Merge "Revert "docs: OpenGL Tutorials""
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Android (Google) Code Review
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@@ -781,26 +781,6 @@ var ANDROID_RESOURCES = [
|
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en: 'A multi-part tutorial discussing intermediate-level concepts such as data access.'
|
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}
|
||||
},
|
||||
{
|
||||
tags: ['tutorial', 'gl', 'new'],
|
||||
path: 'tutorials/opengl/opengl-es10.html',
|
||||
title: {
|
||||
en: 'Hello OpenGL ES 1.0'
|
||||
},
|
||||
description: {
|
||||
en: 'The basics of implementing an application using the OpenGL ES 1.0 APIs.'
|
||||
}
|
||||
},
|
||||
{
|
||||
tags: ['tutorial', 'gl', 'new'],
|
||||
path: 'tutorials/opengl/opengl-es20.html',
|
||||
title: {
|
||||
en: 'Hello OpenGL ES 2.0'
|
||||
},
|
||||
description: {
|
||||
en: 'The basics of implementing an application using the OpenGL ES 2.0 APIs.'
|
||||
}
|
||||
},
|
||||
{
|
||||
tags: ['tutorial', 'testing'],
|
||||
path: 'tutorials/testing/helloandroid_test.html',
|
||||
|
||||
@@ -1,409 +0,0 @@
|
||||
page.title=Hello OpenGL ES 1.0
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||||
parent.title=Tutorials
|
||||
parent.link=../../browser.html?tag=tutorial
|
||||
@jd:body
|
||||
|
||||
|
||||
<div id="qv-wrapper">
|
||||
<div id="qv">
|
||||
<h2>In this document</h2>
|
||||
|
||||
<ol>
|
||||
<li><a href="#creating">Creating an OpenGL ES 1.0 Application</a></li>
|
||||
<li>
|
||||
<a href="#drawing">Drawing Graphic Elements</a>
|
||||
<ol>
|
||||
<li><a href="#define-triangle">Defining a Triangle</a></li>
|
||||
<li><a href="#draw-triangle">Draw the Triangle</a></li>
|
||||
</ol>
|
||||
</li>
|
||||
<li><a href="#projection-and-views">Using Projection and Views</a></li>
|
||||
<li><a href="#motion">Adding Motion</a></li>
|
||||
<li><a href="#resources">Additional Resources</a></li>
|
||||
|
||||
</ol>
|
||||
<h2 id="code-samples-list">Related Samples</h2>
|
||||
<ol>
|
||||
<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
|
||||
index.html">API Demos - graphics</a></li>
|
||||
<li><a
|
||||
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
|
||||
GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li>
|
||||
</ol>
|
||||
<h2>See also</h2>
|
||||
<ol>
|
||||
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li>
|
||||
<li><a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">Hello OpenGL
|
||||
ES 2.0</a></li>
|
||||
</ol>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<p>This tutorial shows you how to create a simple Android application that uses OpenGL ES 1.0 and
|
||||
perform some basic operations using the OpenGL ES 1.0 API, including:</p>
|
||||
|
||||
<ul>
|
||||
<li>Creating an application using {@link android.opengl.GLSurfaceView} and {@link
|
||||
android.opengl.GLSurfaceView.Renderer}</li>
|
||||
<li>Defining a graphic object and drawing it</li>
|
||||
<li>Defining and applying an projection and view</li>
|
||||
<li>Applying rotation to the drawn object</li>
|
||||
</ul>
|
||||
|
||||
<p>This tutorial demonstrates use of the OpenGL ES 1.0 API. Both the OpenGL ES 1.0 and the ES 1.1
|
||||
API are supported by the Android framework since release 1.0 (API Level 1). The OpenGL ES 1.1 API
|
||||
is an extention of the 1.0 API, and it's capabilities are beyond the scope of this tutorial.</p>
|
||||
|
||||
<p>Beginning with Android 2.2 (API Level 8), the framework supports OpenGL ES 2.0. For more
|
||||
information about compatibility for OpenGL versions and Android devices, see the <a
|
||||
href="{@docRoot}guide/topics/graphics/opengl.html#compatibility">3D with OpenGL</a> document.</p>
|
||||
|
||||
|
||||
<h2 id="creating">Creating an OpenGL ES 1.0 Application</h2>
|
||||
|
||||
<p>OpenGL applications for Android have the same basic structure as other applications, however
|
||||
OpenGL applications use {@link android.opengl.GLSurfaceView} where other, non-OpenGL
|
||||
applications use the {@link android.view.View} or {@link android.view.SurfaceView} class.<p>
|
||||
|
||||
<p>To get started using OpenGL in your Android application, you must implement both a {@link
|
||||
android.opengl.GLSurfaceView} and a {@link android.opengl.GLSurfaceView.Renderer}. The {@link
|
||||
android.opengl.GLSurfaceView} is the main view type for the OpenGL applications and the {@link
|
||||
android.opengl.GLSurfaceView.Renderer} controls what is drawn within that view. For more
|
||||
information about these classes, see the <a href="{@docRoot}guide/topics/graphics/opengl.html">3D
|
||||
with OpenGL</a> document.</p>
|
||||
|
||||
<p>To create an application that uses OpenGL ES 1.0:</p>
|
||||
|
||||
<ol>
|
||||
<li>Start a new Android project with an Activity called <code>HelloOpenGLES10</code>.
