在 OpenGL ES 环境中,投影和相机视图可让您以更接近于眼睛看到实物的方式显示绘制的对象。这种对物理查看的模拟是通过对绘制对象坐标进行数学转换来完成的:
- 投影 - 这种转换可根据显示绘制对象的
GLSurfaceView
的宽度和高度调整绘制对象的坐标。如果不进行这种计算,由 OpenGL ES 绘制的对象会被不等比例的视图窗口所扭曲。通常,只有在渲染程序的onSurfaceChanged()
方法中确定或更改 OpenGL 视图的比例时,才需要计算投影转换。如需详细了解 OpenGL ES 投影和坐标映射,请参阅映射绘制对象的坐标。 - Camera View - 这种转换可根据虚拟镜头的位置调整绘制对象的坐标。请务必注意,OpenGL ES 不会定义实际的相机对象,而是提供通过转换绘制对象的显示方式来模拟相机的实用程序方法。相机视图转换可能仅在您建立
GLSurfaceView
后计算一次,也可能根据用户操作或应用的功能动态变化。
本课介绍了如何创建投影和相机视图,并将其应用于 GLSurfaceView
中绘制的形状。
定义映射
投影转换的数据在 GLSurfaceView.Renderer
类的 onSurfaceChanged()
方法中计算。以下示例代码采用 GLSurfaceView
的高度和宽度,并用它来使用 Matrix.frustumM()
方法填充投影转换 Matrix
:
Kotlin
// vPMatrix is an abbreviation for "Model View Projection Matrix" private val vPMatrix = FloatArray(16) private val projectionMatrix = FloatArray(16) private val viewMatrix = FloatArray(16) override fun onSurfaceChanged(unused: GL10, width: Int, height: Int) { GLES20.glViewport(0, 0, width, height) val ratio: Float = width.toFloat() / height.toFloat() // this projection matrix is applied to object coordinates // in the onDrawFrame() method Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1f, 1f, 3f, 7f) }
Java
// vPMatrix is an abbreviation for "Model View Projection Matrix" private final float[] vPMatrix = new float[16]; private final float[] projectionMatrix = new float[16]; private final float[] viewMatrix = new float[16]; @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(projectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7); }
此代码填充了一个投影矩阵 mProjectionMatrix
,您随后可以将其与 onDrawFrame()
方法中的相机视图转换结合使用,下一部分将对此进行介绍。
注意:仅将投影转换应用于绘制的对象通常会导致显示画面非常空。一般来说,若要使任何内容显示在界面上,您还必须应用相机视图转换。
定义相机视图
在渲染程序中添加相机视图转换作为绘制过程的一部分,以完成绘制对象的转换过程。在下面的示例代码中,系统会使用 Matrix.setLookAtM()
方法计算相机视图转换,然后将其与之前计算的投影矩阵结合使用。然后,系统会将合并后的转换矩阵传递到绘制的形状。
Kotlin
override fun onDrawFrame(unused: GL10) { ... // Set the camera position (View matrix) Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, 3f, 0f, 0f, 0f, 0f, 1.0f, 0.0f) // Calculate the projection and view transformation Matrix.multiplyMM(vPMatrix, 0, projectionMatrix, 0, viewMatrix, 0) // Draw shape triangle.draw(vPMatrix)
Java
@Override public void onDrawFrame(GL10 unused) { ... // Set the camera position (View matrix) Matrix.setLookAtM(viewMatrix, 0, 0, 0, 3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); // Calculate the projection and view transformation Matrix.multiplyMM(vPMatrix, 0, projectionMatrix, 0, viewMatrix, 0); // Draw shape triangle.draw(vPMatrix); }
应用投影和相机转换
为了使用预览部分中显示的合并后的投影和相机视图转换矩阵,请先将矩阵变量添加到先前在 Triangle
类中定义的顶点着色器:
Kotlin
class Triangle { private val vertexShaderCode = // This matrix member variable provides a hook to manipulate // the coordinates of the objects that use this vertex shader "uniform mat4 uMVPMatrix;" + "attribute vec4 vPosition;" + "void main() {" + // the matrix must be included as a modifier of gl_Position // Note that the uMVPMatrix factor *must be first* in order // for the matrix multiplication product to be correct. " gl_Position = uMVPMatrix * vPosition;" + "}" // Use to access and set the view transformation private var vPMatrixHandle: Int = 0 ... }
Java
public class Triangle { private final String vertexShaderCode = // This matrix member variable provides a hook to manipulate // the coordinates of the objects that use this vertex shader "uniform mat4 uMVPMatrix;" + "attribute vec4 vPosition;" + "void main() {" + // the matrix must be included as a modifier of gl_Position // Note that the uMVPMatrix factor *must be first* in order // for the matrix multiplication product to be correct. " gl_Position = uMVPMatrix * vPosition;" + "}"; // Use to access and set the view transformation private int vPMatrixHandle; ... }
接下来,修改图形对象的 draw()
方法,以接受合并后的转换矩阵,并将其应用于形状:
Kotlin
fun draw(mvpMatrix: FloatArray) { // pass in the calculated transformation matrix // get handle to shape's transformation matrix vPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix") // Pass the projection and view transformation to the shader GLES20.glUniformMatrix4fv(vPMatrixHandle, 1, false, mvpMatrix, 0) // Draw the triangle GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount) // Disable vertex array GLES20.glDisableVertexAttribArray(positionHandle) }
Java
public void draw(float[] mvpMatrix) { // pass in the calculated transformation matrix ... // get handle to shape's transformation matrix vPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); // Pass the projection and view transformation to the shader GLES20.glUniformMatrix4fv(vPMatrixHandle, 1, false, mvpMatrix, 0); // Draw the triangle GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); // Disable vertex array GLES20.glDisableVertexAttribArray(positionHandle); }
正确计算并应用投影和相机视图转换后,系统会按正确的比例绘制图形对象,并且应如下所示:
现在,您的应用已经能够按正确的比例显示形状,接下来该为形状添加动态效果了。