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注:本文中例子针对Windows CE平台编写。
OpenGL ES简化了模型描述,取消了通过在 glBegin/glEnd 之间使用大量glVertex之类的调用来逐点描述模型,统一到使用VertexArray。
下面我们就来画一个简单的物体:用三角形拼出的HELLO EGL。该物体的示意图
如下:
图:helloegl certex layout
照例,先New App:
图:new app
然后设置一下项目属性:
图:project properties
共有三处要改的,使得该项目可以利用上如下图所示的库和头文件:
图:my lib files
首先是头文件包含目录:
图:project include dir
然后是库文件目录:
图:project lib dir
最后是OpenGL ES库:
图:project egl lib
OK,环境准备好了,可以写代码了。先把我们准备好的OpenGL ES初始化代码加
上:
图:code skeleton
最后标记出来的那个draw()函数就是实际绘制HELLO EGL的代码了:
图 draw code
正如前面提过的,我们只能通过 VERTEX_ARRAY 批量的将模型顶点坐标发送给
OpenGL ES,为此需要先 glEnableClientState() 以打开相关支持。为了让世界
看上去更美好一点,我还用 ColorArray 给每个顶点指定了颜色。然后通过
glVertexPointer/glColorPointer 将数据发送出去,再通过
glDrawArrays(GL_TRIANGLES) 进行绘制。值得一提的是,目前 GLES 不支持
GL_QUADS。 除了调用 glDrawArrays(),OpenGL ES 还提供了更为灵活的
glDrawElements() 方法,值得看一下规范里的说明。
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_NORMAL_ARRAY);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
glEnableClientState (GL_COLOR_ARRAY);
glVertexPointer (...);
glColorPointer (...);
glDrawArrays (GL_TRIANGLES);
glDrawElements ();
剩下的奥密就全在数组 helloVertex 里了。其实它的内容已经完全表示的本文
开始的那张示意图里了,建议您自己推算一下,以熟悉 TRIANGLES 建模。这个
小小的例子也可以利用 GL_TRIANG_STRIP 得到很大的优化,感兴趣的可以练习
一下。
代码如下:hellomesh.h
#ifndef _HELLO_MESH_
#define _HELLO_MESH_
GLfixed helloVertex[] = { // HELLO EGL
// H
Float2Fixed(0.0f), Float2Fixed(0.0f), Float2Fixed(0.1f), Float2Fixed(0.0f), Float2Fixed(0.1f), Float2Fixed(0.7f),
Float2Fixed(0.0f), Float2Fixed(0.0f), Float2Fixed(0.1f), Float2Fixed(0.7f), Float2Fixed(0.0f), Float2Fixed(0.7f),
Float2Fixed(0.1f), Float2Fixed(0.3f), Float2Fixed(0.3f), Float2Fixed(0.3f), Float2Fixed(0.3f), Float2Fixed(0.4f),
Float2Fixed(0.1f), Float2Fixed(0.3f), Float2Fixed(0.3f), Float2Fixed(0.4f), Float2Fixed(0.1f), Float2Fixed(0.4f),
Float2Fixed(0.3f), Float2Fixed(0.0f), Float2Fixed(0.4f), Float2Fixed(0.0f), Float2Fixed(0.4f), Float2Fixed(0.7f),
Float2Fixed(0.3f), Float2Fixed(0.0f), Float2Fixed(0.4f), Float2Fixed(0.7f), Float2Fixed(0.3f), Float2Fixed(0.7f),
// E
Float2Fixed(0.5f), Float2Fixed(0.0f), Float2Fixed(0.6f), Float2Fixed(0.0f), Float2Fixed(0.6f), Float2Fixed(0.7f),
Float2Fixed(0.5f), Float2Fixed(0.0f), Float2Fixed(0.6f), Float2Fixed(0.7f), Float2Fixed(0.5f), Float2Fixed(0.7f),
Float2Fixed(0.6f), Float2Fixed(0.0f), Float2Fixed(0.9f), Float2Fixed(0.0f), Float2Fixed(0.9f), Float2Fixed(0.1f),
Float2Fixed(0.6f), Float2Fixed(0.0f), Float2Fixed(0.9f), Float2Fixed(0.1f), Float2Fixed(0.6f), Float2Fixed(0.1f),
Float2Fixed(0.6f), Float2Fixed(0.3f), Float2Fixed(0.9f), Float2Fixed(0.3f), Float2Fixed(0.9f), Float2Fixed(0.4f),