|
||||
|
||||
<p class="note"><b>Note:</b> If you have not created a basic Android application yet, follow the
|
||||
<a href="{@docRoot}resources/tutorials/hello-world.html">Hello World Tutorial</a> instructions
|
||||
to familiarize yourself with the process.</p>
|
||||
</li>
|
||||
|
||||
<li>Modify the <code>HelloOpenGLES10</code> class as follows:
|
||||
<pre>
|
||||
package com.example.android.apis.graphics;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.content.Context;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.os.Bundle;
|
||||
|
||||
public class HelloOpenGLES10 extends Activity {
|
||||
|
||||
private GLSurfaceView mGLView;
|
||||
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
|
||||
mGLView = new HelloOpenGLSurfaceView(this);
|
||||
setContentView(mGLView);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
mGLView.onPause();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
mGLView.onResume();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class HelloOpenGLES10SurfaceView extends GLSurfaceView {
|
||||
|
||||
public HelloOpenGLES10SurfaceView(Context context){
|
||||
super(context);
|
||||
setRenderer(new HelloOpenGLES10Renderer());
|
||||
}
|
||||
|
||||
}
|
||||
</pre>
|
||||
<p>This Activity class creates a basic container for a {@link android.opengl.GLSurfaceView}.</p>
|
||||
</li>
|
||||
|
||||
<li>Create the following class <code>HelloOpenGLES10Renderer</code>, which implements the
|
||||
{@link android.opengl.GLSurfaceView.Renderer} interface:
|
||||
|
||||
<pre>
|
||||
package com.example.android.apis.graphics;
|
||||
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
|
||||
import android.opengl.GLSurfaceView;
|
||||
|
||||
public class HelloOpenGLES10Renderer implements GLSurfaceView.Renderer {
|
||||
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
// Set the background frame color
|
||||
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
}
|
||||
|
||||
public void onDrawFrame(GL10 gl) {
|
||||
// Redraw background color
|
||||
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
public void onSurfaceChanged(GL10 gl, int width, int height) {
|
||||
gl.glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>These classes create a simple Android application which displays a grey screen using OpenGL
|
||||
ES 1.0 calls. While this application does not do anything very interesting, by creating these two
|
||||
classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES
|
||||
1.0.</p>
|
||||
|
||||
<p>If you are familiar with the OpenGL ES APIs, these two classes should give you enough information
|
||||
to start using the OpenGL ES 1.0 API and creating graphics. However, if you need a bit more help
|
||||
getting started with OpenGL, head on to the next sections for a few more tips.</p>
|
||||
|
||||
<h2 id="drawing">Drawing Graphic Elements</h2>
|
||||
|
||||
<p>Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to
|
||||
draw something on it. This section shows you how to define and draw a basic triangle shape with the
|
||||
Android OpenGL ES 1.0 API.</p>
|
||||
|
||||
<p class="note"><b>Note:</b> The following instructions build on the previous section, so if you
|
||||
have not been following along, go back to the <a href="#get-started">previous section</a> and catch
|
||||
up.</p>
|
||||
|
||||
<h3 id="define-triangle">Defining a Triangle</h3>
|
||||
|
||||
<p>OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you
|
||||
can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to
|
||||
define a vertex array for the coordinates.</p>
|
||||
|
||||
<p>By default, OpenGL ES assumes a coordinate system where 0,0,0 (X,Y,Z) specifies the center of
|
||||
the {@link android.opengl.GLSurfaceView} frame, 1,1,0 is the top right corner of the frame and
|
||||
-1,-1,0 is bottom left corner of the frame.</p>
|
||||
|
||||
<p>To define a vertex array for a triangle:</p>
|
||||
|
||||
<ol>
|
||||
<li>In your <code>HelloOpenGLES10Renderer</code> class, add new member variable to contain the
|
||||
vertices of a triangle shape:
|
||||
<pre>
|
||||
private FloatBuffer triangleVB;
|
||||
</pre>
|
||||
</li>
|
||||
|
||||
<li>Create a method, <code>initShapes()</code> which populates this member variable:
|
||||
<pre>
|
||||
private void initShapes(){
|
||||
|
||||
float triangleCoords[] = {
|
||||
// X, Y, Z
|
||||
-0.5f, -0.25f, 0,
|
||||
0.5f, -0.25f, 0,
|
||||
0.0f, 0.559016994f, 0
|
||||
};
|
||||
|
||||
// initialize vertex Buffer for triangle
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(
|
||||
// (# of coordinate values * 4 bytes per float)
|
||||
triangleCoords.length * 4);
|
||||
vbb.order(ByteOrder.nativeOrder());
|
||||
