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Most recent devices should also support OpenGL ES 2 these days, so all you need to do is enable developer mode and hook the phone up to your machine. Assumptions The reader should be familiar with Android and Java on a basic level.
The Android Tutorials are a good place to start. You can copy the code on a segment by segment basis by creating your own project, or you can download the completed project at the end of the lesson. Once you have the tools installed, go ahead and create a new Android project in Eclipse.
It also adds a lot of features which make it easier to use OpenGL, including but not limited to: It provides a dedicated render thread for OpenGL so that the main thread is not stalled.
It supports continuous or on-demand rendering. To do this, we get an ActivityManager instance which lets us interact with the global system state. We can then use this to get the device configuration info, which will tell us if the device supports OpenGL ES 2. We can also support OpenGL Es 1.
We add in the calls here to round out our activity. In the activity we passed in a custom GLSurfaceView. Renderer to the GLSurfaceView, which will be defined here. The renderer has three important methods which will be automatically called by the system whenever events happen: It will also be called if we lose our surface context and it is later recreated by the system.
It is also called after the surface has been created. You may have noticed that the GL10 instance passed in is referred to as glUnused. These numbers can represent positions, colors, or anything else we need them to. Instead of defining points via a bunch of method calls, we define an array instead.
This represents one point of the triangle. Java and the native system might not store their bytes in the same order, so we use a special set of buffer classes and create a ByteBuffer large enough to hold our data, and tell it to store its data using the native byte order.
We then convert it into a FloatBuffer so that we can use it to hold floating-point data. Finally, we copy our array into the buffer. This buffer stuff might seem confusing it was to me when I first came across it! Our buffers are now ready to be used to pass data into OpenGL.
This can be thought of as our camera. This is where our head would be pointing were we holding the camera. This matrix can be said to represent the camera position.
In OpenGL 2, we can keep track of these matrices separately if we choose. When our surface is created, the first thing we do is set our clear color to gray. We only need to set the clear color once since we will not be changing it later. The second thing we do is setup our view matrix.
There are several different kinds of matrices we use and they all do something important: For example, if you have a model of a car and you want it located meters to the east, you will use the model matrix to do this. This matrix represents the camera.
We use the view matrix to do this.
This is what the projection matrix is used for. In OpenGL 1, the model and view matrices are combined and the camera is assumed to be at 0, 0, 0 and facing the -Z direction. Android has a Matrix helper class which can do the heavy lifting for us.
Here, I create a view matrix for a camera which is positioned behind the origin and looking toward the distance. In OpenGL ES 2, anything we want to display on the screen is first going to have to go through a vertex and fragment shader.ABL’s English Academy is India’s No.1 English speaking institute.
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