Float2Fixed(0.6f), Float2Fixed(0.3f), Float2Fixed(0.9f), Float2Fixed(0.4f), Float2Fixed(0.6f), Float2Fixed(0.4f),
Float2Fixed(0.6f), Float2Fixed(0.6f), Float2Fixed(0.9f), Float2Fixed(0.6f), Float2Fixed(0.9f), Float2Fixed(0.7f),
Float2Fixed(0.6f), Float2Fixed(0.6f), Float2Fixed(0.9f), Float2Fixed(0.7f), Float2Fixed(0.6f), Float2Fixed(0.7f),
// L
Float2Fixed(1.0f), Float2Fixed(0.0f), Float2Fixed(1.1f), Float2Fixed(0.0f), Float2Fixed(1.1f), Float2Fixed(0.7f),
Float2Fixed(1.0f), Float2Fixed(0.0f), Float2Fixed(1.1f), Float2Fixed(0.7f), Float2Fixed(1.0f), Float2Fixed(0.7f),
Float2Fixed(1.1f), Float2Fixed(0.0f), Float2Fixed(1.4f), Float2Fixed(0.0f), Float2Fixed(1.4f), Float2Fixed(0.1f),
Float2Fixed(1.1f), Float2Fixed(0.0f), Float2Fixed(1.4f), Float2Fixed(0.1f), Float2Fixed(1.1f), Float2Fixed(0.1f),
// L
Float2Fixed(1.5f), Float2Fixed(0.0f), Float2Fixed(1.6f), Float2Fixed(0.0f), Float2Fixed(1.6f), Float2Fixed(0.7f),
Float2Fixed(1.5f), Float2Fixed(0.0f), Float2Fixed(1.6f), Float2Fixed(0.7f), Float2Fixed(1.5f), Float2Fixed(0.7f),
Float2Fixed(1.6f), Float2Fixed(0.0f), Float2Fixed(1.9f), Float2Fixed(0.0f), Float2Fixed(1.9f), Float2Fixed(0.1f),
Float2Fixed(1.6f), Float2Fixed(0.0f), Float2Fixed(1.9f), Float2Fixed(0.1f), Float2Fixed(1.6f), Float2Fixed(0.1f),
// O
Float2Fixed(2.0f), Float2Fixed(0.0f), Float2Fixed(2.1f), Float2Fixed(0.0f), Float2Fixed(2.1f), Float2Fixed(0.7f),
Float2Fixed(2.0f), Float2Fixed(0.0f), Float2Fixed(2.1f), Float2Fixed(0.7f), Float2Fixed(2.0f), Float2Fixed(0.7f),
Float2Fixed(2.1f), Float2Fixed(0.0f), Float2Fixed(2.3f), Float2Fixed(0.0f), Float2Fixed(2.3f), Float2Fixed(0.1f),
Float2Fixed(2.1f), Float2Fixed(0.0f), Float2Fixed(2.3f), Float2Fixed(0.1f), Float2Fixed(2.1f), Float2Fixed(0.1f),
Float2Fixed(2.1f), Float2Fixed(0.6f), Float2Fixed(2.3f), Float2Fixed(0.6f), Float2Fixed(2.3f), Float2Fixed(0.7f),
Float2Fixed(2.1f), Float2Fixed(0.6f), Float2Fixed(2.3f), Float2Fixed(0.7f), Float2Fixed(2.1f), Float2Fixed(0.7f),
Float2Fixed(2.3f), Float2Fixed(0.0f), Float2Fixed(2.4f), Float2Fixed(0.0f), Float2Fixed(2.4f), Float2Fixed(0.7f),
Float2Fixed(2.3f), Float2Fixed(0.0f), Float2Fixed(2.4f), Float2Fixed(0.7f), Float2Fixed(2.3f), Float2Fixed(0.7f),
// E
Float2Fixed(2.5f), Float2Fixed(0.0f), Float2Fixed(2.6f), Float2Fixed(0.0f), Float2Fixed(2.6f), Float2Fixed(0.7f),
Float2Fixed(2.5f), Float2Fixed(0.0f), Float2Fixed(2.6f), Float2Fixed(0.7f), Float2Fixed(2.5f), Float2Fixed(0.7f),
Float2Fixed(2.6f), Float2Fixed(0.0f), Float2Fixed(2.9f), Float2Fixed(0.0f), Float2Fixed(2.9f), Float2Fixed(0.1f),
Float2Fixed(2.6f), Float2Fixed(0.0f), Float2Fixed(2.9f), Float2Fixed(0.1f), Float2Fixed(2.6f), Float2Fixed(0.1f),
