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author | Joe Fernandez <joefernandez@google.com> | 2011-06-22 14:25:04 -0700 |
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committer | Joe Fernandez <joefernandez@google.com> | 2011-06-24 17:20:25 -0700 |
commit | 4cd8360943a167505c929a309cccd7cb56eb4138 (patch) | |
tree | adc8d2c5309c9cd142b51bb53332bdd40bcad9bb /docs | |
parent | 8969d9924c662ab4cdacc342bbdc33756db730be (diff) | |
download | frameworks_base-4cd8360943a167505c929a309cccd7cb56eb4138.zip frameworks_base-4cd8360943a167505c929a309cccd7cb56eb4138.tar.gz frameworks_base-4cd8360943a167505c929a309cccd7cb56eb4138.tar.bz2 |
docs: OpenGL Tutorials
Change-Id: I2d06990277d48facc46f5ea9ea4ec784ece93264
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diff --git a/docs/html/images/opengl/coordinates.png b/docs/html/images/opengl/coordinates.png Binary files differnew file mode 100644 index 0000000..7180cd5 --- /dev/null +++ b/docs/html/images/opengl/coordinates.png diff --git a/docs/html/images/opengl/helloopengl-es10-1.png b/docs/html/images/opengl/helloopengl-es10-1.png Binary files differnew file mode 100644 index 0000000..bdfbcdb --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es10-1.png diff --git a/docs/html/images/opengl/helloopengl-es10-2.png b/docs/html/images/opengl/helloopengl-es10-2.png Binary files differnew file mode 100644 index 0000000..c07dabb --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es10-2.png diff --git a/docs/html/images/opengl/helloopengl-es20-1.png b/docs/html/images/opengl/helloopengl-es20-1.png Binary files differnew file mode 100644 index 0000000..44abe77 --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es20-1.png diff --git a/docs/html/images/opengl/helloopengl-es20-2.png b/docs/html/images/opengl/helloopengl-es20-2.png Binary files differnew file mode 100644 index 0000000..22fa52c --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es20-2.png diff --git a/docs/html/resources/resources-data.js b/docs/html/resources/resources-data.js index 097d004..f71307e 100644 --- a/docs/html/resources/resources-data.js +++ b/docs/html/resources/resources-data.js @@ -762,6 +762,26 @@ var ANDROID_RESOURCES = [ } }, { + tags: ['tutorial', 'gl', 'new'], + path: 'tutorials/opengl/opengl-es10.html', + title: { + en: 'Hello OpenGL ES 1.0' + }, + description: { + en: 'The basics of implementing an application using the OpenGL ES 1.0 APIs.' + } + }, + { + tags: ['tutorial', 'gl', 'new'], + path: 'tutorials/opengl/opengl-es20.html', + title: { + en: 'Hello OpenGL ES 2.0' + }, + description: { + en: 'The basics of implementing an application using the OpenGL ES 2.0 APIs.' + } + }, + { tags: ['tutorial', 'testing'], path: 'tutorials/testing/helloandroid_test.html', title: { diff --git a/docs/html/resources/tutorials/opengl/opengl-es10.jd b/docs/html/resources/tutorials/opengl/opengl-es10.jd new file mode 100644 index 0000000..d18a547 --- /dev/null +++ b/docs/html/resources/tutorials/opengl/opengl-es10.jd @@ -0,0 +1,409 @@ +page.title=Hello OpenGL ES 1.0 +parent.title=Tutorials +parent.link=../../browser.html?tag=tutorial +@jd:body + + +<div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#creating">Creating an OpenGL ES 1.0 Application</a></li> + <li> + <a href="#drawing">Drawing Graphic Elements</a> + <ol> + <li><a href="#define-triangle">Defining a Triangle</a></li> + <li><a href="#draw-triangle">Draw the Triangle</a></li> + </ol> + </li> + <li><a href="#projection-and-views">Using Projection and Views</a></li> + <li><a href="#motion">Adding Motion</a></li> + <li><a href="#resources">Additional Resources</a></li> + + </ol> + <h2 id="code-samples-list">Related Samples</h2> + <ol> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +index.html">API Demos - graphics</a></li> + <li><a + href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li> + </ol> + <h2>See also</h2> + <ol> + <li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li> + <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">Hello OpenGL +ES 2.0</a></li> + </ol> + </div> + </div> + +<p>This tutorial shows you how to create a simple Android application that uses OpenGL ES 1.0 and +perform some basic operations using the OpenGL ES 1.0 API, including:</p> + +<ul> + <li>Creating an application using {@link android.opengl.GLSurfaceView} and {@link +android.opengl.GLSurfaceView.Renderer}</li> + <li>Defining a graphic object and drawing it</li> + <li>Defining and applying an projection and view</li> + <li>Applying rotation to the drawn object</li> +</ul> + +<p>This tutorial demonstrates use of the OpenGL ES 1.0 API. Both the OpenGL ES 1.0 and the ES 1.1 +API are supported by the Android framework since release 1.0 (API Level 1). The OpenGL ES 1.1 API +is an extention of the 1.0 API, and it's capabilities are beyond the scope of this tutorial.</p> + +<p>Beginning with Android 2.2 (API Level 8), the framework supports OpenGL ES 2.0. For more +information about compatibility for OpenGL versions and Android devices, see the <a +href="{@docRoot}guide/topics/graphics/opengl.html#compatibility">3D with OpenGL</a> document.</p> + + +<h2 id="creating">Creating an OpenGL ES 1.0 Application</h2> + +<p>OpenGL applications for Android have the same basic structure as other applications, however +OpenGL applications use {@link android.opengl.GLSurfaceView} where other, non-OpenGL +applications use the {@link android.view.View} or {@link android.view.SurfaceView} class.<p> + +<p>To get started using OpenGL in your Android application, you must implement both a {@link +android.opengl.GLSurfaceView} and a {@link android.opengl.GLSurfaceView.Renderer}. The {@link +android.opengl.GLSurfaceView} is the main view type for the OpenGL applications and the {@link +android.opengl.GLSurfaceView.Renderer} controls what is drawn within that view. For more +information about these classes, see the <a href="{@docRoot}guide/topics/graphics/opengl.html">3D +with OpenGL</a> document.</p> + +<p>To create an application that uses OpenGL ES 1.0:</p> + +<ol> + <li>Start a new Android project with an Activity called <code>HelloOpenGLES10</code>. + + <p class="note"><b>Note:</b> If you have not created a basic Android application yet, follow the + <a href="{@docRoot}resources/tutorials/hello-world.html">Hello World Tutorial</a> instructions + to familiarize yourself with the process.</p> + </li> + + <li>Modify the <code>HelloOpenGLES10</code> class as follows: +<pre> +package com.example.android.apis.graphics; + +import android.app.Activity; +import android.content.Context; +import android.opengl.GLSurfaceView; +import android.os.Bundle; + +public class HelloOpenGLES10 extends Activity { + + private GLSurfaceView mGLView; + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + + mGLView = new HelloOpenGLSurfaceView(this); + setContentView(mGLView); + } + + @Override + protected void onPause() { + super.onPause(); + mGLView.onPause(); + } + + @Override + protected void onResume() { + super.onResume(); + mGLView.onResume(); + } + +} + +class HelloOpenGLES10SurfaceView extends GLSurfaceView { + + public HelloOpenGLES10SurfaceView(Context context){ + super(context); + setRenderer(new HelloOpenGLES10Renderer()); + } + +} +</pre> + <p>This Activity class creates a basic container for a {@link android.opengl.GLSurfaceView}.</p> + </li> + + <li>Create the following class <code>HelloOpenGLES10Renderer</code>, which implements the + {@link android.opengl.GLSurfaceView.Renderer} interface: + +<pre> +package com.example.android.apis.graphics; + +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.opengles.GL10; + +import android.opengl.GLSurfaceView; + +public class HelloOpenGLES10Renderer implements GLSurfaceView.Renderer { + + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + // Set the background frame color + gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + } + + public void onDrawFrame(GL10 gl) { + // Redraw background color + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + } + + public void onSurfaceChanged(GL10 gl, int width, int height) { + gl.glViewport(0, 0, width, height); + } + +} +</pre> + </li> +</ol> + +<p>These classes create a simple Android application which displays a grey screen using OpenGL +ES 1.0 calls. While this application does not do anything very interesting, by creating these two +classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES +1.0.</p> + +<p>If you are familiar with the OpenGL ES APIs, these two classes should give you enough information +to start using the OpenGL ES 1.0 API and creating graphics. However, if you need a bit more help +getting started with OpenGL, head on to the next sections for a few more tips.</p> + +<h2 id="drawing">Drawing Graphic Elements</h2> + +<p>Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to +draw something on it. This section shows you how to define and draw a basic triangle shape with the +Android OpenGL ES 1.0 API.</p> + +<p class="note"><b>Note:</b> The following instructions build on the previous section, so if you +have not been following along, go back to the <a href="#get-started">previous section</a> and catch +up.</p> + +<h3 id="define-triangle">Defining a Triangle</h3> + +<p>OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you + can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to + define a vertex array for the coordinates.</p> + +<p>By default, OpenGL ES assumes a coordinate system where 0,0,0 (X,Y,Z) specifies the center of + the {@link android.opengl.GLSurfaceView} frame, 1,1,0 is the top right corner of the frame and +-1,-1,0 is bottom left corner of the frame.</p> + +<p>To define a vertex array for a triangle:</p> + +<ol> + <li>In your <code>HelloOpenGLES10Renderer</code> class, add new member variable to contain the +vertices of a triangle shape: +<pre> + private FloatBuffer triangleVB; +</pre> + </li> + + <li>Create a method, <code>initShapes()</code> which populates this member variable: +<pre> + private void initShapes(){ + + float triangleCoords[] = { + // X, Y, Z + -0.5f, -0.25f, 0, + 0.5f, -0.25f, 0, + 0.0f, 0.559016994f, 0 + }; + + // initialize vertex Buffer for triangle + ByteBuffer vbb = ByteBuffer.allocateDirect( + // (# of coordinate values * 4 bytes per float) + triangleCoords.length * 4); + vbb.order(ByteOrder.nativeOrder()); + triangleVB = vbb.asFloatBuffer(); + triangleVB.put(triangleCoords); + triangleVB.position(0); + + } +</pre> + <p>This method defines a two-dimensional triangle shape with three equal sides.</p> + </li> + <li>Modify your <code>onSurfaceCreated()</code> method to initialize your triangle: + <pre> + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + + // Set the background frame color + gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + + // initialize the triangle vertex array + initShapes(); + } +</pre> + <p class="warning"><strong>Warning:</strong> Shapes and other static objects should be initialized + once in your <code>onSurfaceCreated()</code> method for best performance. Avoid initializing the + new objects in <code>onDrawFrame()</code>, as this causes the system to re-create the objects + for every frame redraw and slows down your application. + </p> + </li> + +</ol> + +<h3 id="draw-triangle">Draw the Triangle</h3> + +<p>Now that you have defined a shape to draw, you can use the OpenGL APIs to draw the +object.</p> + +<p>To draw the triangle with OpenGL:</p> + +<ol> + <li>Before you can draw your triangle, you must tell OpenGL that you are using vertex arrays. + Modify your <code>onSurfaceCreated()</code> method to enable vertex arrays. +<pre> + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + + // Set the background frame color + gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + + // initialize the triangle vertex array + initShapes(); + + // Enable use of vertex arrays + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); + } +</pre> + <p>At this point, you are ready to draw the triangle object in the OpenGL frame.</p> + </li> + + <li>Modify your <code>onDrawFrame()</code> method to draw the triangle. +<pre> + public void onDrawFrame(GL10 gl) { + // Redraw background color + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + + // Draw the triangle + gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f); + gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB); + gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); + } +</pre> + <p><b>Note:</b> Since the triangle is stationary at this point, the system is redrawing the + object repeatedly in exactly the same place and so is not the most efficient use of the OpenGL + graphics pipeline. In a <a href="#motion">later section</a>, we add motion to the object to + justify this use of processing power.</p> + </li> +</ol> + +<p id="squashed-triangle">Try running this example application on your emulator or test device and +you should see something like this:</p> + +<img src="{@docRoot}images/opengl/helloopengl-es10-1.png"> + +<p>There are a few problems with this example. First of all, it's not going to impress your +friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen +orientation of the test device. The reason the shape is skewed is due to the fact that the object is +being rendered in a frame which is not perfectly square. We fix that problem in the +<a href="#projection-and-views">next section</a>.