OpenGL ES2学习笔记(6)-- Line Strip和Line Loop

Line Strip

上一篇文章画了两条线段,但是用了4个点。如果几条线段首尾相接的话,可以让OpenGL把他们当成Line Strip来画,这样就可以用n+1个点来画n条线段。

代码

import java.nio.ByteBuffer
import java.nio.ByteOrder
import javax.media.opengl.GL def vertexShaderCode = """
attribute vec4 a_Position; void main() {
gl_Position = a_Position;
gl_PointSize = 10.0;
}
""" def fragmentShaderCode = """
precision mediump float; void main() {
gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0);
}
""" def shaderProgram = glob.compileAndLink(vertexShaderCode, fragmentShaderCode)
def aPositionLocation = gl.glGetAttribLocation(shaderProgram.objectId, "a_Position")
shaderProgram.use() def BYTES_PER_FLOAT = 4
def POSITION_ELEMENT_COUNT = 2
def POINT_COUNT = 4 def vertices = [
-0.2f,-0.8f,
-0.2f,-0.2f,
0.0f, 0.0f,
0.2f,-0.6f,
] as float[] def vertexData = ByteBuffer
.allocateDirect(vertices.length * BYTES_PER_FLOAT)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
vertexData.put(vertices)
vertexData.position(0)
gl.glVertexAttribPointer(aPositionLocation,
  POSITION_ELEMENT_COUNT, gl.GL_FLOAT, false, 0, vertexData)
gl.glEnableVertexAttribArray(aPositionLocation) gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f)
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glLineWidth(4)
gl.glDrawArrays(gl.GL_LINE_STRIP, 0, POINT_COUNT)

唯一有必要说明的就是这段代码:

gl.glDrawArrays(gl.GL_LINE_STRIP, 0, POINT_COUNT)

传入的参数是 GL_LINE_STRIP而不是 GL_LINES

效果

OpenGL ES2学习笔记(6)-- Line Strip和Line Loop

Line Loop

如果Line Strip闭合的话,那么就变成了Line Loop。修改上面的脚本,把传递给glDrawArrays()方法的GL_LINE_STRIP参数改成GL_LINE_LOOP

gl.glDrawArrays(gl.GL_LINE_LOOP, 0, POINT_COUNT)

OpenGL ES2学习笔记(6)-- Line Strip和Line Loop

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