Draw a Pyramid with Texture in OpenGL
Description
The following code shows how to Draw a Pyramid with Texture in OpenGL.
Example
Main Activity Java code
package com.java2s.myapplication4.app;
// w w w . ja v a 2 s .c o m
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
import android.opengl.GLUtils;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MainActivity extends Activity {
private GLSurfaceView glView;
private TexturedPyramid pyramid;
private Bitmap texture;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
glView = new GLSurfaceView(this);
glView.setRenderer(new MyOpenGLRenderer());
setContentView(glView);
}
class MyOpenGLRenderer implements Renderer {
@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 onSurfaceCreated(GL10 gl, EGLConfig config) {
texture = BitmapFactory.decodeResource(getResources(), R.drawable.ic_launcher);
int textureIds[] = new int[1];
gl.glGenTextures(1, textureIds, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIds[0]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, texture, 0);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
texture.recycle();
pyramid = new TexturedPyramid(textureIds[0]);
}
@Override
public void onDrawFrame(GL10 gl) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -5.0f);
pyramid.draw(gl);
}
}
}
class TexturedPyramid {
private int textureId;
private FloatBuffer vertexBuffer;
private static final int VERTEX_SIZE = (3 + 2) * 4;
private float vertices[] = {
0.0f, 1.0f, 0.0f, 0.5f, 0.0f, // V1 + mapping
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // V2
0.0f, 0.0f, -1.0f, 1.0f, 1.0f, // V3
0.0f, 1.0f, 0.0f, 0.5f, 0.0f, // V1
0.0f, 0.0f, -1.0f, 0.0f, 1.0f, // V3
1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // V4
0.0f, 1.0f, 0.0f, 0.5f, 0.0f, // V1
1.0f, 0.0f, 0.0f, 0.0f, 1.0f, // V4
-1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // V2
};
private float rotation = 0.1f;
public TexturedPyramid(int textureId) {
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(TexturedPyramid.VERTEX_SIZE * 3 * 3);
byteBuffer.order(ByteOrder.nativeOrder());
vertexBuffer = byteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.flip();
this.textureId = textureId;
}
public void draw(GL10 gl) {
rotation += 1.0f;
gl.glRotatef(rotation, 1f, 1f, 1f);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
vertexBuffer.position(0);
gl.glVertexPointer(3, GL10.GL_FLOAT, TexturedPyramid.VERTEX_SIZE, vertexBuffer);
vertexBuffer.position(3);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, TexturedPyramid.VERTEX_SIZE, vertexBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3 * 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}