onDrawFrame(GL10 glUnused) und onDraw(Canvas canvas) parallel ?

tomovic

Bekanntes Mitglied
ok,


in meiner glRenderer.java habe ich:

public void onDrawFrame(GL10 glUnused)

Jetzt möchte ich Punkte und Kreise über onDraw(Canvas canvas) hinzufügen. Wenn ich in Renderer onDraw(Canvas canvas) hinzufüge wird onDraw rot unterstrichen.

Ziel: Auf der linken Seite den Opengl Würfel drehen und auf der rechten Seite zeichnen.

Wie baue ich onDraw zusätzlich in mein Projekt ein.

Bin für jeden Tip dankbar.

Java:
package de.carpelibrum.ufo;


import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.Matrix;



import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;


import android.opengl.GLSurfaceView;

import android.os.SystemClock;


import android.graphics.Bitmap;

import android.graphics.Paint;

//import com.learnopengles.android.common.riGraphicTools;


public class GLRenderer implements GLSurfaceView.Renderer 

{	
	
//neu

	
	
	
	//neu ende
	
	/** Used for debug logs. */
	private static final String TAG = "LessonFiveRenderer";
	
//	private final Context mActivityContext;
	
	/**
	 * Store the model matrix. This matrix is used to move models from object space (where each model can be thought
	 * of being located at the center of the universe) to world space.
	 */
	private float[] mModelMatrix = new float[16];

	/**
	 * Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
	 * it positions things relative to our eye.
	 */
	private float[] mViewMatrix = new float[16];

	/** Store the projection matrix. This is used to project the scene onto a 2D viewport. */
	private float[] mProjectionMatrix = new float[16];
	
	/** Allocate storage for the final combined matrix. This will be passed into the shader program. */
	private float[] mMVPMatrix = new float[16];
	
	/** Store our model data in a float buffer. */
	private final FloatBuffer mCubePositions;
	private final FloatBuffer mCubeColors;	
	
	/** This will be used to pass in the transformation matrix. */
	private int mMVPMatrixHandle;				
	
	/** This will be used to pass in model position information. */
	private int mPositionHandle;
	
	/** This will be used to pass in model color information. */
	private int mColorHandle;		

	/** How many bytes per float. */
	private final int mBytesPerFloat = 4;	
	
	/** Size of the position data in elements. */
	private final int mPositionDataSize = 3;	
	
	/** Size of the color data in elements. */
	private final int mColorDataSize = 4;					
	
	/** This is a handle to our cube shading program. */
	private int mProgramHandle;		
	
	/** This will be used to switch between blending mode and regular mode. */
	private boolean mBlending = true;
	
	private float aaa = 1.0f;
	
	public static final String fs_SolidColor =
			"precision mediump float;" +
					"varying vec4 v_Color; "+
		    "void main() {" +
		    "  gl_FragColor = v_Color;" +
		    "}"; 
	
	public static final String vs_SolidColor =
			"uniform mat4 u_MVPMatrix;"	+   		             				  			
	"attribute vec4 a_Position;"+	 				
	"attribute vec4 a_Color;"	+			 				       		
	"varying vec4 v_Color;"     +    		    		
	"void main()"              +                                   	
	"{"                        +                                	           		
	"	v_Color = a_Color;"	+
	"	gl_Position = u_MVPMatrix * a_Position;"   +                    		  
	"}"; 
			   		             				  			
						
			       		    		
	  
	
	
	
	/**
	 * Initialize the model data.
	 */
	public GLRenderer(final Context activityContext)
	{	
	//	mActivityContext = activityContext;
		
		// Define points for a cube.
		// X, Y, Z
		final float[] p1p = {aaa, 1.0f, 1.0f};					
		final float[] p2p = {1.0f, 1.0f, 1.0f};
		final float[] p3p = {-1.0f, -1.0f, 1.0f};
		final float[] p4p = {1.0f, -1.0f, 1.0f};
		final float[] p5p = {-1.0f, 1.0f, -1.0f};
		final float[] p6p = {1.0f, 1.0f, -1.0f};
		final float[] p7p = {-1.0f, -1.0f, -1.0f};
		final float[] p8p = {1.0f, -1.0f, -1.0f};		
		
		final float[] cubePositionData = ShapeBuilder.generateCubeData(p1p, p2p, p3p, p4p, p5p, p6p, p7p, p8p, p1p.length);
		
		// Points of the cube: color information
		// R, G, B, A
		final float[] p1c = {1.0f, 0.0f, 0.0f, 1.0f};		// red			
		final float[] p2c = {1.0f, 0.0f, 1.0f, 1.0f};		// magenta
		final float[] p3c = {0.0f, 0.0f, 0.0f, 1.0f};		// black
		final float[] p4c = {0.0f, 0.0f, 1.0f, 1.0f};		// blue
		final float[] p5c = {1.0f, 1.0f, 0.0f, 1.0f};		// yellow
		final float[] p6c = {1.0f, 1.0f, 1.0f, 1.0f};		// white
		final float[] p7c = {0.0f, 1.0f, 0.0f, 1.0f};		// green
		final float[] p8c = {0.0f, 1.0f, 1.0f, 1.0f};		// cyan
		
		final float[] cubeColorData = ShapeBuilder.generateCubeData(p1c, p2c, p3c, p4c, p5c, p6c, p7c, p8c, p1c.length);				
		
		// Initialize the buffers.
		mCubePositions = ByteBuffer.allocateDirect(cubePositionData.length * mBytesPerFloat)
        .order(ByteOrder.nativeOrder()).asFloatBuffer();							
		mCubePositions.put(cubePositionData).position(0);		
		
		mCubeColors = ByteBuffer.allocateDirect(cubeColorData.length * mBytesPerFloat)
        .order(ByteOrder.nativeOrder()).asFloatBuffer();							
		mCubeColors.put(cubeColorData).position(0);
	}								  
	
//	protected String getVertexShader()
//	{
	//	return //RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.color_vertex_shader);
	//}
	
	//protected String getFragmentShader()
	//{
	//	return RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.color_fragment_shader);
	//} 
	
	public void switchMode()
	{				
		mBlending = !mBlending;
		
		if (mBlending)
		{
			aaa = -1.0f;
			
			// Define points for a cube.
			// X, Y, Z
			final float[] p1p = {aaa, 1.0f, 1.0f};					
			final float[] p2p = {1.0f, 1.0f, 1.0f};
			final float[] p3p = {-1.0f, -1.0f, 1.0f};
			final float[] p4p = {1.0f, -1.0f, 1.0f};
			final float[] p5p = {-1.0f, 1.0f, -1.0f};
			final float[] p6p = {1.0f, 1.0f, -1.0f};
			final float[] p7p = {-1.0f, -1.0f, -1.0f};
			final float[] p8p = {1.0f, -1.0f, -1.0f};		
			
	
			final float[] cubePositionData = ShapeBuilder.generateCubeData(p1p, p2p, p3p, p4p, p5p, p6p, p7p, p8p, p1p.length);
			
		
			// Initialize the buffers.
		//	mCubePositions = ByteBuffer.allocateDirect(cubePositionData.length * mBytesPerFloat)
	    //    .order(ByteOrder.nativeOrder()).asFloatBuffer();							
			mCubePositions.put(cubePositionData).position(0);		
			
		//	mCubeColors = ByteBuffer.allocateDirect(cubeColorData.length * mBytesPerFloat)
	  //      .order(ByteOrder.nativeOrder()).asFloatBuffer();							
			//mCubeColors.put(cubeColorData).position(0);
			
			
			
			
			
			
			
			
			// No culling of back faces
			GLES20.glDisable(GLES20.GL_CULL_FACE);
			
			// No depth testing
			GLES20.glDisable(GLES20.GL_DEPTH_TEST);
			
			// Enable blending
		//	GLES20.glEnable(GLES20.GL_BLEND);
		//	GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE);		 	
		}
		else
		{
			aaa = -1.0f;
			// Cull back faces
			GLES20.glEnable(GLES20.GL_CULL_FACE);
			
			// Enable depth testing
		//	GLES20.glEnable(GLES20.GL_DEPTH_TEST);
			
			// Disable blending
		//	GLES20.glDisable(GLES20.GL_BLEND);
		}
	}
	
	@Override
	public void onSurfaceCreated(GL10 glUnused, EGLConfig config) 
	{				
		// Set the background clear color to black.
		GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		
		// No culling of back faces
		GLES20.glDisable(GLES20.GL_CULL_FACE);
		
		// No depth testing
		GLES20.glDisable(GLES20.GL_DEPTH_TEST);
		
		// Enable blending
		GLES20.glEnable(GLES20.GL_BLEND);
		GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE);
//		GLES20.glBlendEquation(GLES20.GL_FUNC_ADD);
			
		// Position the eye in front of the origin.
		final float eyeX = 0.0f;
		final float eyeY = 0.0f;
		final float eyeZ = -0.5f;

		// We are looking toward the distance
		final float lookX = 0.0f;
		final float lookY = 0.0f;
		final float lookZ = -5.0f;

		// Set our up vector. This is where our head would be pointing were we holding the camera.
		final float upX = 0.0f;
		final float upY = 1.0f;
		final float upZ = 0.0f;

