public abstract void glTranslatef(float x ,float y, float z)
gl.glTranslatef(0,0,-3);
三、旋轉ide
public abstract void glRotatef(float angle,float x,float y,float z)
public abstract void glScalef(float x,float y,float z)
gl.glTranslatef(2,0,0); gl.glScalef(0.5f,0.5f,0.5f);
先進行縮放,後平移spa
gl.glScanlef(0.5f,0.5f,0.5f); gl.glTranslatef(2,0,0);
public abstract void glLoadIdentity();
public abstract void glPushMatrix();
複製當前操做後的矩陣保存到堆棧中.code
glPopMatrixblog
public abstract void glPopMatrix();
public class GLES20Renderer3 implements GLSurfaceView.Renderer{ private Square square; private float angle=0; public GLES20Renderer3(){ square=new Square(); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { gl.glClearColor(0.0f,0.0f,0.0f,0.5f); gl.glShadeModel(GL10.GL_SMOOTH); gl.glClearDepthf(1.0f); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_NICEST); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0,0,width,height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); GLU.gluPerspective(gl,45.0f,(float)width/(float)height,0.1f,100.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); } @Override public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT|GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); gl.glTranslatef(0,0,-10); //A gl.glPushMatrix(); gl.glRotatef(angle,0,0,1); square.draw(gl); gl.glPopMatrix(); //B gl.glPushMatrix(); gl.glRotatef(-angle,0,0,1); gl.glTranslatef(2,0,0); gl.glScalef(.5f,.5f,.5f); square.draw(gl); //C gl.glPushMatrix(); gl.glRotatef(-angle,0,0,1); gl.glTranslatef(2,0,0); gl.glScalef(.5f,.5f,.5f); square.draw(gl); gl.glPopMatrix(); gl.glPopMatrix(); angle++; } }
public class Square { private float vertices[]={ -1.0f,1.0f,0.0f, -1.0f,-1.0f,0.0f, 1.0f,-1.0f,0.0f, 1.0f,1.0f,0.0f, }; private short[] indices={0,1,2,0,2,3}; private FloatBuffer vertexBuffer; private ShortBuffer indexBuffer; public Square(){ ByteBuffer vbb=ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer=vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); ByteBuffer ibb=ByteBuffer.allocateDirect(indices.length*2); ibb.order(ByteOrder.nativeOrder()); indexBuffer=ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3,GL10.GL_FLOAT,0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES,indices.length,GL10.GL_UNSIGNED_SHORT,indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }