Android - Draw 3D then 2D with openGL ES

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一向
一向 2021-02-06 18:46

How can i draw a HUD (Text or Bitmaps) after drawing some 3d stuff in openGL ES ??

I tried this:

private void switchTo2D(GL10 gl){  
  gl.glDisable(GL1         


        
1条回答
  •  隐瞒了意图╮
    2021-02-06 19:18

    I found the solution but i forgot to post it :) Sorry

    package at.bartinger.opengl;
    
    import javax.microedition.khronos.egl.EGLConfig;
    import javax.microedition.khronos.opengles.GL10;
    
    import android.content.Context;
    import android.opengl.GLSurfaceView;
    import android.opengl.GLU;
    import android.util.AttributeSet;
    
    public class GLGameView extends GLSurfaceView implements GLSurfaceView.Renderer{
    
    
    public GLGameView(Context context) {
        super(context);
        setRenderer(this);
    }
    
    public GLGameView(Context context, AttributeSet attrs) {
        super(context, attrs);
        // TODO Auto-generated constructor stub
    }
    
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        init(gl);
    }
    
    @Override
    public void onDrawFrame(GL10 gl) {
    
        //Standard
        gl.glClear( GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT );
        gl.glViewport( 0, 0, getWidth(), getHeight() );
    
        gl.glDisable( GL10.GL_DITHER );
        gl.glEnable( GL10.GL_DEPTH_TEST );
        gl.glEnable( GL10.GL_CULL_FACE );
    
        //Set 3D
        gl.glMatrixMode( GL10.GL_PROJECTION );
        gl.glLoadIdentity();
        gluPerspective( gl);    
    
    
    
        draw3D(gl);
    
    
        gl.glDisable( GL10.GL_CULL_FACE );
        gl.glDisable( GL10.GL_DEPTH_TEST );
    
        //Set 2D
        gl.glMatrixMode( GL10.GL_PROJECTION );
        gl.glLoadIdentity();
        gluOrtho2D(gl);
        gl.glMatrixMode( GL10.GL_MODELVIEW );
        gl.glLoadIdentity();
    
    
        draw2D(gl);
    
    }
    
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
    
    }
    
    public void init(GL10 gl){}
    
    public void draw2D(GL10 gl){};
    
    public void draw3D(GL10 gl){};
    
    /**
     * Sets the projection to the ortho matrix
     */
    public void gluOrtho2D(GL10 gl){
        gl.glMatrixMode( GL10.GL_PROJECTION );
        gl.glLoadIdentity();
        GLU.gluOrtho2D( gl, 0, getWidth(), 0, getHeight() );
    }
    
    /**
     * Sets the projection to the perspective matrix
     */
    public void gluPerspective(GL10 gl){
        gl.glMatrixMode( GL10.GL_PROJECTION );
        gl.glLoadIdentity();
        float aspectRatio = (float)getWidth() / getHeight();
        GLU.gluPerspective( gl, 67, aspectRatio, 1, 100 );
    }
    
    /**
     * Sets the projection to the perspective matrix
     */
    public void gluPerspective(GL10 gl, float near, float far){
        gl.glMatrixMode( GL10.GL_PROJECTION );
        gl.glLoadIdentity();
        float aspectRatio = (float)getWidth() / getHeight();
        GLU.gluPerspective( gl, 67, aspectRatio, near, far );
    }
    
    /**
     * Sets the projection to the model view matrix
     */
    public void gluLookAt(GL10 gl, 
            float positionX, float positionY, float positionZ,
            float zentrumX, float zentrumY, float zentrumZ,
            float upX, float upY, float upZ ){
    
        gl.glMatrixMode( GL10.GL_MODELVIEW );
        gl.glLoadIdentity();
        GLU.gluLookAt( gl,positionX, positionY, positionZ, zentrumX, zentrumY, zentrumZ, upX, upY, upZ );
        }
    }
    

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