		// Set the view matrix. This matrix can be said to represent the camera position.
		// NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
		// view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
		Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);		

		final String vertexShader = vs_SolidColor;  		
 	//	final String fragmentShader = getFragmentShader();			
 		//riGraphicTools.loadShader(GLES20.GL_FRAGMENT_SHADER, riGraphicTools.fs_SolidColor);
		final String fragmentShader = fs_SolidColor;
		
		final int vertexShaderHandle = ShaderHelper.compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);		
		final int fragmentShaderHandle = ShaderHelper.compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);		
		
		mProgramHandle = ShaderHelper.createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, 
				new String[] {"a_Position",  "a_Color"});								                                							                                            
	}	
		
	@Override
	public void onSurfaceChanged(GL10 glUnused, int width, int height) 
	{
		// Set the OpenGL viewport to the same size as the surface.
		GLES20.glViewport(0, 0, width, height);

		// Create a new perspective projection matrix. The height will stay the same
		// while the width will vary as per aspect ratio.
		final float ratio = (float) width / height;
		final float left = -ratio;
		final float right = ratio;
		final float bottom = -1.0f;
		final float top = 1.0f;
		final float near = 1.0f;
		final float far = 10.0f;
		
		Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
	}	

	@Override
	public void onDrawFrame(GL10 glUnused) 
	{
		
		
		if (mBlending)
		{
			GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
		}
		else
		{
			GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
		}
                
        // Do a complete rotation every 10 seconds.
        long time = SystemClock.uptimeMillis() % 10000L;        
        float angleInDegrees = (360.0f / 10000.0f) * ((int) time);                
        
        // Set our program
        GLES20.glUseProgram(mProgramHandle);
        
        // Set program handles for cube drawing.
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVPMatrix");                         
        mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Position");
        mColorHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Color");                                               
        
        // Draw some cubes.        
        Matrix.setIdentityM(mModelMatrix, 0);
        Matrix.translateM(mModelMatrix, 0, 4.0f, 0.0f, -7.0f);
        Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 1.0f, 0.0f, 0.0f);        
  		
		// Pass in the position information
		mCubePositions.position(0);		
        GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
        		0, mCubePositions);        
                
        GLES20.glEnableVertexAttribArray(mPositionHandle);        
        
        // Pass in the color information
        mCubeColors.position(0);
        GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
        		0, mCubeColors);        
        
        GLES20.glEnableVertexAttribArray(mColorHandle);               
        
		// This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
        // (which currently contains model * view).
        Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);                           
        
        // This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
        // (which now contains model * view * projection).
        Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

        // Pass in the combined matrix.
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);               
        
        // Draw the cube.
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);                               
	}			
	
	
	
	
}

..und die View

Java:
package de.carpelibrum.ufo;



import android.content.Context;
import android.opengl.GLSurfaceView;
import android.view.MotionEvent;



public class GLSurf extends GLSurfaceView 
{
	private GLRenderer mRenderer;
	
	
	public GLSurf(Context context) 
	{
		super(context);	
	}

	
	
	
	@Override
	public boolean onTouchEvent(MotionEvent event) 
	{
		if (event != null)
		{
			if (event.getAction() == MotionEvent.ACTION_DOWN)
			{
			
		
				if (mRenderer != null)
				{
					// Ensure we call switchMode() on the OpenGL thread.
					// queueEvent() is a method of GLSurfaceView that will do this for us.
					queueEvent(new Runnable()
					{
						@Override
						public void run()
						{
							mRenderer.switchMode();
						}
					});		
					
					return true;
				}
			}
		}
		
		return super.onTouchEvent(event);
	}

	// Hides superclass method.
	public void setRenderer(GLRenderer renderer) 
	{
		mRenderer = renderer;
		super.setRenderer(renderer);
	}
}
 

tomovic

Bekanntes Mitglied
... Nachtrag:

ich habe mich nochmal schlau gemacht, wegen meinem Problem.

ich kann nicht:
onDrawFrame(GL10 glUnused) und onDraw(Canvas canvas)
parallel benutzen.

Aber es ist doch möglich in meinem Projekt...

Nach Zeile 182:

Java:
Canvas canvas = null;
			Paint pinsel = new Paint();
			pinsel.setColor(Color.rgb(64, 64, 255));
			pinsel.setStrokeWidth(5);
		
			canvas.drawLine(0, 0, 55, 55, pinsel);
einfügen.
Eclipse merkert nicht.
Wenn ich das Display antippe wird Zeile 182 aufgerufen (ontouch) und dann stützt das Projekt ab,

Wie kann ich Canvas nutzen in Opengl?
 

Oben