</p> + +<h2 id="projection-and-views">Using Projection and Views</h2> + +<p>OpenGL Projection and Views provide a way to calculate the coordinates of graphic objects in +realistic proportions on graphics displays of any size. One of the basic problems in displaying +graphics is that Android device displays are typically not square and—by default—OpenGL +happily maps a perfectly square, uniform coordinate system onto your typically non-square +screen.</p> + +<img src="{@docRoot}images/opengl/coordinates.png"> + +<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the + left, and how these coordinates actually map to a typical device screen in landscape orientation + on the right. To solve this problem, you can apply OpenGL projection modes and views to transform + object coordinates so your graphic objects have the correct proportions on any display.</p> + +<p>To use a projection transformation on your triangle:</p> +<ol> + <li>Modify your <code>onSurfaceChanged()</code> method to enable {@link + javax.microedition.khronos.opengles.GL10#GL_PROJECTION GL10.GL_PROJECTION} mode, calculate the + screen ratio and apply the ratio as a transformation of the object coordinates. +<pre> + public void onSurfaceChanged(GL10 gl, int width, int height) { + gl.glViewport(0, 0, width, height); + + // make adjustments for screen ratio + float ratio = (float) width / height; + gl.glMatrixMode(GL10.GL_PROJECTION); + gl.glLoadIdentity(); + gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); + } +</pre> + </li> + + <li>Next, modify your <code>onDrawFrame()</code> method to apply the {@link +javax.microedition.khronos.opengles.GL10#GL_MODELVIEW GL_MODELVIEW} mode and set +a view point for the display using {@link +android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, float, float, float, float, +float, float, float, float, float) GLU#gluLookAt()}. +<pre> + public void onDrawFrame(GL10 gl) { + // Redraw background color + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + + // Set GL_MODELVIEW transformation mode + gl.glMatrixMode(GL10.GL_MODELVIEW); + gl.glLoadIdentity(); + + // When using GL_MODELVIEW, you must set the view point + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + + // Draw the triangle + ... + } +</pre> + </li> +</ol> + +<p>Try running this updated application on your emulator or test device and you should see something +like this:</p> + +<img src="{@docRoot}images/opengl/helloopengl-es10-2.png"> + +<p>Now that you have applied this transformation, the triangle has three equal sides, instead of the +squashed display in the <a href="#squashed-triangle">earlier version</a>.</p> + +<h2 id="motion">Adding Motion</h2> + +<p>While it may be interesting exercise to create static graphic objects with OpenGL ES, chances +are you want at least some of your objects to move. In this section, we add motion to to our +triangle by rotating it.</p> + +<p>To add rotation to your triangle:</p> +<ul> + <li>Modify your <code>onDrawFrame()</code> method to rotate the triangle object: +<pre> + public void onDrawFrame(GL10 gl) { + ... + // When using GL_MODELVIEW, you must set the view point + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + + // Create a rotation for the triangle + long time = SystemClock.uptimeMillis() % 4000L; + float angle = 0.090f * ((int) time); + gl.glRotatef(angle, 0.0f, 0.0f, 1.0f); + + // Draw the triangle + ... + } +</pre> + </li> +</ul> + +<p>Run the application with this code and your triangle should rotate around its center.</p> + +<!-- + <h2>TouchScreen Interaction</h2> + Optional extra (using code from API examples) + --> + +<h2 id="resources">Additional Resources</h2> + +<p>Be sure to check out the OpenGL ES code samples are available in the +<a +href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/index.html">API +Demos</a> sample application and listed in <a href="#code-samples-list">Related Samples</a> +sidebar above. +</p> diff --git a/docs/html/resources/tutorials/opengl/opengl-es20.jd b/docs/html/resources/tutorials/opengl/opengl-es20.jd new file mode 100644 index 0000000..5cdc343 --- /dev/null +++ b/docs/html/resources/tutorials/opengl/opengl-es20.jd @@ -0,0 +1,514 @@ +page.title=Hello OpenGL ES 1.0 +parent.title=Tutorials +parent.link=../../browser.html?tag=tutorial +@jd:body + + +<div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#creating">Creating an OpenGL ES 2.0 Application</a></li> + <li> + <a href="#drawing">Drawing Graphic Elements</a> + <ol> + <li><a href="#define-triangle">Defining a Triangle</a></li> + <li><a href="#draw-triangle">Draw the Triangle</a></li> + </ol> + </li> + <li><a href="#projection-and-views">Using Projection and Views</a></li> + <li><a href="#motion">Adding Motion</a></li> + <li><a href="#resources">Additional Resources</a></li> + + </ol> + <h2 id="code-samples-list">Related Samples</h2> + <ol> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +index.html">API Demos - graphics</a></li> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +GLES20Activity.html">OpenGL ES 2.0 Example</a></li> + </ol> + <h2>See also</h2> + <ol> + <li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li> + <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">Hello OpenGL +ES 1.0</a></li> + </ol> + </div> + </div> + +<p>This tutorial shows you how to create a simple Android application that uses OpenGL ES 2.0 and +perform some basic operations using the OpenGL ES 2.0 API, including:</p> + +<ul> + <li>Creating an application using {@link android.opengl.GLSurfaceView} and {@link +android.opengl.GLSurfaceView.Renderer}</li> + <li>Defining a graphic object and drawing it</li> + <li>Defining and applying an projection and view</li> + <li>Applying rotation to the drawn object</li> +</ul> + +<p>This tutorial demonstrates use of the OpenGL ES 2.0 API. Beginning with Android 2.2 (API Level +8), the framework supports OpenGL ES 2.0.</p> + +<p>Both the OpenGL ES 1.0 and the ES 1.1 API are supported by the Android framework since release +1.0 (API Level 1).For more information about compatibility for OpenGL versions and Android devices, +see the <a href="{@docRoot}guide/topics/graphics/opengl.html#compatibility">3D with OpenGL</a> +document.</p> + + +<h2 id="creating">Creating an OpenGL ES 1.0 Application</h2> + +<p>OpenGL applications for Android have the same basic structure as other applications, however +OpenGL applications use {@link android.opengl.GLSurfaceView} where other, non-OpenGL +applications use the {@link android.view.View} or {@link android.view.SurfaceView} class.<p> + +<p>To get started using OpenGL in your Android application, you must implement both a {@link +android.opengl.GLSurfaceView} and a {@link android.opengl.GLSurfaceView.Renderer}. The {@link +android.opengl.GLSurfaceView} is the main view type for the OpenGL applications and the {@link +android.opengl.GLSurfaceView.Renderer} controls what is drawn within that view. For more +information about these classes, see the <a href="{@docRoot}guide/topics/graphics/opengl.html">3D +with OpenGL</a> document.</p> + +<p>To create an application that uses OpenGL ES 2.0:</p> + +<ol> + <li>Start a new Android project with an Activity called <code>HelloOpenGLES20</code>. + + <p class="note"><b>Note:</b> If you have not created a basic Android application yet, follow the + <a href="{@docRoot}resources/tutorials/hello-world.html">Hello World Tutorial</a> instructions + to familiarize yourself with the process.</p> + </li> + + <li>Modify the <code>HelloOpenGLES20</code> class as follows: +<pre> +package com.example.android.apis.graphics; + +import android.app.Activity; +import android.content.Context; +import android.opengl.GLSurfaceView; +import android.os.Bundle; + +public class HelloOpenGLES20 extends Activity { + + private GLSurfaceView mGLView; + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + + mGLView = new HelloOpenGLES20SurfaceView(this); + setContentView(mGLView); + } + + @Override + protected void onPause() { + super.onPause(); + mGLView.onPause(); + } + + @Override + protected void onResume() { + super.onResume(); + mGLView.onResume(); + } +} + +class HelloOpenGLES20SurfaceView extends GLSurfaceView { + + public HelloOpenGLES20SurfaceView(Context context){ + super(context); + + // Create an OpenGL ES 2.0 context. + setEGLContextClientVersion(2); + + setRenderer(new HelloOpenGLES20Renderer()); + } +} +</pre> + <p>This Activity class creates a basic container for a {@link android.opengl.GLSurfaceView}.</p> + </li> + + <li>Create the following class <code>HelloOpenGLES20Renderer</code>, which implements the + {@link android.opengl.GLSurfaceView.Renderer} interface: + +<pre> +package com.example.android.apis.graphics; + +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.opengles.GL10; + +import android.opengl.GLES20; +import android.opengl.GLSurfaceView; + +public class HelloOpenGLES20Renderer implements GLSurfaceView.Renderer { + + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + + // Set the background frame color + GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + } + + public void onDrawFrame(GL10 unused) { + + // Redraw background color + GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + } + + public void onSurfaceChanged(GL10 unused, int width, int height) { + GLES20.glViewport(0, 0, width, height); + } + +} +</pre> + </li> +</ol> + +<p>These classes create a simple Android application which displays a grey screen using OpenGL +ES 2.0 calls. While this application does not do anything very interesting, by creating these two +classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES +2.0.</p> + +<p>If your application only supports OpenGL ES 2.0, then you should declare that your application + requires OpenGL ES 2.0 by adding the following settings to your <a +href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a></code> file as +shown below.</p> + +<pre> +... + </application> + + <!-- Tell the system that you need ES 2.0. --> + <uses-feature android:glEsVersion="0x00020000" android:required="true" /> + +</manifest> +</pre> + +<p>Adding this declaration hides your application from devices that do not support OpenGL ES 2.0 +in the Android Market.</p> + +<p>If you are familiar with the OpenGL ES APIs, these preceding classes and the AndroidManifest.xml +declaration should give you enough information to start using the OpenGL ES API and creating +graphics. However, if you need a bit more help getting started with OpenGL, head on to the next +sections for a few more tips.</p> + + +<h2 id="drawing">Drawing Graphic Elements</h2> + +<p>Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to +draw something on it. This section shows you how to define and draw a basic triangle shape with the +OpenGL ES 2.0 API.</p> + +<p class="note"><b>Note:</b> The following instructions build on the previous section, so if you +have not been following along, go back to the <a href="#get-started">previous section</a> and catch +up.</p> + +<h3 id="define-triangle">Defining a Triangle</h3> + +<p>OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you + can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to + define a vertex array for the coordinates.</p> + +<p>By default, OpenGL ES assumes a coordinate system where 0,0,0 (X,Y,Z) specifies the center of + the {@link android.opengl.GLSurfaceView} frame, 1,1,0 is the top right corner of the frame and +-1,-1,0 is bottom left corner of the frame.</p> + +<p>To define a vertex array for a triangle:</p> + +<ol> + <li>In your <code>HelloOpenGLES20Renderer</code> class, add new member variable to contain the +vertices of a triangle shape: +<pre> + private FloatBuffer triangleVB; +</pre> + </li> + + <li>Create a method, <code>initShapes()</code> which populates this member variable: +<pre> + private void initShapes(){ + + float triangleCoords[] = { + // X, Y, Z + -0.5f, -0.25f, 0, + 0.5f, -0.25f, 0, + 0.0f, 0.559016994f, 0 + }; + + // initialize vertex Buffer for triangle + ByteBuffer vbb = ByteBuffer.allocateDirect( + // (# of coordinate values * 4 bytes per float) + triangleCoords.length * 4); + vbb.order(ByteOrder.nativeOrder()); + triangleVB = vbb.asFloatBuffer(); + triangleVB.put(triangleCoords); + triangleVB.position(0); + + } +</pre> + <p>This method defines a two-dimensional triangle shape with three equal sides.