Float2Fixed(2.6f), Float2Fixed(0.3f), Float2Fixed(2.9f), Float2Fixed(0.3f), Float2Fixed(2.9f), Float2Fixed(0.4f),
Float2Fixed(2.6f), Float2Fixed(0.3f), Float2Fixed(2.9f), Float2Fixed(0.4f), Float2Fixed(2.6f), Float2Fixed(0.4f),
Float2Fixed(2.6f), Float2Fixed(0.6f), Float2Fixed(2.9f), Float2Fixed(0.6f), Float2Fixed(2.9f), Float2Fixed(0.7f),
Float2Fixed(2.6f), Float2Fixed(0.6f), Float2Fixed(2.9f), Float2Fixed(0.7f), Float2Fixed(2.6f), Float2Fixed(0.7f),
// G
Float2Fixed(3.1f), Float2Fixed(0.6f), Float2Fixed(3.4f), Float2Fixed(0.6f), Float2Fixed(3.4f), Float2Fixed(0.7f),
Float2Fixed(3.1f), Float2Fixed(0.6f), Float2Fixed(3.4f), Float2Fixed(0.7f), Float2Fixed(3.1f), Float2Fixed(0.7f),
Float2Fixed(3.0f), Float2Fixed(0.0f), Float2Fixed(3.1f), Float2Fixed(0.0f), Float2Fixed(3.1f), Float2Fixed(0.7f),
Float2Fixed(3.0f), Float2Fixed(0.0f), Float2Fixed(3.1f), Float2Fixed(0.7f), Float2Fixed(3.0f), Float2Fixed(0.7f),
Float2Fixed(3.1f), Float2Fixed(0.0f), Float2Fixed(3.4f), Float2Fixed(0.0f), Float2Fixed(3.4f), Float2Fixed(0.1f),
Float2Fixed(3.1f), Float2Fixed(0.0f), Float2Fixed(3.4f), Float2Fixed(0.1f), Float2Fixed(3.1f), Float2Fixed(0.1f),
Float2Fixed(3.3f), Float2Fixed(0.1f), Float2Fixed(3.4f), Float2Fixed(0.1f), Float2Fixed(3.4f), Float2Fixed(0.3f),
Float2Fixed(3.3f), Float2Fixed(0.1f), Float2Fixed(3.4f), Float2Fixed(0.3f), Float2Fixed(3.3f), Float2Fixed(0.3f),
Float2Fixed(3.25f), Float2Fixed(0.3f), Float2Fixed(3.45f), Float2Fixed(0.3f), Float2Fixed(3.45f), Float2Fixed(0.4f),
Float2Fixed(3.25f), Float2Fixed(0.3f), Float2Fixed(3.45f), Float2Fixed(0.4f), Float2Fixed(3.25f), Float2Fixed(0.4f),
// L
Float2Fixed(3.5f), Float2Fixed(0.0f), Float2Fixed(3.6f), Float2Fixed(0.0f), Float2Fixed(3.6f), Float2Fixed(0.7f),
Float2Fixed(3.5f), Float2Fixed(0.0f), Float2Fixed(3.6f), Float2Fixed(0.7f), Float2Fixed(3.5f), Float2Fixed(0.7f),
Float2Fixed(3.6f), Float2Fixed(0.0f), Float2Fixed(3.9f), Float2Fixed(0.0f), Float2Fixed(3.9f), Float2Fixed(0.1f),
Float2Fixed(3.6f), Float2Fixed(0.0f), Float2Fixed(3.9f), Float2Fixed(0.1f), Float2Fixed(3.6f), Float2Fixed(0.1f)
};
#define RED Float2Fixed(1.0f) , Float2Fixed(0.0f) , Float2Fixed(0.0f) , Float2Fixed(1.0f)
#define GREEN Float2Fixed(0.0f) , Float2Fixed(1.0f) , Float2Fixed(0.0f) , Float2Fixed(1.0f)
#define BLUE Float2Fixed(0.0f) , Float2Fixed(0.0f) , Float2Fixed(1.0f) , Float2Fixed(1.0f)
float helloColor[] = { // HELLO EGL
// H
// 0.0,0.0, 0.1,0.0, 0.1,0.7,
RED, GREEN, BLUE,
// 0.0,0.0, 0.1,0.7, 0.0,0.7,
RED, GREEN, BLUE,
// 0.1,0.3, 0.3,0.3, 0.3,0.4,
RED, GREEN, BLUE,
// 0.1,0.3, 0.3,0.4, 0.1,0.4,
RED, GREEN, BLUE,
// 0.3,0.0, 0.4,0.0, 0.4,0.7,
RED, GREEN, BLUE,
// 0.3,0.0, 0.4,0.7, 0.3,0.7,
RED, GREEN, BLUE,
// E
//0.5,0.0, 0.6,0.0, 0.6,0.7,
RED, GREEN, BLUE,
//0.5,0.0, 0.6,0.7, 0.5,0.7,
RED, GREEN, BLUE,
//0.6,0.0, 0.9,0.0, 0.9,0.1,
RED, GREEN, BLUE,
//0.6,0.0, 0.9,0.1, 0.6,0.1,
RED, GREEN, BLUE,
//0.6,0.3, 0.9,0.3, 0.9,0.4,
RED, GREEN, BLUE,
//0.6,0.3, 0.9,0.4, 0.6,0.4,
RED, GREEN, BLUE,
//0.6,0.6, 0.9,0.6, 0.9,0.7,
RED, GREEN, BLUE,
//0.6,0.6, 0.9,0.7, 0.6,0.7,
RED, GREEN, BLUE,
// L
//1.0,0.0, 1.1,0.0, 1.1,0.7,
RED, GREEN, BLUE,
//1.0,0.0, 1.1,0.7, 1.0,0.7,
RED, GREEN, BLUE,
RED, GREEN, BLUE,
//1.1,0.0, 1.4,0.0, 1.4,0.1,
RED, GREEN, BLUE,
//1.1,0.0, 1.4,0.1, 1.1,0.1,
// L
//1.5,0.0, 1.6,0.0, 1.6,0.7,
RED, GREEN, BLUE,
//1.5,0.0, 1.6,0.7, 1.5,0.7,
RED, GREEN, BLUE,
//1.6,0.0, 1.9,0.0, 1.9,0.1,
RED, GREEN, BLUE,
//1.6,0.0, 1.9,0.1, 1.6,0.1,
RED, GREEN, BLUE,
// O
//2.0,0.0, 2.1,0.0, 2.1,0.7,
RED, GREEN, BLUE,
//2.0,0.0, 2.1,0.7, 2.0,0.7,
RED, GREEN, BLUE,
//2.1,0.0, 2.3,0.0, 2.3,0.1,
RED, GREEN, BLUE,
//2.1,0.0, 2.3,0.1, 2.1,0.1,
RED, GREEN, BLUE,
//2.1,0.6, 2.3,0.6, 2.3,0.7,
RED, GREEN, BLUE,
//2.1,0.6, 2.3,0.7, 2.1,0.7,
RED, GREEN, BLUE,
//2.3,0.0, 2.4,0.0, 2.4,0.7,
RED, GREEN, BLUE,
//2.3,0.0, 2.4,0.7, 2.3,0.7,
RED, GREEN, BLUE,
// E
//2.5,0.0, 2.6,0.0, 2.6,0.7,
RED, GREEN, BLUE,
//2.5,0.0, 2.6,0.7, 2.5,0.7,
RED, GREEN, BLUE,
//2.6,0.0, 2.9,0.0, 2.9,0.1,
RED, GREEN, BLUE,
//2.6,0.0, 2.9,0.1, 2.6,0.1,
RED, GREEN, BLUE,
//2.6,0.3, 2.9,0.3, 2.9,0.4,
RED, GREEN, BLUE,
//2.6,0.3, 2.9,0.4, 2.6,0.4,
RED, GREEN, BLUE,
//2.6,0.6, 2.9,0.6, 2.9,0.7,
RED, GREEN, BLUE,
//2.6,0.6, 2.9,0.7, 2.6,0.7,
RED, GREEN, BLUE,
// G
//3.1,0.6, 3.4,0.6, 3.4,0.7,
RED, GREEN, BLUE,
//3.1,0.6, 3.4,0.7, 3.1,0.7,
RED, GREEN, BLUE,
//3.0,0.0, 3.1,0.0, 3.1,0.7,
RED, GREEN, BLUE,
//3.0,0.0, 3.1,0.7, 3.0,0.7,
RED, GREEN, BLUE,
//3.1,0.0, 3.4,0.0, 3.4,0.1,
RED, GREEN, BLUE,
//3.1,0.0, 3.4,0.1, 3.1,0.1,
RED, GREEN, BLUE,
//3.3,0.1, 3.4,0.1, 3.4,0.3
RED, GREEN, BLUE,
//3.3,0.1, 3.4,0.3, 3.3,0.3
RED, GREEN, BLUE,
//3.25,0.3, 3.45,0.3, 3.45,0.4,
RED, GREEN, BLUE,
//3.25,0.3, 3.45,0.4, 3.25,0.4,
RED, GREEN, BLUE,
// L
//3.5,0.0, 3.6,0.0, 3.6,0.7,
RED, GREEN, BLUE,
//3.5,0.0, 3.6,0.7, 3.5,0.7,
RED, GREEN, BLUE,
//3.6,0.0, 3.9,0.0, 3.9,0.1,
RED, GREEN, BLUE,
//3.6,0.0, 3.9,0.1, 3.6,0.1
RED, GREEN, BLUE
};
#endif // _HELLO_MESH_
可能注意到里面大量调用了宏 Float2Fixed,这是因为 OpenGL ES 1.0 Common
Lite Profile 只支持定点数,不能直接使用浮点坐标。所谓定点数这里指的是
16 整数部份 + 16 位小数部份的 32 位数,也就是 OpenGL ES 预定义的
GLfixed 类型。 将单精度浮点数转成定点数很简单,直接乘个 65536 再强制一
下类型就行了,这也就是 Float2Fixed 所做的。
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