triangleVB = vbb.asFloatBuffer();
|
||||
triangleVB.put(triangleCoords);
|
||||
triangleVB.position(0);
|
||||
|
||||
}
|
||||
</pre>
|
||||
<p>This method defines a two-dimensional triangle shape with three equal sides.</p>
|
||||
</li>
|
||||
<li>Modify your <code>onSurfaceCreated()</code> method to initialize your triangle:
|
||||
<pre>
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
|
||||
// Set the background frame color
|
||||
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
// initialize the triangle vertex array
|
||||
initShapes();
|
||||
}
|
||||
</pre>
|
||||
<p class="warning"><strong>Warning:</strong> Shapes and other static objects should be initialized
|
||||
once in your <code>onSurfaceCreated()</code> method for best performance. Avoid initializing the
|
||||
new objects in <code>onDrawFrame()</code>, as this causes the system to re-create the objects
|
||||
for every frame redraw and slows down your application.
|
||||
</p>
|
||||
</li>
|
||||
|
||||
</ol>
|
||||
|
||||
<h3 id="draw-triangle">Draw the Triangle</h3>
|
||||
|
||||
<p>Now that you have defined a shape to draw, you can use the OpenGL APIs to draw the
|
||||
object.</p>
|
||||
|
||||
<p>To draw the triangle with OpenGL:</p>
|
||||
|
||||
<ol>
|
||||
<li>Before you can draw your triangle, you must tell OpenGL that you are using vertex arrays.
|
||||
Modify your <code>onSurfaceCreated()</code> method to enable vertex arrays.
|
||||
<pre>
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
|
||||
// Set the background frame color
|
||||
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
// initialize the triangle vertex array
|
||||
initShapes();
|
||||
|
||||
// Enable use of vertex arrays
|
||||
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
|
||||
}
|
||||
</pre>
|
||||
<p>At this point, you are ready to draw the triangle object in the OpenGL frame.</p>
|
||||
</li>
|
||||
|
||||
<li>Modify your <code>onDrawFrame()</code> method to draw the triangle.
|
||||
<pre>
|
||||
public void onDrawFrame(GL10 gl) {
|
||||
// Redraw background color
|
||||
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Draw the triangle
|
||||
gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f);
|
||||
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB);
|
||||
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
|
||||
}
|
||||
</pre>
|
||||
<p><b>Note:</b> Since the triangle is stationary at this point, the system is redrawing the
|
||||
object repeatedly in exactly the same place and so is not the most efficient use of the OpenGL
|
||||
graphics pipeline. In a <a href="#motion">later section</a>, we add motion to the object to
|
||||
justify this use of processing power.</p>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p id="squashed-triangle">Try running this example application on your emulator or test device and
|
||||
you should see something like this:</p>
|
||||
|
||||
<img src="{@docRoot}images/opengl/helloopengl-es10-1.png">
|
||||
|
||||
<p>There are a few problems with this example. First of all, it's not going to impress your
|
||||
friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen
|
||||
orientation of the test device. The reason the shape is skewed is due to the fact that the object is
|
||||
being rendered in a frame which is not perfectly square. We fix that problem in the
|
||||
<a href="#projection-and-views">next section</a>.</p>
|
||||
|
||||
<h2 id="projection-and-views">Using Projection and Views</h2>
|
||||
|
||||
<p>OpenGL Projection and Views provide a way to calculate the coordinates of graphic objects in
|
||||
realistic proportions on graphics displays of any size. One of the basic problems in displaying
|
||||
graphics is that Android device displays are typically not square and—by default—OpenGL
|
||||
happily maps a perfectly square, uniform coordinate system onto your typically non-square
|
||||
screen.</p>
|
||||
|
||||
<img src="{@docRoot}images/opengl/coordinates.png">
|
||||
|
||||
<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the
|
||||
left, and how these coordinates actually map to a typical device screen in landscape orientation
|
||||
on the right. To solve this problem, you can apply OpenGL projection modes and views to transform
|
||||
object coordinates so your graphic objects have the correct proportions on any display.</p>
|
||||
|
||||
<p>To use a projection transformation on your triangle:</p>
|
||||
<ol>
|
||||
<li>Modify your <code>onSurfaceChanged()</code> method to enable {@link
|
||||
javax.microedition.khronos.opengles.GL10#GL_PROJECTION GL10.GL_PROJECTION} mode, calculate the
|
||||
screen ratio and apply the ratio as a transformation of the object coordinates.
