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Next, we create a thread to do the drawing C and create an init method that uses the SurfaceView class s getHolder method to get access to the SurfaceView and add a callback to it via the addCallBack method D. Now we can implement surfaceCreated, surfaceChanged, and surfaceDestroyed, which are all methods of the Callback class and are fired on the appropriate condition of change in the Surface s state. Now that all the Callback methods are implemented, we ll create a thread to do all our drawing E. Before we can draw anything though, we need to create an OpenGL ES Context F and create a handler to the surface G so that we can use the OpenGL Context s method to act on the surface via the handle H. Now we can finally draw something, although in the drawFrame method I we aren t doing anything. If you were to run the code right now, all you d get would be an empty window, but what we ve generated so far will appear in some form or another in any OpenGL ES application you make on Android. Typically, you would break up your code so that an Activity class starts your code and another class implements your custom View. Yet another class might implement your SurfaceHolder and Callback and provide all the methods for detecting changes to the surface, as well as the actual drawing of your graphics in a thread. Finally, you might have another class for whatever code represents your graphics. In the next section, we ll look at how to draw a square on the surface and how to create an animated cube.
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Drawing a rectangle with OpenGL ES
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In our next example, you ll use OpenGL ES to create a simple drawing, a rectangle, using OpenGL primitives, which are pixels, polygons, and triangles. When you draw the square, you ll use a primitive called the GL_Triangle_Strip, which takes three vertices (the x, y, and z points in an array of vertices) and draws a triangle. The last two vertices become the first two vertices for the next triangle, with the next vertex in the array being the final point. This process repeats for as many vertices as there are in the array, and it generates something like figure 9.5, where two triangles are drawn. OpenGL supports a small set of primitives, shown in table 9.1, that allow you to build anything using simple geometric shapes, from a rectangle to 3D models of animated characters.
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3 0.75 Triangle 2 0.5
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Figure 9.5 How two triangles are drawn from an array of vertices
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Introducing OpenGL for Embedded Systems
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Table 9.1 OpenGL primitives and their descriptions Description
Primitive flag GL_LINE_LOOP
Draws a continuous set of lines. After the first vertex, it draws a line between every successive vertex and the vertex before it. Then it connects the start and end vertices. Draws a continuous set of lines. After the first vertex, it draws a line between every successive vertex and the vertex before it. Draws a line for every pair of vertices given. Places a point at each vertex. After the first two vertices, every successive vertex uses the previous vertex and the first vertex to draw a triangle. This flag is used to draw cone-like shapes. After the first two vertices, every successive vertex uses the previous two vertices to draw a triangle. For every triplet of vertices, it draws a triangle with corners specified by the coordinates of the vertices.
GL_LINE_STRIP
GL_LINES GL_POINTS GL_TRIANGLE_FAN
GL_TRIANGLE_STRIP
GL_TRIANGLES
In the next listing, we use an array of vertices to define a square to paint on our surface. To use the code, insert it directly into the code for listing 9.15, immediately below the commented line // do whatever drawing here.
Listing 9.16 OpenGLSquare.java
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); float[] square = new float[] { 0.25f, 0.25f, 0.0f, 0.75f, 0.25f, 0.0f, 0.25f, 0.75f, 0.0f, Create float buffer 0.75f, 0.75f, 0.0f }; to hold square FloatBuffer squareBuff; ByteBuffer bb = ByteBuffer.allocateDirect(square.length*4); bb.order(ByteOrder.nativeOrder()); squareBuff = bb.asFloatBuffer(); squareBuff.put(square); squareBuff.position(0); Set up 2D gl.glMatrixMode(GL10.GL_PROJECTION); orthographic gl.glLoadIdentity(); viewing region GLU.gluOrtho2D(gl, 0.0f,1.2f,0.0f,1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, squareBuff); Set current gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); vertices for gl.glClear(GL10.GL_COLOR_BUFFER_BIT); drawing gl.glColor4f(0,1,1,1); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
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