page.title=OpenGL ES 2.0 parent.title=Tutorials parent.link=../../browser.html?tag=tutorial @jd:body
This tutorial shows you how to create a simple Android application that uses the OpenGL ES 2.0 API to perform some basic graphics operations. You'll learn how to:
The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your needs. For more information, see Choosing an OpenGL API Version. If you would prefer to use OpenGL ES 1.0, see the OpenGL ES 1.0 tutorial.
Before you start, you should understand how to create a basic Android application. If you do not know how to create an app, follow the Hello World Tutorial to familiarize yourself with the process.
Caution: OpenGL ES 2.0 is currently not supported by the Android Emulator. You must have a physical test device running Android 2.2 (API Level 8) or higher in order to run and test the example code in this tutorial.
To get started using OpenGL, 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 applications that use OpenGL and the {@link android.opengl.GLSurfaceView.Renderer} controls what is drawn within that view. (For more information about these classes, see the 3D with OpenGL document.)
To create an activity using {@code GLSurfaceView}:
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); // Create a GLSurfaceView instance and set it // as the ContentView for this Activity mGLView = new HelloOpenGLES20SurfaceView(this); setContentView(mGLView); } @Override protected void onPause() { super.onPause(); // The following call pauses the rendering thread. // If your OpenGL application is memory intensive, // you should consider de-allocating objects that // consume significant memory here. mGLView.onPause(); } @Override protected void onResume() { super.onResume(); // The following call resumes a paused rendering thread. // If you de-allocated graphic objects for onPause() // this is a good place to re-allocate them. mGLView.onResume(); } } class HelloOpenGLES20SurfaceView extends GLSurfaceView { public HelloOpenGLES20SurfaceView(Context context){ super(context); // Create an OpenGL ES 2.0 context. setEGLContextClientVersion(2); // Set the Renderer for drawing on the GLSurfaceView setRenderer(new HelloOpenGLES20Renderer()); } }
Note: You will get a compile error for the {@code HelloOpenGLES20Renderer} class reference. That's expected; you will fix this error in the next step.
As shown above, this activity uses a single {@link android.opengl.GLSurfaceView} for its view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its work.
The {@code HelloOpenGLES20SurfaceView} class in this example code above is just a thin wrapper for an instance of {@link android.opengl.GLSurfaceView} and is not strictly necessary for this example. However, if you want your application to monitor and respond to touch screen events—and we are guessing you do—you must extend {@link android.opengl.GLSurfaceView} to add touch event listeners, which you will learn how to do in the Reponding to Touch Events section.
In order to draw graphics in the {@link android.opengl.GLSurfaceView}, you must define an implementation of {@link android.opengl.GLSurfaceView.Renderer}. In the next step, you create a renderer class to complete this OpenGL application.
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(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); } }
This minimal implementation of {@link android.opengl.GLSurfaceView.Renderer} provides the code structure needed to use OpenGL drawing methods:
For more information about these methods, see the 3D with OpenGL document.
The code example above creates a simple Android application that displays a grey screen using OpenGL ES 2.0 calls. While this application does not do anything very interesting, by creating these classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES 2.0.
If you are familiar with the OpenGL ES APIs, these classes should give you enough information to use the OpenGL ES 2.0 API and create graphics. However, if you need a bit more help getting started with OpenGL, head on to the next sections for a few more hints.
Note: If your application requires OpenGL 2.0, make sure you declare this in your manifest:
<!-- Tell the system this app requires OpenGL ES 2.0. --> <uses-feature android:glEsVersion="0x00020000" android:required="true" />
For more information, see OpenGL manifest declarations in the 3D with OpenGL document.
Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to draw something with it. This section shows you how to define and draw a triangle.
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.
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.
To define a vertex array for a triangle:
private FloatBuffer triangleVB;
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());// use the device hardware's native byte order triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer triangleVB.position(0); // set the buffer to read the first coordinate }
This method defines a two-dimensional triangle shape with three equal sides.
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(); }
Caution: Shapes and other static objects should be initialized once in your {@code onSurfaceCreated()} method for best performance. Avoid initializing the new objects in {@code onDrawFrame()}, as this causes the system to re-create the objects for every frame redraw and slows down your application.
You have now defined a triangle shape, but if you run the application, nothing appears. What?! You also have to tell OpenGL to draw the triangle, which you'll do in the next section.
The OpenGL ES 2.0 requires a bit more code than OpenGL ES 1.0/1.1 in order to draw objects. In this section, you'll create vertex and fragment shaders, a shader loader, apply the shaders, enable the use of vertex arrays for your triangle and, finally, draw it on screen.
To draw the triangle:
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";
The vertex shader controls how OpenGL positions and draws the vertices of shapes in space. The fragment shader controls what OpenGL draws between the vertices of shapes.
private int loadShader(int type, String shaderCode){ // create a vertex shader type (GLES20.GL_VERTEX_SHADER) // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) int shader = GLES20.glCreateShader(type); // add the source code to the shader and compile it GLES20.glShaderSource(shader, shaderCode); GLES20.glCompileShader(shader); return shader; }
private int mProgram; private int maPositionHandle;
In OpenGL ES 2.0, you attach vertex and fragment shaders to a Program and then apply the program to the OpenGL graphics pipeline.
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program GLES20.glLinkProgram(mProgram); // creates OpenGL program executables // get handle to the vertex shader's vPosition member maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
At this point, you are ready to draw the triangle object in the OpenGL view.
// Add program to OpenGL environment 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);
There are a few problems with this example. First of all, it is not going to impress your friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen orientation of the 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. You'll fix that problem using a projection and camera view in the next section.
Lastly, because the triangle is stationary, the system is redrawing the object repeatedly in exactly the same place, which is not the most efficient use of the OpenGL graphics pipeline. In the Add Motion section, you'll make this shape rotate and justify this use of processing power.
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. To solve this problem, you can apply an OpenGL projection mode and camera view (eye point) to transform the coordinates of your graphic objects so they have the correct proportions on any display. For more information about OpenGL coordinate mapping, see Mapping Coordinates for Drawn Objects.
To apply projection and camera view transformations to your triangle:
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];
private final String vertexShaderCode = // This matrix member variable provides a hook to manipulate // the coordinates of the objects that use this vertex shader "uniform mat4 uMVPMatrix; \n" + "attribute vec4 vPosition; \n" + "void main(){ \n" + // the matrix must be included as a modifier of gl_Position " gl_Position = uMVPMatrix * vPosition; \n" + "} \n";
public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); float ratio = (float) width / height; // this projection matrix is applied to object coodinates // in the onDrawFrame() method Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); }
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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 ... }
Now that you have applied this transformation, the triangle has three equal sides, instead of the squashed triangle in the earlier version.
While it may be an 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, you'll add motion to your triangle by rotating it.
To add rotation to your triangle:
private float[] mMMatrix = new float[16];
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 GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); // Draw the triangle ... }
Making objects move according to a preset program like the rotating triangle is useful for getting some attention, but what if you want to have users interact with your OpenGL graphics? In this section, you'll learn how listen for touch events to let users interact with objects in your {@code HelloOpenGLES20SurfaceView}.
The key to making your OpenGL application touch interactive is expanding your implementation of {@link android.opengl.GLSurfaceView} to override the {@link android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} to listen for touch events. Before you do that, however, you'll modify the renderer class to expose the rotation angle of the triangle. Afterwards, you'll modify the {@code HelloOpenGLES20SurfaceView} to process touch events and pass that data to your renderer.
To make your triangle rotate in response to touch events:
public float mAngle;
// Create a rotation for the triangle (Boring! Comment this out:) // long time = SystemClock.uptimeMillis() % 4000L; // float angle = 0.090f * ((int) time); // Use the mAngle member as the rotation value Matrix.setRotateM(mMMatrix, 0, mAngle, 0, 0, 1.0f);
private final float TOUCH_SCALE_FACTOR = 180.0f / 320; private HelloOpenGLES20Renderer mRenderer; private float mPreviousX; private float mPreviousY;
public HelloOpenGLES20SurfaceView(Context context){ super(context); // Create an OpenGL ES 2.0 context. setEGLContextClientVersion(2); // set the mRenderer member mRenderer = new HelloOpenGLES20Renderer(); setRenderer(mRenderer); // Render the view only when there is a change setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); }
@Override public boolean onTouchEvent(MotionEvent e) { // MotionEvent reports input details from the touch screen // and other input controls. In this case, you are only // interested in events where the touch position changed. float x = e.getX(); float y = e.getY(); switch (e.getAction()) { case MotionEvent.ACTION_MOVE: float dx = x - mPreviousX; float dy = y - mPreviousY; // reverse direction of rotation above the mid-line if (y > getHeight() / 2) { dx = dx * -1 ; } // reverse direction of rotation to left of the mid-line if (x < getWidth() / 2) { dy = dy * -1 ; } mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR; requestRender(); } mPreviousX = x; mPreviousY = y; return true; }
Note: Touch events return pixel coordinates which are not the same as OpenGL coordinates. Touch coordinate [0,0] is the bottom-left of the screen and the highest value [max_X, max_Y] is the top-right corner of the screen. To match touch events to OpenGL graphic objects, you must translate touch coordinates into OpenGL coordinates.
For another example of OpenGL touch event functionality, see TouchRotateActivity.