|
||||
<pre>
|
||||
public void onSurfaceChanged(GL10 gl, int width, int height) {
|
||||
gl.glViewport(0, 0, width, height);
|
||||
|
||||
// make adjustments for screen ratio
|
||||
float ratio = (float) width / height;
|
||||
gl.glMatrixMode(GL10.GL_PROJECTION);
|
||||
gl.glLoadIdentity();
|
||||
gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
|
||||
<li>Next, modify your <code>onDrawFrame()</code> method to apply the {@link
|
||||
javax.microedition.khronos.opengles.GL10#GL_MODELVIEW GL_MODELVIEW} mode and set
|
||||
a view point for the display using {@link
|
||||
android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, float, float, float, float,
|
||||
float, float, float, float, float) GLU#gluLookAt()}.
|
||||
<pre>
|
||||
public void onDrawFrame(GL10 gl) {
|
||||
// Redraw background color
|
||||
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Set GL_MODELVIEW transformation mode
|
||||
gl.glMatrixMode(GL10.GL_MODELVIEW);
|
||||
gl.glLoadIdentity();
|
||||
|
||||
// When using GL_MODELVIEW, you must set the view point
|
||||
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
||||
|
||||
// Draw the triangle
|
||||
...
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>Try running this updated application on your emulator or test device and you should see something
|
||||
like this:</p>
|
||||
|
||||
<img src="{@docRoot}images/opengl/helloopengl-es10-2.png">
|
||||
|
||||
<p>Now that you have applied this transformation, the triangle has three equal sides, instead of the
|
||||
squashed display in the <a href="#squashed-triangle">earlier version</a>.</p>
|
||||
|
||||
<h2 id="motion">Adding Motion</h2>
|
||||
|
||||
<p>While it may be interesting exercise to create static graphic objects with OpenGL ES, chances
|
||||
are you want at least some of your objects to move. In this section, we add motion to to our
|
||||
triangle by rotating it.</p>
|
||||
|
||||
<p>To add rotation to your triangle:</p>
|
||||
<ul>
|
||||
<li>Modify your <code>onDrawFrame()</code> method to rotate the triangle object:
|
||||
<pre>
|
||||
public void onDrawFrame(GL10 gl) {
|
||||
...
|
||||
// When using GL_MODELVIEW, you must set the view point
|
||||
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
||||
|
||||
// Create a rotation for the triangle
|
||||
long time = SystemClock.uptimeMillis() % 4000L;
|
||||
float angle = 0.090f * ((int) time);
|
||||
gl.glRotatef(angle, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
// Draw the triangle
|
||||
...
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>Run the application with this code and your triangle should rotate around its center.</p>
|
||||
|
||||
<!--
|
||||
<h2>TouchScreen Interaction</h2>
|
||||
Optional extra (using code from API examples)
|
||||
-->
|
||||
|
||||
<h2 id="resources">Additional Resources</h2>
|
||||
|
||||
<p>Be sure to check out the OpenGL ES code samples are available in the
|
||||
<a
|
||||
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/index.html">API
|
||||
Demos</a> sample application and listed in <a href="#code-samples-list">Related Samples</a>
|
||||
sidebar above.
