在Android中,可以使用OpenGL ES来绘制三维坐标。下面是一个简单的示例代码:
首先,在AndroidManifest.xml文件中添加以下权限:
然后,在Android的Activity中使用GLSurfaceView创建OpenGL的上下文。
import android.app.Activity; import android.content.Context; import android.opengl.GLES20; import android.opengl.GLSurfaceView; import android.opengl.Matrix; import android.os.Bundle; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; public class MainActivity extends Activity { private GLSurfaceView mGLView; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mGLView = new MyGLSurfaceView(this); setContentView(mGLView); } class MyGLSurfaceView extends GLSurfaceView { private final MyGLRenderer mRenderer; public MyGLSurfaceView(Context context) { super(context); setEGLContextClientVersion(2); mRenderer = new MyGLRenderer(); setRenderer(mRenderer); } } class MyGLRenderer implements GLSurfaceView.Renderer { private Triangle mTriangle; @Override public void onSurfaceCreated(GL10 unused, EGLConfig config) { GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); mTriangle = new Triangle(); } @Override public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); } @Override public void onDrawFrame(GL10 unused) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); mTriangle.draw(); } } class Triangle { private final String vertexShaderCode = "uniform mat4 uMVPMatrix;" + "attribute vec4 vPosition;" + "void main() {" + " gl_Position = uMVPMatrix * vPosition;" + "}"; private final String fragmentShaderCode = "precision mediump float;" + "uniform vec4 vColor;" + "void main() {" + " gl_FragColor = vColor;" + "}"; private final float[] triangleCoords = { // 坐标顺序:x, y, z 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f }; private final int mProgram; private int mPositionHandle; private int mColorHandle; private int mMVPMatrixHandle; private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX; private final int vertexStride = COORDS_PER_VERTEX * 4; private final int COORDS_PER_VERTEX = 3; private final int COLOR_COMPONENTS_COUNT = 4; private final float[] color = {0.63671875f, 0.76953125f, 0.22265625f, 1.0f}; private final float[] mMVPMatrix = new float[16]; public Triangle() { 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); Matrix.setIdentityM(mMVPMatrix, 0); Matrix.translateM(mMVPMatrix, 0, 0, 0, -3f); } public void draw() { GLES20.glUseProgram(mProgram); mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); GLES20.glEnableVertexAttribArray(mPositionHandle); GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor"); GLES20.glUniform4fv(mColorHandle, 1, color, 0); mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false,