This code shows how to draw a simple triangle with OpenGL ES (OpenGL 1.0) on the screen of an Android mobile device. It is based on the tutorial OpenGL ES Tutorial for Android – Part I – Setting up the view from the Jaway Team Blog. To keep things simple I decided to implement only the necessary parts and to comment things that are not obvious. Please note that the class GL10
stands for OpenGL 1.0
.
MainActivity.java
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| package de.bennyn.examples.opengl.simple.triangle;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MainActivity extends Activity
{
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);
GLSurfaceView view = new GLSurfaceView(this);
view.setRenderer(new OpenGLRenderer());
setContentView(view);
}
} |
package de.bennyn.examples.opengl.simple.triangle;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MainActivity extends Activity
{
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN);
GLSurfaceView view = new GLSurfaceView(this);
view.setRenderer(new OpenGLRenderer());
setContentView(view);
}
}
Triangle.java
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| package de.bennyn.examples.opengl.simple.triangle;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.opengles.GL10;
public class Triangle
{
// x, y, z
private float vertices[] =
{
-1.0f, 0.0f, 0.0f, // vertices[0], bottom left
1.0f, 0.0f, 0.0f, // vertices[1], bottom right
0.0f, 0.5f, 0.0f, // vertices[2], middle top
};
// Just some random values *g*
private float colors[] =
{
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.5f, 0.0f, 1.0f,
};
// connect vertices[0] with vertices[1] and vertices[1] with vertices[2]
// and vertices[2] with vertices[1] :-) */
private short[] indices =
{
0, 1, 2, 1
};
private FloatBuffer vertexBuffer;
private FloatBuffer mColorBuffer;
private ShortBuffer indexBuffer;
public Triangle()
{
// Multiply with 4 because a float is 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
// Multiply with 4 because a float is 4 bytes
ByteBuffer byteBuf = ByteBuffer.allocateDirect(colors.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mColorBuffer = byteBuf.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
// Multiply with 2 because a short is 2 bytes
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); // Counter-clockwise winding
gl.glEnable(GL10.GL_CULL_FACE); // Enable face culling
gl.glCullFace(GL10.GL_BACK); // What faces to remove with the face culling
// Enabled the vertices buffer for writing and to be used during rendering:
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
// Specifies the location and data format for rendering:
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // Disable the vertices buffer
gl.glDisable(GL10.GL_CULL_FACE); // Disable the face culling
}
} |
package de.bennyn.examples.opengl.simple.triangle;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.opengles.GL10;
public class Triangle
{
// x, y, z
private float vertices[] =
{
-1.0f, 0.0f, 0.0f, // vertices[0], bottom left
1.0f, 0.0f, 0.0f, // vertices[1], bottom right
0.0f, 0.5f, 0.0f, // vertices[2], middle top
};
// Just some random values *g*
private float colors[] =
{
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.5f, 0.0f, 1.0f,
};
// connect vertices[0] with vertices[1] and vertices[1] with vertices[2]
// and vertices[2] with vertices[1] :-) */
private short[] indices =
{
0, 1, 2, 1
};
private FloatBuffer vertexBuffer;
private FloatBuffer mColorBuffer;
private ShortBuffer indexBuffer;
public Triangle()
{
// Multiply with 4 because a float is 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
// Multiply with 4 because a float is 4 bytes
ByteBuffer byteBuf = ByteBuffer.allocateDirect(colors.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mColorBuffer = byteBuf.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
// Multiply with 2 because a short is 2 bytes
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); // Counter-clockwise winding
gl.glEnable(GL10.GL_CULL_FACE); // Enable face culling
gl.glCullFace(GL10.GL_BACK); // What faces to remove with the face culling
// Enabled the vertices buffer for writing and to be used during rendering:
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
// Specifies the location and data format for rendering:
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // Disable the vertices buffer
gl.glDisable(GL10.GL_CULL_FACE); // Disable the face culling
}
}
OpenGLRenderer.java
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| package de.bennyn.examples.opengl.simple.triangle;
import android.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class OpenGLRenderer implements Renderer
{
// Initialize the triangle:
Triangle triangle = new Triangle();
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // background color (rgba)
gl.glShadeModel(GL10.GL_SMOOTH); // Enable Smooth Shading
gl.glClearDepthf(1.0f); // Depth buffer setup
gl.glEnable(GL10.GL_DEPTH_TEST); // Enable depth testing
gl.glDepthFunc(GL10.GL_LEQUAL); // Type of depth testing
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onDrawFrame(GL10 gl)
{
// Clears the screen and depth buffer:
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Draw triangle
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -4);
triangle.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
// Sets the current view port to the new size:
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION); // Set projection matrix
gl.glLoadIdentity(); // Reset projection matrix
// Calculate the aspect ratio of the window:
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select modelview matrix
gl.glLoadIdentity(); // Reset modelview matrix
}
} |
package de.bennyn.examples.opengl.simple.triangle;
import android.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class OpenGLRenderer implements Renderer
{
// Initialize the triangle:
Triangle triangle = new Triangle();
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // background color (rgba)
gl.glShadeModel(GL10.GL_SMOOTH); // Enable Smooth Shading
gl.glClearDepthf(1.0f); // Depth buffer setup
gl.glEnable(GL10.GL_DEPTH_TEST); // Enable depth testing
gl.glDepthFunc(GL10.GL_LEQUAL); // Type of depth testing
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onDrawFrame(GL10 gl)
{
// Clears the screen and depth buffer:
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Draw triangle
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -4);
triangle.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
// Sets the current view port to the new size:
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION); // Set projection matrix
gl.glLoadIdentity(); // Reset projection matrix
// Calculate the aspect ratio of the window:
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select modelview matrix
gl.glLoadIdentity(); // Reset modelview matrix
}
}
AndroidManifest.xml
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| <?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="de.bennyn.examples.opengl.simple.triangle"
android:versionCode="1"
android:versionName="1.0">
<application android:label="MainActivity" android:icon="@drawable/icon">
<activity android:name="MainActivity"
android:label="MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest> |
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="de.bennyn.examples.opengl.simple.triangle"
android:versionCode="1"
android:versionName="1.0">
<application android:label="MainActivity" android:icon="@drawable/icon">
<activity android:name="MainActivity"
android:label="MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
Screenshot