|
||||
</p>
|
||||
@@ -1,514 +0,0 @@
|
||||
page.title=Hello OpenGL ES 1.0
|
||||
parent.title=Tutorials
|
||||
parent.link=../../browser.html?tag=tutorial
|
||||
@jd:body
|
||||
|
||||
|
||||
<div id="qv-wrapper">
|
||||
<div id="qv">
|
||||
<h2>In this document</h2>
|
||||
|
||||
<ol>
|
||||
<li><a href="#creating">Creating an OpenGL ES 2.0 Application</a></li>
|
||||
<li>
|
||||
<a href="#drawing">Drawing Graphic Elements</a>
|
||||
<ol>
|
||||
<li><a href="#define-triangle">Defining a Triangle</a></li>
|
||||
<li><a href="#draw-triangle">Draw the Triangle</a></li>
|
||||
</ol>
|
||||
</li>
|
||||
<li><a href="#projection-and-views">Using Projection and Views</a></li>
|
||||
<li><a href="#motion">Adding Motion</a></li>
|
||||
<li><a href="#resources">Additional Resources</a></li>
|
||||
|
||||
</ol>
|
||||
<h2 id="code-samples-list">Related Samples</h2>
|
||||
<ol>
|
||||
<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
|
||||
index.html">API Demos - graphics</a></li>
|
||||
<li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/
|
||||
GLES20Activity.html">OpenGL ES 2.0 Example</a></li>
|
||||
</ol>
|
||||
<h2>See also</h2>
|
||||
<ol>
|
||||
<li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li>
|
||||
<li><a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">Hello OpenGL
|
||||
ES 1.0</a></li>
|
||||
</ol>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<p>This tutorial shows you how to create a simple Android application that uses OpenGL ES 2.0 and
|
||||
perform some basic operations using the OpenGL ES 2.0 API, including:</p>
|
||||
|
||||
<ul>
|
||||
<li>Creating an application using {@link android.opengl.GLSurfaceView} and {@link
|
||||
android.opengl.GLSurfaceView.Renderer}</li>
|
||||
<li>Defining a graphic object and drawing it</li>
|
||||
<li>Defining and applying an projection and view</li>
|
||||
<li>Applying rotation to the drawn object</li>
|
||||
</ul>
|
||||
|
||||
<p>This tutorial demonstrates use of the OpenGL ES 2.0 API. Beginning with Android 2.2 (API Level
|
||||
8), the framework supports OpenGL ES 2.0.</p>
|
||||
|
||||
<p>Both the OpenGL ES 1.0 and the ES 1.1 API are supported by the Android framework since release
|
||||
1.0 (API Level 1).For more information about compatibility for OpenGL versions and Android devices,
|
||||
see the <a href="{@docRoot}guide/topics/graphics/opengl.html#compatibility">3D with OpenGL</a>
|
||||
document.</p>
|
||||
|
||||
|
||||
<h2 id="creating">Creating an OpenGL ES 1.0 Application</h2>
|
||||
|
||||
<p>OpenGL applications for Android have the same basic structure as other applications, however
|
||||
OpenGL applications use {@link android.opengl.GLSurfaceView} where other, non-OpenGL
|
||||
applications use the {@link android.view.View} or {@link android.view.SurfaceView} class.<p>
|
||||
|
||||
<p>To get started using OpenGL in your Android application, you must implement both a {@link
|
||||
android.opengl.GLSurfaceView} and a {@link android.opengl.GLSurfaceView.Renderer}. The {@link
|
||||
android.opengl.GLSurfaceView} is the main view type for the OpenGL applications and the {@link
|
||||
android.opengl.GLSurfaceView.Renderer} controls what is drawn within that view. For more
|
||||
information about these classes, see the <a href="{@docRoot}guide/topics/graphics/opengl.html">3D
|
||||
with OpenGL</a> document.</p>
|
||||
|
||||
<p>To create an application that uses OpenGL ES 2.0:</p>
|
||||
|
||||
<ol>
|
||||
<li>Start a new Android project with an Activity called <code>HelloOpenGLES20</code>.
|
||||
|
||||
<p class="note"><b>Note:</b> If you have not created a basic Android application yet, follow the
|
||||
<a href="{@docRoot}resources/tutorials/hello-world.html">Hello World Tutorial</a> instructions
|
||||
to familiarize yourself with the process.</p>
|
||||
</li>
|
||||
|
||||
<li>Modify the <code>HelloOpenGLES20</code> class as follows:
|
||||
<pre>
|
||||
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);
|
||||
|
||||
mGLView = new HelloOpenGLES20SurfaceView(this);
|
||||
setContentView(mGLView);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
mGLView.onPause();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
mGLView.onResume();
|
||||
}
|
||||
}
|
||||
|
||||
class HelloOpenGLES20SurfaceView extends GLSurfaceView {
|
||||
|
||||
public HelloOpenGLES20SurfaceView(Context context){
|
||||
super(context);
|
||||
|
||||
// Create an OpenGL ES 2.0 context.
