Programming 3D Graphics

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Presentation transcript:

Programming 3D Graphics Chapter 10 Programming 3D Graphics with OpenGL Lecturer: Prof.Luqun Li (liluqun@gmail.com) Teaching Assistants: Fengyou Sun, Haijun Yang, Ting Sun

1 2 3 4 5 6 Contents Building an OpenGL ES Environment Defining Shapes Drawing Shapes 4 Applying Projection and Camera Views 5 Adding Motion 6 Responding to Touch Events

Building an OpenGL ES Environment Implement a GLSurfaceView and a GLSurfaceView.Renderer GLSurfaceView is a view container for graphics drawn with OpenGL GLSurfaceView.Renderer controls what is drawn within that view GLSurfaceView is for a full-screen or near-full screen graphics view TextureView is used to incorporate OpenGL ES graphics in a small portion of their layouts

Declare in the Manifest To use the OpenGL ES 2.0 API : <uses-feature android:glEsVersion="0x00020000" android:required="true" /> If your application uses texture compression : <supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" /> <supports-gl-texture android:name="GL_OES_compressed_paletted_texture" />

Create an Activity Android applications that use OpenGL ES have activities just like any other application that has a user interface. A minimal implementation of an activity that uses a GLSurfaceView

Create an Activity public class OpenGLES20 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 MyGLSurfaceView(this); setContentView(mGLView); }

Build a GLSurfaceView Object A GLSurfaceView is a specialized view where you can draw OpenGL ES graphics. The actual drawing of objects is controlled in the GLSurfaceView.Renderer that you set on this view.

Build a GLSurfaceView Object class MyGLSurfaceView extends GLSurfaceView { public MyGLSurfaceView(Context context){ super(context); // Set the Renderer for drawing on the // GLSurfaceView setRenderer(new MyRenderer()); }

Build a GLSurfaceView Object // Create an OpenGL ES 2.0 context setEGLContextClientVersion(2); // Render the view only when there is a //change in the drawing data setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);

Build a Renderer Class Three methods in a renderer called by the Android system : onSurfaceCreated() - Called once to set up the view's OpenGL ES environment. onDrawFrame() - Called for each redraw of the view. onSurfaceChanged() - Called if the geometry of the view changes, for example when the device's screen orientation changes.

Build a Renderer Class public class MyGL20Renderer 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); public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height);

1 2 3 4 5 6 Contents Building an OpenGL ES Environment Defining Shapes Drawing Shapes 4 Applying Projection and Camera Views 5 Adding Motion 6 Responding to Touch Events

OpenGL coordinate system OpenGL assumes a square, uniform coordinate system and, by default, happily draws those coordinates onto your typically non-square screen as if it is perfectly square. To solve this problem, you can apply OpenGL projection modes and camera views to transform coordinates so your graphic objects have the correct proportions on any display.

OpenGL coordinate system Default OpenGL coordinate system (left) mapped to a typical Android device screen (right)

Define a Triangle OpenGL ES allows you to define drawn objects using coordinates in three-dimensional space. So, before you can draw a triangle, you must define its coordinates. Define a vertex array of floating point numbers for the coordinates Write these coordinates into a ByteBuffer

Define a Triangle class Triangle { private FloatBuffer vertexBuffer; // number of coordinates per vertex in this array static final int COORDS_PER_VERTEX = 3; static float triangleCoords[] = { // in counterclockwise order: 0.0f, 0.622008459f, 0.0f, // top -0.5f, -0.311004243f, 0.0f, // bottom left 0.5f, -0.311004243f, 0.0f // bottom right }; // Set color with red, green, blue and alpha // (opacity) values float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

Define a Triangle public Triangle() { // initialize vertex byte buffer for shape coordinates ByteBuffer bb = ByteBuffer.allocateDirect( // (number of coordinate values * 4 bytes per float) triangleCoords.length * 4); // use the device hardware's native byte order bb.order(ByteOrder.nativeOrder()); // create a floating point buffer from the ByteBuffer vertexBuffer = bb.asFloatBuffer(); // add the coordinates to the FloatBuffer vertex Buffer.put(triangleCoords); // set the buffer to read the first coordinate vertexBuffer.position(0); }

Define a Square Define the vertices in a counterclockwise order for both triangles that represent this shape, and put the values in a ByteBuffer. Use a drawing list to avoid defining the two coordinates shared by each triangle twice

Define a Square class Square { private FloatBuffer vertexBuffer; private ShortBuffer drawListBuffer; //number of coordinates per vertex in this array static final int COORDS_PER_VERTEX = 3; static float squareCoords[] = { -0.5f, 0.5f, 0.0f, // top left -0.5f, -0.5f, 0.0f, // bottom left 0.5f, -0.5f, 0.0f, // bottom right 0.5f, 0.5f, 0.0f }; // top right private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices

Define a Square public Square() { // initialize vertex byte buffer for shape coordinates ByteBuffer bb = ByteBuffer.allocateDirect( // (# of coordinate values * 4 bytes per float) squareCoords.length * 4); bb.order(ByteOrder.nativeOrder()); vertexBuffer = bb.asFloatBuffer(); vertexBuffer.put(squareCoords); vertexBuffer.position(0); // initialize byte buffer for the draw list ByteBuffer dlb = ByteBuffer.allocateDirect( // (# of coordinate values * 2 bytes per short) drawOrder.length * 2); dlb.order(ByteOrder.nativeOrder()); drawListBuffer = dlb.asShortBuffer(); drawListBuffer.put(drawOrder); drawListBuffer.position(0); }

1 2 3 4 5 6 Contents Building an OpenGL ES Environment Defining Shapes Drawing Shapes 4 Applying Projection and Camera Views 5 Adding Motion 6 Responding to Touch Events

Initialize Shapes Initialize and load the shapes in the onSurfaceCreated() public void onSurfaceCreated(GL10 unused, EGLConfig config) { ... // initialize a triangle mTriangle = new Triangle(); // initialize a square mSquare = new Square(); }

Draw a Shape You must define the following: Vertex Shader - OpenGL ES graphics code for rendering the vertices of a shape. Fragment Shader - OpenGL ES code for rendering the face of a shape with colors or textures. Program - An OpenGL ES object that contains the shaders you want to use for drawing one or more shapes.

Draw a Shape private final String vertexShaderCode = Define basic shaders private final String vertexShaderCode = "attribute vec4 vPosition;" + "void main() {" + " gl_Position = vPosition;" + "}"; private final String fragmentShaderCode = "precision mediump float;" + "uniform vec4 vColor;" + " gl_FragColor = vColor;" +

Draw a Shape Compile OpenGL Shading Language (GLSL) code public static 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; }

Draw a Shape In order to draw your shape, you must compile the shader code, add them to a OpenGL ES program object and then link the program.

Draw a Shape public Triangle() { ... int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); // create empty OpenGL ES Program mProgram = GLES20.glCreateProgram(); // add the vertex shader to program GLES20.glAttachShader(mProgram, vertexShader); // add the fragment shader to program GLES20.glAttachShader(mProgram, fragmentShader); // creates OpenGL ES program executables GLES20.glLinkProgram(mProgram); }

Draw a Shape Drawing shapes with OpenGL ES requires that you specify several parameters to tell the rendering pipeline what you want to draw and how to draw it. Since drawing options can vary by shape, it's a good idea to have your shape classes contain their own drawing logic.

Draw a Shape public void draw() { // Add program to OpenGL ES environment GLES20.glUseProgram(mProgram); // get handle to vertex shader's vPosition member mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); // Enable a handle to the triangle vertices GLES20.glEnableVertexAttribArray(mPositionHandle); // Prepare the triangle coordinate data GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

Draw a Shape // get handle to fragment shader's vColor member mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor"); // Set color for drawing the triangle GLES20.glUniform4fv(mColorHandle, 1, color, 0); // Draw the triangle GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); // Disable vertex array GLES20.glDisableVertexAttribArray(mPositionHandle); }

Draw a Shape Call draw() from within your renderer’s onDrawFrame() method

1 2 3 4 5 6 Contents Building an OpenGL ES Environment Defining Shapes Drawing Shapes 4 Applying Projection and Camera Views 5 Adding Motion 6 Responding to Touch Events

Applying Projection and Camera Views Projection - This transformation adjusts the coordinates of drawn objects based on the width and height of the GLSurfaceView where they are displayed. Camera View - This transformation adjusts the coordinates of drawn objects based on a virtual camera position.

Define a Projection @Override 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 coordinates // in the onDrawFrame() method Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); }

Define a Camera View @Override public void onDrawFrame(GL10 unused) { ... // Set the camera position (View matrix) Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); // Calculate the projection and view transformation Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0); // Draw shape mTriangle.draw(mMVPMatrix); }

Apply Projection and Camera public void draw(float[] mvpMatrix) { // pass in the calculated transformation matrix ... // get handle to shape's transformation matrix mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); // Apply the projection and view transformation GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0); // Draw the triangle GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); }

Triangle Transformed Triangle drawn with a projection and camera view applied.

1 2 3 4 5 6 Contents Building an OpenGL ES Environment Defining Shapes Drawing Shapes 4 Applying Projection and Camera Views 5 Adding Motion 6 Responding to Touch Events

Adding Motion OpenGL ES provides additional capabilities for moving and transforming drawn objects in three dimensions or in other unique ways to create compelling user experiences.

Rotate a Shape private float[] mRotationMatrix = new float[16]; public void onDrawFrame(GL10 gl) { ... // Create a rotation transformation for the triangle long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f); // Combine the rotation matrix with the projection and camera view Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); // Draw triangle mTriangle.draw(mMVPMatrix); }

Enable Continuous Rendering public MyGLSurfaceView(Context context) { ... // Render the view only when there is a change in the drawing data //setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); // comment out for auto-rotation } Unless you have objects changing without any user interaction, it’s usually a good idea have this flag turned on.

1 2 3 4 5 6 Contents Building an OpenGL ES Environment Defining Shapes Drawing Shapes 4 Applying Projection and Camera Views 5 Adding Motion 6 Responding to Touch Events

Responding to Touch Events The key to making your OpenGL ES application touch interactive is expanding your implementation of GLSurfaceView to override the onTouchEvent() to listen for touch events.

Setup a Touch Listener @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;

Setup a Touch Listener // 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; // = 180.0f / 320 requestRender(); mPreviousX = x; mPreviousY = y; return true;

Set Render Mode public MyGLSurfaceView(Context context) { ... // Render the view only when there is a change in the drawing data setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); }

Expose the Rotation Angle Add a public member and declare this public variable as volatile public class MyGLRenderer implements GLSurfaceView.Renderer { ... public volatile float mAngle;

Apply Rotation public void onDrawFrame(GL10 gl) { ... // Create a rotation for the triangle // long time = SystemClock.uptimeMillis() % 4000L; // float angle = 0.090f * ((int) time); Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f); // Combine the rotation matrix with the projection and camera view Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0); // Draw triangle mTriangle.draw(mMVPMatrix); }

Responding to Touch Events Triangle being rotated with touch input

Summary This class walks you through the basics of developing applications that use OpenGL, including setup, drawing objects, moving drawn elements and responding to touch input. The example code in this class uses the OpenGL ES 2.0 APIs, which is the recommended API version to use with current Android devices. For more information about versions of OpenGL ES, see the OpenGL developer guide.