</p> + </li> + <li>Modify your <code>onSurfaceCreated()</code> method to initialize your triangle: +<pre> + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + + // Set the background frame color + GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + + // initialize the triangle vertex array + initShapes(); + } +</pre> + <p class="warning"><strong>Warning:</strong> Shapes and other static objects should be initialized + once in your <code>onSurfaceCreated()</code> method for best performance. Avoid initializing the + new objects in <code>onDrawFrame()</code>, as this causes the system to re-create the objects + for every frame redraw and slows down your application. + </p> + </li> + +</ol> + +<h3 id="draw-triangle">Draw the Triangle</h3> + +<p>Now that you have defined a shape to draw, you can now use the OpenGL APIs to draw the + object. In order to do this with OpenGL ES 2.0, you must define a vertex shader and a +fragment shader to describe how to draw your shape.</p> + +<p>To draw the triangle with OpenGL:</p> + +<ol> + <li>In your <code>HelloOpenGLES20Renderer</code> class, define a vertex shader and a fragment +shader. +<pre> + private final String vertexShaderCode = + "attribute vec4 vPosition; \n" + + "void main(){ \n" + + " gl_Position = vPosition; \n" + + "} \n"; + + private final String fragmentShaderCode = + "precision mediump float; \n" + + "void main(){ \n" + + " gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" + + "} \n"; +</pre> + </li> + <li>In your <code>HelloOpenGLES20Renderer</code> class, create a method for loading the shaders. +<pre> + private int loadShader(int type, String shaderCode){ + + int shader = GLES20.glCreateShader(type); + + GLES20.glShaderSource(shader, shaderCode); + GLES20.glCompileShader(shader); + + return shader; + } +</pre> + </li> + + <li>Add the following members to your <code>HelloOpenGLES20Renderer</code> class for an OpenGL +Program. +<pre> + private int mProgram; + private int maPositionHandle; +</pre> + </li> + + <li>Modify your <code>onSurfaceCreated()</code> method to load the shaders and attach them to a +OpenGL Program. +<pre> + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + + // Set the background frame color + GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + + // initialize the triangle vertex array + initShapes(); + + // Create shaders for shape and attach to program + int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); + int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); + + mProgram = GLES20.glCreateProgram(); + GLES20.glAttachShader(mProgram, vertexShader); + GLES20.glAttachShader(mProgram, fragmentShader); + GLES20.glLinkProgram(mProgram); + + maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); + } +</pre> + <p>At this point, you are ready to draw the triangle object in the OpenGL frame.</p> + </li> + + <li>Modify your <code>onDrawFrame()</code> method to draw the triangle. +<pre> + public void onDrawFrame(GL10 unused) { + + // Redraw background color + GLES20.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + + // Specify a program with shaders + GLES20.glUseProgram(mProgram); + + // Prepare the triangle data + GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, triangleVB); + GLES20.glEnableVertexAttribArray(maPositionHandle); + + // Draw the triangle + GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); + } +</pre> + <p><b>Note:</b> Since the triangle is stationary at this point, the system is redrawing the + object repeatedly in exactly the same place and so is not the most efficient use of the OpenGL + graphics pipeline. In a <a href="#motion">later section</a>, we add motion to the object to + justify this use of processing power.</p> + </li> +</ol> + +<p id="squashed-triangle">Try running this example application on your emulator or test device and +you should see something like this:</p> + +<img src="{@docRoot}images/opengl/helloopengl-es20-1.png"> + +<p>There are a few problems with this example. First of all, it's not going to impress your +friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen +orientation of the test device. The reason the shape is skewed is due to the fact that the object is +being rendered in a frame which is not perfectly square. We fix that problem in the +<a href="#projection-and-views">next section</a>.</p> + +<h2 id="projection-and-views">Using Projection and Views</h2> + +<p>OpenGL Projection and Views provide a way to calculate the coordinates of graphic objects in +realistic proportions on graphics displays of any size. One of the basic problems in displaying +graphics is that Android device displays are typically not square and—by default—OpenGL +happily maps a perfectly square, uniform coordinate system onto your typically non-square +screen.