Open GL의 기본적인 코드는
https://developer.android.com/develop/ui/views/graphics/opengl
위 사이트에 공개된 코드를 사용하였다.

MainActivity.java
package com.example.draw_circle;
import androidx.appcompat.app.AppCompatActivity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
public class MainActivity extends AppCompatActivity {
private GLSurfaceView gLView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Create a GLSurfaceView instance and set it
// as the ContentView for this Activity.
gLView = new MyGLSurfaceView(this);
setContentView(gLView);
}
}
MyGLSurfaceView.java
package com.example.draw_circle;
import android.content.Context;
import android.opengl.GLSurfaceView;
class MyGLSurfaceView extends GLSurfaceView {
private final MyGLRenderer renderer;
public MyGLSurfaceView(Context context){
super(context);
// Create an OpenGL ES 2.0 context
setEGLContextClientVersion(2);
renderer = new MyGLRenderer();
// Set the Renderer for drawing on the GLSurfaceView
setRenderer(renderer);
}
}
MyGLRenderer.java
package com.example.draw_circle;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
public class MyGLRenderer implements GLSurfaceView.Renderer {
// 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];
private circle mCircle;
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
mCircle = new circle();
}
public void onDrawFrame(GL10 unused) {
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// 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);
mCircle.draw(vPMatrix);
}
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);
}
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;
}
}
circle.java
package com.example.draw_circle;
import android.opengl.GLES20;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
public class circle {
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;
private FloatBuffer vertexBuffer;
private final int mProgram;
private int positionHandle;
private int colorHandle;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
private static final int vertexCount=100;
static float circle_coordinate[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
float color_red[] = { 1.0f, 0f, 0f, 1.0f };
public circle() {
//set vertexes for circle
float R = 0.3f; //반지름
float r=0.3f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨
float circle_center_x = 0.0f; //원의 중심점 바꿀 수 있게 해줌
float circle_center_y = 0.0f;
circle_coordinate[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
circle_coordinate[1] = circle_center_y; //v0 : y=0
circle_coordinate[2] = 0.0f; //v0 : z=0
//make a loop to compute circle vertexes
float d_angle = (float)Math.PI/24;
int index = 3;
//돌아가면서 삼각형의 좌표를 계속 생성해줌
for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선
//for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거
circle_coordinate[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
//circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
circle_coordinate[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
circle_coordinate[index+2] = 0.0f; //x=R*cos(angle)
index = index+3;
}
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
circle_coordinate.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
vertexBuffer.put(circle_coordinate);
// set the buffer to read the first coordinate
vertexBuffer.position(0);
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.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);
}
public void draw(float[] mvpMatrix) {
// 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);
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
positionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the circle vertices
GLES20.glEnableVertexAttribArray(positionHandle);
// Prepare the circle coordinate data
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
colorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the circle
GLES20.glUniform4fv(colorHandle, 1, color_red, 0);
// Draw the triangle
//GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); //처음 3개의 점만 이어 삼각형 하나 만듬
//GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4); //0,1,2 / 0,2,3 두개의 삼각형이 만들어짐
//50이면 원
//26이면 반원
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);
// Disable vertex array
GLES20.glDisableVertexAttribArray(positionHandle);
}
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
}

이와 같은 그림처럼 원을 그리기 위해서는 p0, p1, p2 3개의 점으로 이루어진 아주 작은 삼각형을 무수히 만들어야한다.
for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선
//for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거
circle_coordinate[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
//circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
circle_coordinate[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
circle_coordinate[index+2] = 0.0f; //x=R*cos(angle)
index = index+3;
}
위와 같이 일정 각도를 회전하며 좌표를 생성하는 코드를 작성하였다.
또한 축 변경도 가능하다.
//50이면 원
//26이면 반원
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);
무수히 생성된 50개의 좌표를 이용하게 되면 원
26개의 좌표를 이용하면 반원이 그려지는 것을 확인할 수 있다.
//set vertexes for circle
float R = 0.3f; //반지름
float r=0.3f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨
r의 값을 조절해 타원 또한 그릴 수 있다.
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