|
||||
setEGLContextClientVersion(2);
|
||||
|
||||
setRenderer(new HelloOpenGLES20Renderer());
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
<p>This Activity class creates a basic container for a {@link android.opengl.GLSurfaceView}.</p>
|
||||
</li>
|
||||
|
||||
<li>Create the following class <code>HelloOpenGLES20Renderer</code>, which implements the
|
||||
{@link android.opengl.GLSurfaceView.Renderer} interface:
|
||||
|
||||
<pre>
|
||||
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(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
public void onSurfaceChanged(GL10 unused, int width, int height) {
|
||||
GLES20.glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>These classes create a simple Android application which displays a grey screen using OpenGL
|
||||
ES 2.0 calls. While this application does not do anything very interesting, by creating these two
|
||||
classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES
|
||||
2.0.</p>
|
||||
|
||||
<p>If your application only supports OpenGL ES 2.0, then you should declare that your application
|
||||
requires OpenGL ES 2.0 by adding the following settings to your <a
|
||||
href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a></code> file as
|
||||
shown below.</p>
|
||||
|
||||
<pre>
|
||||
...
|
||||
</application>
|
||||
|
||||
<!-- Tell the system that you need ES 2.0. -->
|
||||
<uses-feature android:glEsVersion="0x00020000" android:required="true" />
|
||||
|
||||
</manifest>
|
||||
</pre>
|
||||
|
||||
<p>Adding this declaration hides your application from devices that do not support OpenGL ES 2.0
|
||||
in the Android Market.</p>
|
||||
|
||||
<p>If you are familiar with the OpenGL ES APIs, these preceding classes and the AndroidManifest.xml
|
||||
declaration should give you enough information to start using the OpenGL ES API and creating
|
||||
graphics. However, if you need a bit more help getting started with OpenGL, head on to the next
|
||||
sections for a few more tips.</p>
|
||||
|
||||
|
||||
<h2 id="drawing">Drawing Graphic Elements</h2>
|
||||
|
||||
<p>Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to
|
||||
draw something on it. This section shows you how to define and draw a basic triangle shape with the
|
||||
OpenGL ES 2.0 API.</p>
|
||||
|
||||
<p class="note"><b>Note:</b> The following instructions build on the previous section, so if you
|
||||
have not been following along, go back to the <a href="#get-started">previous section</a> and catch
|
||||
up.</p>
|
||||
|
||||
<h3 id="define-triangle">Defining a Triangle</h3>
|
||||
|
||||
<p>OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you
|
||||
can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to
|
||||
define a vertex array for the coordinates.</p>
|
||||
|
||||
<p>By default, OpenGL ES assumes a coordinate system where 0,0,0 (X,Y,Z) specifies the center of
|
||||
the {@link android.opengl.GLSurfaceView} frame, 1,1,0 is the top right corner of the frame and
|
||||
-1,-1,0 is bottom left corner of the frame.</p>
|
||||
|
||||
<p>To define a vertex array for a triangle:</p>
|
||||
|
||||
<ol>
|
||||
<li>In your <code>HelloOpenGLES20Renderer</code> class, add new member variable to contain the
|
||||
vertices of a triangle shape:
|
||||
<pre>
|
||||
private FloatBuffer triangleVB;
|
||||
</pre>
|
||||
</li>
|
||||
|
||||
<li>Create a method, <code>initShapes()</code> which populates this member variable:
|
||||
<pre>
|
||||
private void initShapes(){
|
||||
|
||||
float triangleCoords[] = {
|
||||
// X, Y, Z
|
||||
-0.5f, -0.25f, 0,
|
||||
0.5f, -0.25f, 0,
|
||||
0.0f, 0.559016994f, 0
|
||||
};
|
||||
|
||||
// initialize vertex Buffer for triangle
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(
|
||||
// (# of coordinate values * 4 bytes per float)
|
||||
triangleCoords.length * 4);
|
||||
vbb.order(ByteOrder.nativeOrder());
|
||||
triangleVB = vbb.asFloatBuffer();
|
||||
triangleVB.put(triangleCoords);
|
||||
triangleVB.position(0);
|
||||
|
||||
}
|
||||
</pre>
|
||||
<p>This method defines a two-dimensional triangle shape with three equal sides.</p>
|
||||
</li>
|
||||
<li>Modify your <code>onSurfaceCreated()</code> method to initialize your triangle:
|
||||
<pre>
|
||||
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
|
||||
|
||||
// Set the background frame color
|
||||
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
// initialize the triangle vertex array
|
||||
initShapes();
|
||||
}
|
||||
</pre>
|
||||
<p class="warning"><strong>Warning:</strong> Shapes and other static objects should be initialized
|
||||
once in your <code>onSurfaceCreated()</code> method for best performance. Avoid initializing the
|
||||
new objects in <code>onDrawFrame()</code>, as this causes the system to re-create the objects
|
||||
for every frame redraw and slows down your application.
