您的位置:首页 > 其它

点绘制螺旋线

2014-06-30 22:40 246 查看
/**
* 缓冲区工具类
*/
public class BufferUtil {
/**
* 将浮点数组转换成字节缓冲区
*/
public static ByteBuffer arr2ByteBuffer(float[] arr){
ByteBuffer ibb = ByteBuffer.allocateDirect(arr.length * 4);
ibb.order(ByteOrder.nativeOrder());
FloatBuffer fbb = ibb.asFloatBuffer();
fbb.put(arr);
ibb.position(0);
return ibb ;
}

/**
* 将list转换成字节缓冲区
*/
public static ByteBuffer list2ByteBuffer(List<Float> list){
ByteBuffer ibb = ByteBuffer.allocateDirect(list.size() * 4);
ibb.order(ByteOrder.nativeOrder());
FloatBuffer fbb = ibb.asFloatBuffer();
for(Float f : list){
fbb.put(f);
}
ibb.position(0);
return ibb ;
}
}

/**

* 渲染器

*/

public abstract class AbstractMyRenderer implements android.opengl.GLSurfaceView.Renderer

{

private float ratio;

public float xrotate = 0f;//围绕x轴旋转角度

public float yrotate = 0f;//围绕x轴旋转角度

/**

* 1.

*/

public void onSurfaceCreated(GL10 gl, EGLConfig config)

{

//清平色

gl.glClearColor(0f, 0f, 0f, 1f);

//启用顶点缓冲区数组

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

}

/**

* 2.

*/

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

//设置视口

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

ratio = (float)width / (float)height;

//投影矩阵

gl.glMatrixMode(GL10.GL_PROJECTION);

//加载单位矩阵

gl.glLoadIdentity();

//设置平截头体

gl.glFrustumf(-ratio, ratio, -1, 1, 3f, 7f); }

/**

* 3.

*/

public abstract void onDrawFrame(GL10 gl);

}

/**

* 点渲染器,绘制螺旋线

*/

public class MyPointRenderer1 extends AbstractMyRenderer{

public void onDrawFrame(GL10 gl) {

//清除颜色缓冲区

gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

//设置绘图颜色

gl.glColor4f(1f, 0f, 0f, 1f);

//操作模型视图矩阵

gl.glMatrixMode(GL10.GL_MODELVIEW);

gl.glLoadIdentity();

//设置眼球的参数

GLU.gluLookAt(gl,0f,0f,5f, 0f, 0f, 0f, 0f,1f,0f);

//旋转角度

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

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

//计算点坐标

float r = 0.5f ;//半径

List<Float> coordsList = new ArrayList<Float>();

float x = 0f,y = 0f,z = 1f ;

float zstep = 0.01f ;

for(float alpha = 0f ; alpha < Math.PI * 6 ; alpha = (float) (alpha + Math.PI / 16)){

x = (float) (r * Math.cos(alpha));

y = (float) (r * Math.sin(alpha));

z = z - zstep ;

coordsList.add(x);

coordsList.add(y);

coordsList.add(z);

}

//转换点成为缓冲区

ByteBuffer ibb = ByteBuffer.allocateDirect(coordsList.size() * 4);

ibb.order(ByteOrder.nativeOrder());

FloatBuffer fbb = ibb.asFloatBuffer();

for(float f : coordsList){

fbb.put(f);

}

ibb.position(0); //指定顶点指针

gl.glVertexPointer(3, GL10.GL_FLOAT, 0, ibb);

gl.glDrawArrays(GL10.GL_POINTS, 0, coordsList.size() / 3);

}

}

//主界面

public class MainActivity extends Activity {

private AbstractMyRenderer render;

private MyGLSurfaceView view;

public void onCreate(Bundle savedInstanceState) {

super.onCreate(savedInstanceState);

view = new GLSurfaceView(this);

render = new MyPointRenderer1();

view.setRenderer(render);

//GLSurfaceView.RENDERMODE_CONTINUOUSLY:持续渲染(默认)

//GLSurfaceView.RENDERMODE_WHEN_DIRTY:脏渲染,命令渲染

view.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);

setContentView(view);

}

public boolean onKeyDown(int keyCode, KeyEvent event) {

float step = 5f ;

//up

if(keyCode == KeyEvent.KEYCODE_DPAD_UP){

render.xrotate = render.xrotate - step ;

} else if(keyCode == KeyEvent.KEYCODE_DPAD_DOWN){

render.xrotate = render.xrotate + step ;

} else if(keyCode == KeyEvent.KEYCODE_DPAD_LEFT){

render.yrotate = render.yrotate + step ;

} else if(keyCode == KeyEvent.KEYCODE_DPAD_RIGHT){

render.yrotate = render.yrotate - step ;

}

//请求渲染,和脏渲染配合使用

view.requestRender();

return super.onKeyDown(keyCode, event);

}

}
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: