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안드로이드 OpenGL ES 예제, 회전하는 육면체

안드로이드에서 육면체의 정점을 구성하고 정점에 컬러를 설정하여 회전하도록 한 예

육면체의 정점을 구성할 때 참고할 그림과 구현된 결과 화면

                     

Activity

package gl.test3;


import android.app.Activity;

import android.opengl.GLSurfaceView;

import android.os.Bundle;

import android.view.Window;

import android.view.WindowManager;


public class ColorCubeActivity extends Activity {

    @Override

    public void onCreate(Bundle savedInstanceState) {

    super.onCreate(savedInstanceState);

   

    this.requestWindowFeature(Window.FEATURE_NO_TITLE); 

        getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,

            WindowManager.LayoutParams.FLAG_FULLSCREEN);

        

  GLSurfaceView view = new GLSurfaceView(this);

    view.setRenderer(new OpenGLRenderer());

    setContentView(view);

    }

}


Renderer

package gl.test3;


import javax.microedition.khronos.egl.EGLConfig;

import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLU;

import android.opengl.GLSurfaceView.Renderer;

public class OpenGLRenderer implements Renderer {

private Cube cube;

private float angle = 0;

public OpenGLRenderer() {

cube = new Cube();

}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {

// Set the background color to black ( rgba ).

gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);

// Enable Smooth Shading, default not really needed.

gl.glShadeModel(GL10.GL_SMOOTH);

// Depth buffer setup.

gl.glClearDepthf(1.0f);

// Enables depth testing.

gl.glEnable(GL10.GL_DEPTH_TEST);

// The type of depth testing to do.

gl.glDepthFunc(GL10.GL_LEQUAL);

// Really nice perspective calculations.

gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

}


public void onDrawFrame(GL10 gl) {

// Clears the screen and depth buffer.

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

// Replace the current matrix with the identity matrix

gl.glLoadIdentity();

// Translates 10 units into the screen.

gl.glTranslatef(0, -4, -15); 

// Rotate square A counter-clockwise.

gl.glRotatef(angle, 0, 1, 0);

// Draw square A.

cube.draw(gl);

angle+=5;

}


public void onSurfaceChanged(GL10 gl, int width, int height) {

// Sets the current view port to the new size.

gl.glViewport(0, 0, width, height);

// Select the projection matrix

gl.glMatrixMode(GL10.GL_PROJECTION);

// Reset the projection matrix

gl.glLoadIdentity();

// Calculate the aspect ratio of the window

GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,

100.0f);

// Select the modelview matrix

gl.glMatrixMode(GL10.GL_MODELVIEW);

// Reset the modelview matrix

gl.glLoadIdentity();

}

}


Cube

package gl.test3;


import java.nio.ByteBuffer;

import java.nio.ByteOrder;

import java.nio.FloatBuffer;

import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

public class Cube {

/* 6면체를 구성하는 8개의 정점 정의 */

float [] vertices = {

-1, 1, 1,

-1, -1, 1,

1, -1, 1,

1, 1, 1,

1, -1, -1,

1, 1, -1,

-1, -1, -1,

-1, 1, -1,

};

/* 정점3개의 인덱스로 한개의 삼각형을정의함 (CCW) */

short [] indices = {

0,1,2,

0,2,3,

3,2,4,

3,4,5,

5,4,6,

5,6,7,

7,6,1,

7,1,0,

0,3,5,

0,5,7,

1,6,4,

1,4,2,

};


//각 정점에 배정할 색상을 선언함

float [] colors = {

1f, 0f, 0f, 1f,

0f, 1f, 0f, 1f,

0f, 0f, 1f, 1f,

1f, 0f, 1f, 1f, 

0f, 1f, 1f, 1f,

1f, 1f, 0f, 1f,

.5f, .5f, 1f, 1f,

.5f, .5f, .5f, 1f, 

};

// Our vertex buffer.

private FloatBuffer vertexBuffer;


// Our index buffer.

private ShortBuffer indexBuffer;

// 정점의 컬러를 저장하기 위한 버퍼

private FloatBuffer colorBuffer;

public Cube() {

// 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());

vertexBuffer = vbb.asFloatBuffer();

vertexBuffer.put(vertices);

vertexBuffer.position(0);

// short is 2 bytes, therefore we multiply the number if 

// vertices with 2.

ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);

ibb.order(ByteOrder.nativeOrder());

indexBuffer = ibb.asShortBuffer();

indexBuffer.put(indices);

indexBuffer.position(0);

ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length * 4);

cbb.order(ByteOrder.nativeOrder());

colorBuffer = cbb.asFloatBuffer();

colorBuffer.put(colors);

colorBuffer.position(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, vertexBuffer);

gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);


gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, 

GL10.GL_UNSIGNED_SHORT, indexBuffer);


// Disable the vertices buffer.

gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

gl.glDisableClientState(GL10.GL_COLOR_ARRAY);

// Disable face culling.

gl.glDisable(GL10.GL_CULL_FACE);

}

}