</p> + +<img src="{@docRoot}images/opengl/coordinates.png"> + +<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the + left, and how these coordinates actually map to a typical device screen in landscape orientation + on the right. To solve this problem, you can apply OpenGL projection modes and views to transform + object coordinates so your graphic objects have the correct proportions on any display.</p> + +<p>To use a projection transformation on your triangle:</p> +<ol> + <li>Add the following members to your <code>HelloOpenGLES20Renderer</code> class. +<pre> + private int muMVPMatrixHandle; + private float[] mMVPMatrix = new float[16]; + private float[] mMMatrix = new float[16]; + private float[] mVMatrix = new float[16]; + private float[] mProjMatrix = new float[16]; +</pre> + </li> + <li>Modify your <code>vertexShaderCode</code> string to add a variable for a model view +projection matrix. +<pre> + private final String vertexShaderCode = + "uniform mat4 uMVPMatrix; \n" + + "attribute vec4 vPosition; \n" + + "void main(){ \n" + + " gl_Position = uMVPMatrix * vPosition; \n" + + "} \n"; +</pre> + </li> + <li>Modify your <code>onSurfaceChanged()</code> method to reference the <code>uMVPMatrix</code> +shader variable you added and define a view transformation matrix. +<pre> + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + ... + maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); + + muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); + Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + } +</pre> + </li> + <li>Next, modify your <code>onSurfaceChanged()</code> method to calculate the device screen +ration and create a projection matrix. +<pre> + public void onSurfaceChanged(GL10 unused, int width, int height) { + GLES20.glViewport(0, 0, width, height); + + float ratio = (float) width / height; + Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); + } +</pre> + </li> + <li>Finally, modify your <code>onDrawFrame()</code> method to apply the transformation. +<pre> + public void onDrawFrame(GL10 unused) { + ... + // Apply a ModelView Projection transformation + Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0); + GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); + + // Draw the triangle + GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); + } +</pre> + </li> + </ol> + +<p>Try running this updated application on your emulator or test device and you should see +something like this:</p> + + <img src="{@docRoot}images/opengl/helloopengl-es20-2.png"> + +<p>Now that you have applied this transformation, the triangle has three equal sides, instead of the +squashed display in the <a href="#squashed-triangle">earlier version</a>.</p> + + +<h2 id="motion">Adding Motion</h2> + +<p>While it may be interesting exercise to create static graphic objects with OpenGL ES, chances +are you want at least some of your objects to move. In this section, we add motion to to our +triangle by rotating it.</p> + +<p>To add rotation to your triangle:</p> +<ol> + <li>Add an additional tranformation matrix member to your <code>HelloOpenGLES20Renderer</code> +class. + <pre> + private float[] mMMatrix = new float[16]; + </pre> + </li> <li>Modify your <code>onDrawFrame()</code> method to rotate the triangle object: +<pre> + public void onDrawFrame(GL10 gl) { + ... + + // Create a rotation for the triangle + long time = SystemClock.uptimeMillis() % 4000L; + float angle = 0.090f * ((int) time); + Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f); + Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0); + Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); + + // Apply a ModelView Projection transformation + //Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0); + GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); + + // Draw the triangle + ... + } +</pre> + </li> +</ol> + +<p>Run the application with this code and your triangle should rotate around its center.</p> + +<!-- + <h2>TouchScreen Interaction</h2> + Optional extra (using code from API examples) + --> + +<h2 id="resources">Additional Resources</h2> + +<p>Be sure to check out the OpenGL ES code samples are available in the +<a +href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/index.html">API +Demos</a> sample application and listed in <a href="#code-samples-list">Related Samples</a> +sidebar above. +</p> |