XML文件
<?xml version="1.0" encoding="utf-8"?>
<com.example.myapplication.MyGLSurfaceViewxmlns:android="http://schemas.android.com/apk/res/android"android:layout_width="match_parent"android:layout_height="match_parent" />
自定义GLSurfaceView
代码
class MyGLSurfaceView(context: Context, attrs: AttributeSet) : GLSurfaceView(context, attrs) {private var mRenderer = MyGLRenderer()init {setEGLContextClientVersion(3)setRenderer(mRenderer)renderMode = RENDERMODE_WHEN_DIRTY}
}
自定义GLSurfaceView.Renderer
代码
class MyGLRenderer : GLSurfaceView.Renderer {private var mDrawData: DrawData? = nulloverride fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {GLES30.glClearColor(0.0f, 0.5f, 0.5f, 1.0f)mDrawData = DrawData().apply {initVertexBuffer()initShader()}}override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {GLES30.glViewport(0, 0, width, height)mDrawData?.computeMVPMatrix(width.toFloat(), height.toFloat())}override fun onDrawFrame(gl: GL10?) {GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT)mDrawData?.drawSomething()}
}
GLSurfaceView.Renderer
需要的绘制数据
class DrawData {private var mProgram : Int = -1private var NO_OFFSET = 0private var VERTEX_POS_DATA_SIZE = 3private val mMVPMatrix = FloatArray(16)private val mProjectionMatrix = FloatArray(16)private val mViewMatrix = FloatArray(16)private var mViewPortRatio = 1fval vertex = floatArrayOf(-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f, )val vertexBuffer = ByteBuffer.allocateDirect(vertex.size * 4) .order(ByteOrder.nativeOrder()) .asFloatBuffer()fun initVertexBuffer(){vertexBuffer.put(vertex) vertexBuffer.position(0) val vbo = IntArray(1)GLES30.glGenBuffers(1, vbo, 0) GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, vbo[0]) GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER,vertex.size * 4, vertexBuffer,GLES30.GL_STATIC_DRAW)}fun initShader() {val vertexShaderCode = """#version 300 eslayout (location = 0) in vec4 aPosition;uniform mat4 uMVPMatrix; void main() {gl_Position = uMVPMatrix * aPosition; }""".trimIndent() val fragmentShaderCode = """#version 300 esprecision mediump float;uniform vec4 vColor;out vec4 fragColor;void main() {fragColor = vColor;}""".trimIndent() val vertexShader = LoadShaderUtil.loadShader(GLES30.GL_VERTEX_SHADER, vertexShaderCode)val fragmentShader = LoadShaderUtil.loadShader(GLES30.GL_FRAGMENT_SHADER, fragmentShaderCode)mProgram = GLES30.glCreateProgram()GLES30.glAttachShader(mProgram, vertexShader)GLES30.glAttachShader(mProgram, fragmentShader)GLES30.glLinkProgram(mProgram)GLES30.glUseProgram(mProgram)}fun computeMVPMatrix(width: Float, height: Float) {takeIf { width > height }?.let {mViewPortRatio = width / heightMatrix.orthoM(mProjectionMatrix, NO_OFFSET, -mViewPortRatio, mViewPortRatio, -1f, 1f, 0f, 1f )} ?: run {mViewPortRatio = height / widthMatrix.orthoM(mProjectionMatrix, NO_OFFSET, -1f, 1f, -mViewPortRatio, mViewPortRatio, 0f, 1f )}Matrix.setLookAtM(mViewMatrix, NO_OFFSET, 0f, 0f, 1f, 0f, 0f, 0f, 0f, 1f, 0f )Matrix.multiplyMM(mMVPMatrix, NO_OFFSET, mProjectionMatrix, NO_OFFSET, mViewMatrix, NO_OFFSET )val matrixHandler = GLES30.glGetUniformLocation(mProgram, "uMVPMatrix")GLES30.glUniformMatrix4fv(matrixHandler, 1, false, mMVPMatrix, NO_OFFSET)}fun drawSomething(){GLES30.glLineWidth(50.0f)val positionHandle = GLES30.glGetAttribLocation(mProgram, "aPosition")GLES30.glEnableVertexAttribArray(positionHandle)GLES30.glVertexAttribPointer(positionHandle, VERTEX_POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0)val colorHandle = GLES30.glGetUniformLocation(mProgram, "vColor")GLES30.glUniform4f(colorHandle, 1.0f, 0.5f, 0.5f, 1.0f) GLES30.glDrawArrays(GLES30.GL_POINTS, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)GLES30.glDisableVertexAttribArray(positionHandle)}
}object LoadShaderUtil{fun loadShader(type: Int, source: String): Int {val shader = GLES30.glCreateShader(type)GLES30.glShaderSource(shader, source)GLES30.glCompileShader(shader)return shader}
}
绘制点、线、三角形、正方形、圆
绘制点GLES30.GL_POINTS
val vertex = floatArrayOf(-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f,
)GLES30.glDrawArrays(GLES30.GL_POINTS, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
- 效果图

绘制线
两个点绘制一条线间隔绘制GLES30.GL_LINES
- 绘制顺序:将传入的坐标作为单独线条绘制,
ABCDEFG
六个顶点,绘制AB、CD、EF
三条线
val vertex = floatArrayOf(-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f,
)
GLES30.glLineWidth(30f)
GLES30.glDrawArrays(GLES30.GL_LINES, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
- 效果图

两个点绘制一条线连续绘制GLES30.GL_LINE_STRIP
- 绘制顺序:将传入的顶点作为折线绘制,
ABCD
四个顶点,绘制AB、BC、CD
三条线
val vertex = floatArrayOf(-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f,
)
GLES30.glLineWidth(30f)
GLES30.glDrawArrays(GLES30.GL_LINE_STRIP, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
- 效果图

两个点绘制一条线循环绘制GLES30.GL_LINE_LOOP
- 绘制顺序:将传入的顶点作为闭合折线绘制,
ABCD
四个顶点,绘制AB、BC、CD、DA
四条线
val vertex = floatArrayOf(-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f,
)
GLES30.glLineWidth(30f)
GLES30.glDrawArrays(GLES30.GL_LINE_LOOP, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
- 效果图

绘制三角形
三个点绘制一条线间隔绘制GLES30.GL_TRIANGLES
- 绘制顺序:将传入的顶点作为单独的三角形绘制,
ABCDEF
绘制ABC,DEF
两个三角形
val vertex = floatArrayOf(-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f,
)
GLES30.glDrawArrays(GLES30.GL_TRIANGLES, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
- 效果图

绘制正方形
三个点绘制一条线连续绘制GLES30.GL_TRIANGLE_STRIP
- 绘制顺序:将传入的顶点作为三角条带绘制,
ABCDEF
绘制ABC,BCD,CDE,DEF
四个三角形
val vertex = floatArrayOf(-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f, -0.5f, 0.0f,
)
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
- 效果图

绘制圆
三个点绘制一条线连续绘制GLES30.GL_TRIANGLE_FAN
- 绘制顺序:将传入的顶点作为扇面绘制,
ABCDEF
绘制ABC、ACD、ADE、AEF
四个三角形
val vertex = run {val radius = 0.5fval segments = 36 val angleStep = (2 * PI / segments).toFloat()val vertices = mutableListOf<Float>()vertices.add(0f)vertices.add(0f)vertices.add(0f)for (i in 0..segments) {val angle = i * angleStepvertices.add(radius * cos(angle))vertices.add(radius * sin(angle))vertices.add(0f)}vertices.toFloatArray()
}
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_FAN, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
- 效果图
