153 lines
5.9 KiB
Plaintext
153 lines
5.9 KiB
Plaintext
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page.title=Applying Projection and Camera Views
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parent.title=Displaying Graphics with OpenGL ES
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parent.link=index.html
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trainingnavtop=true
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previous.title=Drawing Shapes
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previous.link=draw.html
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next.title=Applying Projection and Camera Views
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next.link=projection.html
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@jd:body
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<div id="tb-wrapper">
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<div id="tb">
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<h2>This lesson teaches you to</h2>
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<ol>
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<li><a href="#projection">Define a Projection</a></li>
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<li><a href="#camera-view">Define a Camera View</a></li>
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<li><a href="#transform">Apply Projection and Camera Transformations</a></li>
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</ol>
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<h2>You should also read</h2>
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<ul>
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<li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li>
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</ul>
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<div class="download-box">
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<a href="{@docRoot}shareables/training/OpenGLES.zip"
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class="button">Download the sample</a>
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<p class="filename">OpenGLES.zip</p>
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</div>
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</div>
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</div>
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<p>In the OpenGL ES environment, projection and camera views allow you to display drawn objects in a
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way that more closely resembles how you see physical objects with your eyes. This simulation of
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physical viewing is done with mathematical transformations of drawn object coordinates:</p>
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<ul>
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<li><em>Projection</em> - This transformation adjusts the coordinates of drawn objects based on
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the width and height of the {@link android.opengl.GLSurfaceView} where they are displayed. Without
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this calculation, objects drawn by OpenGL ES are skewed by the unequal proportions of the view
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window. A projection transformation typically only has to be calculated when the proportions of the
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OpenGL view are established or changed in the {@link
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android.opengl.GLSurfaceView.Renderer#onSurfaceChanged
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onSurfaceChanged()} method of your renderer. For more information about OpenGL ES projections and
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coordinate mapping, see <a
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href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">Mapping Coordinates for Drawn
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Objects</a>.</li>
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<li><em>Camera View</em> - This transformation adjusts the coordinates of drawn objects based on a
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virtual camera position. It’s important to note that OpenGL ES does not define an actual camera
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object, but instead provides utility methods that simulate a camera by transforming the display of
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drawn objects. A camera view transformation might be calculated only once when you establish your
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{@link android.opengl.GLSurfaceView}, or might change dynamically based on user actions or your
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application’s function.</li>
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</ul>
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<p>This lesson describes how to create a projection and camera view and apply it to shapes drawn in
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your {@link android.opengl.GLSurfaceView}.</p>
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<h2 id="projection">Define a Projection</h2>
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<p>The data for a projection transformation is calculated in the {@link
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android.opengl.GLSurfaceView.Renderer#onSurfaceChanged onSurfaceChanged()}
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method of your {@link android.opengl.GLSurfaceView.Renderer} class. The following example code
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takes the height and width of the {@link android.opengl.GLSurfaceView} and uses it to populate a
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projection transformation {@link android.opengl.Matrix} using the {@link
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android.opengl.Matrix#frustumM Matrix.frustumM()} method:</p>
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<pre>
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@Override
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public void onSurfaceChanged(GL10 unused, int width, int height) {
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GLES20.glViewport(0, 0, width, height);
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float ratio = (float) width / height;
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// this projection matrix is applied to object coordinates
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// in the onDrawFrame() method
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Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
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}
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</pre>
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<p>This code populates a projection matrix, {@code mProjMatrix} which you can then combine with a
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camera view transformation in the {@link android.opengl.GLSurfaceView.Renderer#onDrawFrame
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onDrawFrame()} method, which is shown in the next section.</p>
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<p class="note"><strong>Note:</strong> Just applying a projection transformation to your
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drawing objects typically results in a very empty display. In general, you must also apply a camera
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view transformation in order for anything to show up on screen.</p>
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<h2 id="camera-view">Define a Camera View</h2>
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<p>Complete the process of transforming your drawn objects by adding a camera view transformation as
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part of the drawing process. In the following example code, the camera view transformation is
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calculated using the {@link android.opengl.Matrix#setLookAtM Matrix.setLookAtM()} method and then
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combined with the previously calculated projection matrix. The combined transformation matrices
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are then passed to the drawn shape.</p>
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<pre>
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@Override
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public void onDrawFrame(GL10 unused) {
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...
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// Set the camera position (View matrix)
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Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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// Calculate the projection and view transformation
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Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
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// Draw shape
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mTriangle.draw(mMVPMatrix);
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}
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</pre>
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<h2 id="#transform">Apply Projection and Camera Transformations</h2>
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<p>In order to use the combined projection and camera view transformation matrix shown in the
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previews sections, modify the {@code draw()} method of your graphic objects to accept the combined
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transformation matrix and apply it to the shape:</p>
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<pre>
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public void draw(float[] mvpMatrix) { // pass in the calculated transformation matrix
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...
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// get handle to shape's transformation matrix
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mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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// Apply the projection and view transformation
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GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
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// Draw the triangle
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GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
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...
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}
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</pre>
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<p>Once you have correctly calulated and applied the projection and camera view transformations,
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your graphic objects are drawn in correct proportions and should look like this:</p>
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<img src="{@docRoot}images/opengl/ogl-triangle-projected.png">
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<p class="img-caption">
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<strong>Figure 1.</strong> Triangle drawn with a projection and camera view applied.</p>
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<p>Now that you have an application that displays your shapes in correct proportions, it's time to
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add motion to your shapes.</p>
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