How to draw basic circle in OpenGL ES 2.0 Android

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时光取名叫无心
时光取名叫无心 2020-12-05 05:36

I\'m new in OpenGL ES 2, and I have read many topics about how to draw a circle in OpenGL ES 2 on Android. Based on Drawing Shapes and this code found on gamedev.net, I can

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  • 2020-12-05 06:08

    One major flaw I noticed in 'goal's post: You can't change the position of the circle.

    Here is the fix. Notice the end of the first two lines in the 'for' loop.

    vertices[0] = 0;
    vertices[1] = 0;
    vertices[2] = 0;
    
    for (int i =1; i <364; i++){
        vertices[(i * 3)+ 0] = (float) (0.5 * Math.cos((3.14/180) * (float)i ) + vertices[0]);
        vertices[(i * 3)+ 1] = (float) (0.5 * Math.sin((3.14/180) * (float)i ) + vertices[1]);
        vertices[(i * 3)+ 2] = 0;
    }
    
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  • 2020-12-05 06:10
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    
    import android.opengl.GLES20;
    import android.util.Log;
    
    public class Circle {
    
    private  int mProgram, mPositionHandle, mColorHandle, mMVPMatrixHandle ;
    private FloatBuffer mVertexBuffer;
    private float vertices[] = new float[364 * 3];
    float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
    
    private final String vertexShaderCode =
            "uniform mat4 uMVPMatrix;" +
            "attribute vec4 vPosition;" +
            "void main() {" +
            "  gl_Position = uMVPMatrix * vPosition;" +
            "}";
    
        private final String fragmentShaderCode =
            "precision mediump float;" +
            "uniform vec4 vColor;" +
            "void main() {" +
            "  gl_FragColor = vColor;" +
            "}";
    
    Circle(){
        vertices[0] = 0;
        vertices[1] = 0;
        vertices[2] = 0;
    
        for(int i =1; i <364; i++){
            vertices[(i * 3)+ 0] = (float) (0.5 * Math.cos((3.14/180) * (float)i ));
            vertices[(i * 3)+ 1] = (float) (0.5 * Math.sin((3.14/180) * (float)i ));
            vertices[(i * 3)+ 2] = 0;
        }
    
    
        Log.v("Thread",""+vertices[0]+","+vertices[1]+","+vertices[2]);
        ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
        vertexByteBuffer.order(ByteOrder.nativeOrder());
        mVertexBuffer = vertexByteBuffer.asFloatBuffer();
        mVertexBuffer.put(vertices);
        mVertexBuffer.position(0);
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
        int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
    
        mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program
        GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
        GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
        GLES20.glLinkProgram(mProgram);  
    
     }
    
    public static int loadShader(int type, String shaderCode){
    
        int shader = GLES20.glCreateShader(type);
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        return shader;
    }
    
    
    public void draw (float[] mvpMatrix){
    
        GLES20.glUseProgram(mProgram);
    
        // get handle to vertex shader's vPosition member
         mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
    
        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(mPositionHandle);
    
        // Prepare the triangle coordinate data
        GLES20.glVertexAttribPointer(mPositionHandle, 3,
                                     GLES20.GL_FLOAT, false,12
                                     ,mVertexBuffer);
    
        // get handle to fragment shader's vColor member
        mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
    
    
    
        // Set color for drawing the triangle
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);
    
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    
        // Apply the projection and view transformation
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
    
    
    
        // Draw the triangle
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 364);
    
        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    
    }
    
    }
    
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  • 2020-12-05 06:14

    I definitely do not recommend rendering a circle through geometry. It has two major disadvantages:

    1. It is slow. If you want to get acceptable accuracy you need a lot of vertices and any of these vertices need to be processed in the shader. For a real circle you need as many vertices as your circle have pixels.
    2. It is not really flexible. Having different circles, styling and colring them is hard to master.

    There is another method, which I personally use in every graphics API. Rendering at least a triangle or a sqare/quad and use the fragment-shader to only make the disired (based on a equation) pixel visible. It is very easy to understand. It is flexible and fast. It needs blending, but this is not really hard to get to work.

    Steps:

    Initialize your buffers with data. You need a vertex-buffer for the vertices, an index-buffer for the indices if you're a using a square geometry, and a textureCoord-buffer for your texture coordinates. For a square I recommend using -1.0 as the lowest and 1.0 as the highest texture coordinate, because then you are able to use the unit circle equation.

    In your fragment-shader, use something like this:

    if ((textureCoord.x * textureCoord.x) + (textureCoord.y * textureCoord.y) <= 1.0)
    {
        // Render colored and desired transparency
    }
    else
    {
        // Render with 0.0 in alpha channel
    }
    

    While (textureCoord.x * textureCoord.x) + (textureCoord.y * textureCoord.y) <= 1.0 is the inequality, because you need a circle, you have to render every pixel within that range, not just the border. You can change this so that it gives you the desired output.

