protected void setVertices(float[] vertices) {
// a float is 4 bytes, therefore
//we multiply the number if
// vertices with 4.
ByteBuffer vbb
= ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
verticesBuffer = vbb.asFloatBuffer();
verticesBuffer.put(vertices);
verticesBuffer.position(0);
}
protected void setIndices(short[] indices) {
// short is 2 bytes, therefore we multiply
//the number if
// vertices with 2.
ByteBuffer ibb
= ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indicesBuffer = ibb.asShortBuffer();
indicesBuffer.put(indices);
indicesBuffer.position(0);
numOfIndices = indices.length;
}
protected void setColor(float red, float green,
float blue, float alpha) {
// Setting the flat color.
rgba[0] = red;
rgba[1] = green;
rgba[2] = blue;
rgba[3] = alpha;
}
protected void setColors(float[] colors) {
// float has 4 bytes.
ByteBuffer cbb
= ByteBuffer.allocateDirect(colors.length * 4);
cbb.order(ByteOrder.nativeOrder());
colorBuffer = cbb.asFloatBuffer();
colorBuffer.put(colors);
colorBuffer.position(0);
}
}
有了 Mesh 定義之后,再來構(gòu)造 Plane,plane 可以有寬度,高度和深度,寬度定義為沿 X 軸方向的長度,深度定義為沿 Z 軸方向長度,高度為 Y 軸方向。
http://wiki.jikexueyuan.com/project/opengl-es-basics/images/29.png" alt="" />
Segments 為形體寬度,高度,深度可以分成的份數(shù)。 Segments 在構(gòu)造一個非均勻分布的 Surface 特別有用,比如在一個游戲場景中,構(gòu)造地貌,使的Z軸的值隨機分布在 -0.1 到 0.1 之間,然后給它渲染好看的材質(zhì)就可以造成地圖凹凸不平的效果。
http://wiki.jikexueyuan.com/project/opengl-es-basics/images/30.png" alt="" />
上面圖形中 Segments 為一正方形,但在 OpenGL 中我們需要使用三角形,所有需要將 Segments 分成兩個三角形。為 Plane 定義兩個構(gòu)造函數(shù):
// Let you decide the size of the plane but still only one segment.
public Plane(float width, float height)
// For alla your settings.
public Plane(float width, float height, int widthSegments, int heightSegments)
比如構(gòu)造一個 1 unit 寬和 1 unit 高,并分成 4 個 Segments,使用圖形表示如下:
http://wiki.jikexueyuan.com/project/opengl-es-basics/images/31.png" alt="" />
左邊的圖顯示了 segments ,右邊的圖為需要創(chuàng)建的 Face(三角形)。
Plane 類的定義如下:
public class Plane extends Mesh {
public Plane() {
this(1, 1, 1, 1);
}
public Plane(float width, float height) {
this(width, height, 1, 1);
}
public Plane(float width, float height, int widthSegments,
int heightSegments) {
float[] vertices
= new float[(widthSegments + 1)
* (heightSegments + 1) * 3];
short[] indices
= new short[(widthSegments + 1)
* (heightSegments + 1)* 6];
float xOffset = width / -2;
float yOffset = height / -2;
float xWidth = width / (widthSegments);
float yHeight = height / (heightSegments);
int currentVertex = 0;
int currentIndex = 0;
short w = (short) (widthSegments + 1);
for (int y = 0; y < heightSegments + 1; y++) {
for (int x = 0; x < widthSegments + 1; x++) {
vertices[currentVertex] = xOffset + x * xWidth;
vertices[currentVertex + 1] = yOffset + y * yHeight;
vertices[currentVertex + 2] = 0;
currentVertex += 3;
int n = y * (widthSegments + 1) + x;
if (y < heightSegments && x < widthSegments) {
// Face one
indices[currentIndex] = (short) n;
indices[currentIndex + 1] = (short) (n + 1);
indices[currentIndex + 2] = (short) (n + w);
// Face two
indices[currentIndex + 3] = (short) (n + 1);
indices[currentIndex + 4] = (short) (n + 1 + w);
indices[currentIndex + 5] = (short) (n + 1 + w - 1);
currentIndex += 6;
}
}
}
setIndices(indices);
setVertices(vertices);
}
}
下面來定義一個正方體(Cube),為簡單起見,這個四面體只可以設置寬度,高度,和深度,沒有和 Plane 一樣提供 Segments 支持。
public class Cube extends Mesh {
public Cube(float width, float height, float depth) {
width /= 2;
height /= 2;
depth /= 2;
float vertices[] = { -width, -height, -depth, // 0
width, -height, -depth, // 1
width, height, -depth, // 2
-width, height, -depth, // 3
-width, -height, depth, // 4
width, -height, depth, // 5
width, height, depth, // 6
-width, height, depth, // 7
};
short indices[] = { 0, 4, 5,
0, 5, 1,
1, 5, 6,
1, 6, 2,
2, 6, 7,
2, 7, 3,
3, 7, 4,
3, 4, 0,
4, 7, 6,
4, 6, 5,
3, 0, 1,
3, 1, 2, };
setIndices(indices);
setVertices(vertices);
}
}
Group 可以用來管理多個空間幾何形體,如果把 Mesh 比作 Android 的 View ,Group 可以看作 Android 的 ViewGroup,Android 的 View 的設計也是采用的 “Composite Pattern”。
Group 的主要功能是把針對 Group 的操作(如draw) 分發(fā)到 Group 中的每個成員對應的操作(如draw)。
Group 定義如下:
public class Group extends Mesh {
private Vector<Mesh> children = new Vector<Mesh>();
@Override
public void draw(GL10 gl) {
int size = children.size();
for( int i = 0; i < size; i++)
children.get(i).draw(gl);
}
/**
* @param location
* @param object
* @see java.util.Vector#add(int, java.lang.Object)
*/
public void add(int location, Mesh object) {
children.add(location, object);
}
/**
* @param object
* @return
* @see java.util.Vector#add(java.lang.Object)
*/
public boolean add(Mesh object) {
return children.add(object);
}
/**
*
* @see java.util.Vector#clear()
*/
public void clear() {
children.clear();
}
/**
* @param location
* @return
* @see java.util.Vector#get(int)
*/
public Mesh get(int location) {
return children.get(location);
}
/**
* @param location
* @return
* @see java.util.Vector#remove(int)
*/
public Mesh remove(int location) {
return children.remove(location);
}
/**
* @param object
* @return
* @see java.util.Vector#remove(java.lang.Object)
*/
public boolean remove(Object object) {
return children.remove(object);
}
/**
* @return
* @see java.util.Vector#size()
*/
public int size() {
return children.size();
}
}
上面我們定義里 Mesh, Plane, Cube 等基本空間幾何形體,對于構(gòu)造復雜圖形(如人物),可以預先創(chuàng)建一些通用的幾何形體,如果在組合成較復雜的形體。除了上面的基本形體外,可以創(chuàng)建如 Cone,Pryamid, Cylinder 等基本形體以備后用。
http://wiki.jikexueyuan.com/project/opengl-es-basics/images/32.png" alt="" />
本例示例代碼下載,顯示結(jié)果如下:
http://wiki.jikexueyuan.com/project/opengl-es-basics/images/33.png" alt="" />