前面介绍了3D坐标系统和3D坐标变换以及在OpenGL ES中坐标变换的过程,并与相机拍照片的过程做类比,以便更好的理解这OpenGL中构造3D模型的一部步骤:
提供绘制一个迷你太阳系系统作为前面知识的总结,这个迷你太阳系,有一个红色的太阳,一个蓝色的地图和一个白色的月亮构成:
为简单起见,使用一个2D五角星做为天体而没有使用球体(绘制球体在后面有介绍),构造一个Star类:
- public class Star {
- // Our vertices.
- protected float vertices[];
- // Our vertex buffer.
- protected FloatBuffer vertexBuffer;
- public Star() {
- float a=(float)(1.0f/(2.0f-2f*Math.cos(72f*Math.PI/180.f)));
- float bx=(float)(a*Math.cos(18*Math.PI/180.0f));
- float by=(float)(a*Math.sin(18*Math.PI/180f));
- float cy=(float)(-a * Math.cos(18*Math.PI/180f));
- vertices=new float[]{
- 0,a,0.5f,cy,-bx,by,bx,by,-0.5f,cy
- };
- ByteBuffer vbb
- = ByteBuffer.allocateDirect(vertices.length * 4);
- vbb.order(ByteOrder.nativeOrder());
- vertexBuffer = vbb.asFloatBuffer();
- vertexBuffer.put(vertices);
- vertexBuffer.position(0);
- }
- /**
- * This function draws our star on screen.
- * @param gl
- */
- 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(2, GL10.GL_FLOAT, 0,
- vertexBuffer);
- gl.glDrawArrays(GL10.GL_LINE_LOOP, 0,5);
- // Disable the vertices buffer.
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- // Disable face culling.
- gl.glDisable(GL10.GL_CULL_FACE);
- }
- }
Star定义了五角星的五个顶点,并使用glDrawArrays 来绘制五角星,因此vertices 顶点的顺序比较重要。
然后定义一个DrawSolarSystem 来绘制这个迷你太阳系:
- public class DrawSolarSystem extends OpenGLESActivity
- implements IOpenGLDemo{
- private Star sun=new Star();
- private Star earth=new Star();
- private Star moon=new Star();
- private int angle=0;
- /** Called when the activity is first created. */
- @Override
- public void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
- }
- public void DrawScene(GL10 gl) {
- super.DrawScene(gl);
- gl.glLoadIdentity();
- GLU.gluLookAt(gl,0.0f, 0.0f, 15.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f);
- // Star A
- // Save the current matrix.
- gl.glPushMatrix();
- // Rotate Star A counter-clockwise.
- gl.glRotatef(angle, 0, 0, 1);
- gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
- // Draw Star A.
- sun.draw(gl);
- // Restore the last matrix.
- gl.glPopMatrix();
- // Star B
- // Save the current matrix
- gl.glPushMatrix();
- // Rotate Star B before moving it,
- //making it rotate around A.
- gl.glRotatef(-angle, 0, 0, 1);
- // Move Star B.
- gl.glTranslatef(3, 0, 0);
- // Scale it to 50% of Star A
- gl.glScalef(.5f, .5f, .5f);
- gl.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
- // Draw Star B.
- earth.draw(gl);
- // Star C
- // Save the current matrix
- gl.glPushMatrix();
- // Make the rotation around B
- gl.glRotatef(-angle, 0, 0, 1);
- gl.glTranslatef(2, 0, 0);
- // Scale it to 50% of Star B
- gl.glScalef(.5f, .5f, .5f);
- // Rotate around it's own center.
- gl.glRotatef(angle*10, 0, 0, 1);
- gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- // Draw Star C.
- moon.draw(gl);
- // Restore to the matrix as it was before C.
- gl.glPopMatrix();
- // Restore to the matrix as it was before B.
- gl.glPopMatrix();
- // Increse the angle.
- angle++;
- }
- }
使用GLU的gluLookAt 来定义modelview Matrix ,把相机放在正对太阳中心(0,0,0),距离15 (0,0,15)。
使用glPushMatrix和glPopMatrix 来将当前Matrix入栈或是出栈。
首先将当前matrix 入栈,以红色绘制太阳,并逆向转动,将当前matrix 入栈的目的是在能够在绘制地球时恢复当前栈。
然后绘制地球,使用局部坐标系来想象地球和太阳之间的相对运动,地球离开一距离绕太阳公转,相当于先旋转地球的局部坐标系,然后再平移地球的局部坐标系。对应到代码为先glRotatef ,然后glTranslate.
最后是绘制月亮,使用类似的空间想象方法。