    And that is it. Not very complex to implement, so I don't offer any basic rendering code here. All you need happens within the fragment-shader.

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  • 2020-12-05 06:17

    If you want to create geometry for the circle, do something like this:

    int vertexCount = 30;
    float radius = 1.0f;
    float center_x = 0.0f;
    float center_y = 0.0f;
    
    // Create a buffer for vertex data
    float buffer[] = new float[vertexCount*2]; // (x,y) for each vertex
    int idx = 0;
    
    // Center vertex for triangle fan
    buffer[idx++] = center_x;
    buffer[idx++] = center_y;
    
    // Outer vertices of the circle
    int outerVertexCount = vertexCount-1;
    
    for (int i = 0; i < outerVertexCount; ++i){
        float percent = (i / (float) (outerVertexCount-1));
        float rad = percent * 2*Math.PI;
    
        //Vertex position
        float outer_x = center_x + radius * cos(rad);
        float outer_y = center_y + radius * sin(rad);
    
        buffer[idx++] = outer_x;
        buffer[idx++] = outer_y;
    }
    
    //Create VBO from buffer with glBufferData()
    

    Then you can draw using glDrawArrays() either as:

    • GL_LINE_LOOP(contour only) or
    • GL_TRIANGLE_FAN(filled shape)

    .

    // Draw circle contours (skip center vertex at start of the buffer)
    glDrawArrays(GL_LINE_LOOP, 2, outerVertexCount);
    
    // Draw circle as a filled shape
    glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
    
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  • 2020-12-05 06:29

    This is a modified version of the above answer. It also includes the code to color the circle as well. Most of the functions are used as OpenGL ES1 though. Mind the naming conventions of class toilet, LOL. If you need the code of other classes where I render OpenGL as well, let me know.

    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    import javax.microedition.khronos.opengles.GL10;
    
    public class Toilet {
    
        // Circle variables
        int circlePoints = 30;
        float radius = 1.0f;
        float center_x = 0.0f;
        float center_y = 0.0f;
    
        // Outer vertices of the circle i.e. excluding the center_x, center_y
        int circumferencePoints = circlePoints-1;
    
        // Circle vertices and buffer variables
        int vertices = 0;
        float circleVertices[] = new float[circlePoints*2];
        private FloatBuffer toiletBuff; // 4 bytes per float
    
        // Color values
        private float rgbaValues[] = {
                   1,     1,  0,     .5f,
                   .25f,  0,  .85f,  1,
                   0,     1,  1,     1
        };
    
        private FloatBuffer colorBuff;
    
        public Toilet()
        {
            // The initial buffer values
            circleVertices[vertices++] = center_x;
            circleVertices[vertices++] = center_y;
    
            // Set circle vertices values
            for (int i = 0; i < circumferencePoints; i++)
            {
                float percent = (i / (float) (circumferencePoints - 1));
                float radians = (float) (percent * 2 * Math.PI);
    
                // Vertex position
                float outer_x = (float) (center_x + radius * Math.cos(radians));
                float outer_y = (float) (center_y + radius * Math.sin(radians));
    
                circleVertices[vertices++] = outer_x;
                circleVertices[vertices++] = outer_y;
            }
    
            // Float buffer short has four bytes
            ByteBuffer toiletByteBuff = ByteBuffer
                    .allocateDirect(circleVertices.length * 4);
    
            // Garbage collector won't throw this away
            toiletByteBuff.order(ByteOrder.nativeOrder());
            toiletBuff = toiletByteBuff.asFloatBuffer();
            toiletBuff.put(circleVertices);
            toiletBuff.position(0);
    
            // Float buffer short has four bytes
            ByteBuffer clrBuff = ByteBuffer.allocateDirect(rgbaValues.length * 4);
            // garbage collector wont throw this away
            clrBuff.order(ByteOrder.nativeOrder());
            colorBuff = clrBuff.asFloatBuffer();
            colorBuff.put(rgbaValues);
            colorBuff.position(0);
        }
    
        // Draw methods
        public void draw(GL10 gl) {
    
            // Get the front face
            gl.glFrontFace(GL10.GL_CW); // Front facing is clockwise
            gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    
            // Enable color array
            gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
    
            // Pointer to the buffer
            gl.glVertexPointer(2, GL10.GL_FLOAT, 0, toiletBuff);
    
            // Pointer to color
            gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuff);
    
            // Draw hollow circle
            //gl.glDrawArrays(GL10.GL_LINE_LOOP, 1, circumferencePoints);
    
            // Draw circle as filled shape
            gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, circlePoints);
    
            gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
            gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
        }
    }
    
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