|
||||
</p>
|
||||
</li>
|
||||
|
||||
</ol>
|
||||
|
||||
<h3 id="draw-triangle">Draw the Triangle</h3>
|
||||
|
||||
<p>Now that you have defined a shape to draw, you can now use the OpenGL APIs to draw the
|
||||
object. In order to do this with OpenGL ES 2.0, you must define a vertex shader and a
|
||||
fragment shader to describe how to draw your shape.</p>
|
||||
|
||||
<p>To draw the triangle with OpenGL:</p>
|
||||
|
||||
<ol>
|
||||
<li>In your <code>HelloOpenGLES20Renderer</code> class, define a vertex shader and a fragment
|
||||
shader.
|
||||
<pre>
|
||||
private final String vertexShaderCode =
|
||||
"attribute vec4 vPosition; \n" +
|
||||
"void main(){ \n" +
|
||||
" gl_Position = vPosition; \n" +
|
||||
"} \n";
|
||||
|
||||
private final String fragmentShaderCode =
|
||||
"precision mediump float; \n" +
|
||||
"void main(){ \n" +
|
||||
" gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" +
|
||||
"} \n";
|
||||
</pre>
|
||||
</li>
|
||||
<li>In your <code>HelloOpenGLES20Renderer</code> class, create a method for loading the shaders.
|
||||
<pre>
|
||||
private int loadShader(int type, String shaderCode){
|
||||
|
||||
int shader = GLES20.glCreateShader(type);
|
||||
|
||||
GLES20.glShaderSource(shader, shaderCode);
|
||||
GLES20.glCompileShader(shader);
|
||||
|
||||
return shader;
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
|
||||
<li>Add the following members to your <code>HelloOpenGLES20Renderer</code> class for an OpenGL
|
||||
Program.
|
||||
<pre>
|
||||
private int mProgram;
|
||||
private int maPositionHandle;
|
||||
</pre>
|
||||
</li>
|
||||
|
||||
<li>Modify your <code>onSurfaceCreated()</code> method to load the shaders and attach them to a
|
||||
OpenGL Program.
|
||||
<pre>
|
||||
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
|
||||
|
||||
// Set the background frame color
|
||||
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
// initialize the triangle vertex array
|
||||
initShapes();
|
||||
|
||||
// Create shaders for shape and attach to program
|
||||
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);
|
||||
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
|
||||
}
|
||||
</pre>
|
||||
<p>At this point, you are ready to draw the triangle object in the OpenGL frame.</p>
|
||||
</li>
|
||||
|
||||
<li>Modify your <code>onDrawFrame()</code> method to draw the triangle.
|
||||
<pre>
|
||||
public void onDrawFrame(GL10 unused) {
|
||||
|
||||
// Redraw background color
|
||||
GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Specify a program with shaders
|
||||
GLES20.glUseProgram(mProgram);
|
||||
|
||||
// Prepare the triangle data
|
||||
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, triangleVB);
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
|
||||
// Draw the triangle
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
|
||||
}
|
||||
</pre>
|
||||
<p><b>Note:</b> Since the triangle is stationary at this point, the system is redrawing the
|
||||
object repeatedly in exactly the same place and so is not the most efficient use of the OpenGL
|
||||
graphics pipeline. In a <a href="#motion">later section</a>, we add motion to the object to
|
||||
justify this use of processing power.</p>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p id="squashed-triangle">Try running this example application on your emulator or test device and
|
||||
you should see something like this:</p>
|
||||
|
||||
<img src="{@docRoot}images/opengl/helloopengl-es20-1.png">
|
||||
|
||||
<p>There are a few problems with this example. First of all, it's not going to impress your
|
||||
friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen
|
||||
orientation of the test device. The reason the shape is skewed is due to the fact that the object is
|
||||
being rendered in a frame which is not perfectly square. We fix that problem in the
|
||||
<a href="#projection-and-views">next section</a>.</p>
|
||||
|
||||
<h2 id="projection-and-views">Using Projection and Views</h2>
|
||||
|
||||
<p>OpenGL Projection and Views provide a way to calculate the coordinates of graphic objects in
|
||||
realistic proportions on graphics displays of any size. One of the basic problems in displaying
|
||||
graphics is that Android device displays are typically not square and—by default—OpenGL
|
||||
happily maps a perfectly square, uniform coordinate system onto your typically non-square
|
||||
screen.</p>
|
||||
|
||||
<img src="{@docRoot}images/opengl/coordinates.png">
|
||||
|
||||
<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the
|
||||
left, and how these coordinates actually map to a typical device screen in landscape orientation
|
||||
on the right. To solve this problem, you can apply OpenGL projection modes and views to transform
|
||||
object coordinates so your graphic objects have the correct proportions on any display.</p>
|
||||
|
||||
<p>To use a projection transformation on your triangle:</p>
|
||||
<ol>
|
||||
<li>Add the following members to your <code>HelloOpenGLES20Renderer</code> class.
|
||||
<pre>
|
||||
private int muMVPMatrixHandle;
|
||||
private float[] mMVPMatrix = new float[16];
|
||||
private float[] mMMatrix = new float[16];
|
||||
private float[] mVMatrix = new float[16];
|
||||
private float[] mProjMatrix = new float[16];
|
||||
</pre>
|
||||
</li>
|
||||
<li>Modify your <code>vertexShaderCode</code> string to add a variable for a model view
|
||||
projection matrix.
|
||||
<pre>
|
||||
private final String vertexShaderCode =
|
||||
"uniform mat4 uMVPMatrix; \n" +
|
||||
"attribute vec4 vPosition; \n" +
|
||||
"void main(){ \n" +
|
||||
" gl_Position = uMVPMatrix * vPosition; \n" +
|
||||
"} \n";
|
||||
</pre>
|
||||
</li>
|
||||
<li>Modify your <code>onSurfaceChanged()</code> method to reference the <code>uMVPMatrix</code>
|
||||
shader variable you added and define a view transformation matrix.
|
||||
<pre>
|
||||
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
|
||||
...
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
|
||||
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
<li>Next, modify your <code>onSurfaceChanged()</code> method to calculate the device screen
|
||||
ration and create a projection matrix.
|
||||
<pre>
|
||||
public void onSurfaceChanged(GL10 unused, int width, int height) {
|
||||
GLES20.glViewport(0, 0, width, height);
|
||||
|
||||
float ratio = (float) width / height;
|
||||
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
<li>Finally, modify your <code>onDrawFrame()</code> method to apply the transformation.
|
||||
<pre>
|
||||
public void onDrawFrame(GL10 unused) {
|
||||
...
|
||||
// Apply a ModelView Projection transformation
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
|
||||
|
||||
// Draw the triangle
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>Try running this updated application on your emulator or test device and you should see
|
||||
something like this:</p>
|
||||
|
||||
<img src="{@docRoot}images/opengl/helloopengl-es20-2.png">
|
||||
|
||||
<p>Now that you have applied this transformation, the triangle has three equal sides, instead of the
|
||||
squashed display in the <a href="#squashed-triangle">earlier version</a>.</p>
|
||||
|
||||
|
||||
<h2 id="motion">Adding Motion</h2>
|
||||
|
||||
<p>While it may be interesting exercise to create static graphic objects with OpenGL ES, chances
|
||||
are you want at least some of your objects to move. In this section, we add motion to to our
|
||||
triangle by rotating it.</p>
|
||||
|
||||
<p>To add rotation to your triangle:</p>
|
||||
<ol>
|
||||
<li>Add an additional tranformation matrix member to your <code>HelloOpenGLES20Renderer</code>
|
||||
class.
|
||||
<pre>
|
||||
private float[] mMMatrix = new float[16];
|
||||
</pre>
|
||||
</li> <li>Modify your <code>onDrawFrame()</code> method to rotate the triangle object:
|
||||
<pre>
|
||||
public void onDrawFrame(GL10 gl) {
|
||||
...
|
||||
|
||||
// Create a rotation for the triangle
|
||||
long time = SystemClock.uptimeMillis() % 4000L;
|
||||
float angle = 0.090f * ((int) time);
|
||||
Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
|
||||
|
||||
// Apply a ModelView Projection transformation
|
||||
//Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
|
||||
|
||||
// Draw the triangle
|
||||
...
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>Run the application with this code and your triangle should rotate around its center.</p>
|
||||
|
||||
<!--
|
||||
<h2>TouchScreen Interaction</h2>
|
||||
Optional extra (using code from API examples)
|
||||
-->
|
||||
|
||||
<h2 id="resources">Additional Resources</h2>
|
||||
|
||||
<p>Be sure to check out the OpenGL ES code samples are available in the
|
||||
<a
|
||||
href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/index.html">API
|
||||
Demos</a> sample application and listed in <a href="#code-samples-list">Related Samples</a>
|
||||
sidebar above.
|
||||
</p>
|
||||
Reference in New Issue
Block a user