Adding colors with OpenGL ES in Android

In the post Drawing a triangle with OpenGL ES in Android I explained how to draw a triangle without setting the colors, indeed, the triangle is gray.
In this post I add a few lines of code that allow you to change the color of the triangle starting from the code in Drawing a triangle with OpenGL ES in Android.

You can edit the same project created in Drawing a triangle with OpenGL ES in Android or create a new one and follow its first 3 steps.

  1. edit the file eu/lucazanini/opengl/shape/ShapeRenderer.java
    package eu.lucazanini.opengl.shape;
    
    import javax.microedition.khronos.egl.EGLConfig;
    import javax.microedition.khronos.opengles.GL10;
    import javax.microedition.khronos.opengles.GL11;
    
    import android.opengl.GLSurfaceView;
    
    public class ShapeRenderer implements GLSurfaceView.Renderer {
    
        private Triangle shape;
    
        public ShapeRenderer() {
    	shape = new Triangle();
        }
    
        @Override
        public void onDrawFrame(GL10 gl) {
    
    	gl.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
    
    	gl.glMatrixMode(GL11.GL_MODELVIEW);
    	gl.glLoadIdentity();
    
    	// gl.glTranslatef(1.0f, 0.0f, 0.0f);
    	// gl.glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
    
    	gl.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    	gl.glEnableClientState(GL11.GL_COLOR_ARRAY);
    
    	shape.draw(gl);
    
    	gl.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    	gl.glDisableClientState(GL11.GL_COLOR_ARRAY
        }
    
        @Override
        public void onSurfaceChanged(GL10 gl, int width, int height) {
    
    	gl.glViewport(0, 0, width, height);
    
    	float ratio;
    	float zNear = .1f;
    	float zFar = 1000f;
    	float fieldOfView = (float) Math.toRadians(30);
    	float size;
    
    	gl.glEnable(GL11.GL_NORMALIZE);
    
    	ratio = (float) width / (float) height;
    
    	gl.glMatrixMode(GL11.GL_PROJECTION);
    
    	size = zNear * (float) (Math.tan((double) (fieldOfView / 2.0f)));
    
    	gl.glFrustumf(-size, size, -size / ratio, size / ratio, zNear, zFar);
    
    	gl.glMatrixMode(GL11.GL_MODELVIEW);
        }
    
        @Override
        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    
    	gl.glDisable(GL11.GL_DITHER);
    
    	gl.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_FASTEST);
    
    	gl.glClearColor(0, 0, 0, 0);
    
    	gl.glEnable(GL11.GL_CULL_FACE);
    	gl.glFrontFace(GL11.GL_CCW);
    
    	gl.glShadeModel(GL11.GL_SMOOTH);
    
    	gl.glEnable(GL11.GL_DEPTH_TEST);
        }
    
    }
    

    the only difference with Drawing a triangle with OpenGL ES in Android is the lines 29 and 34

  2. edit the file eu/lucazanini/opengl/shape/Triangle.java
    package eu.lucazanini.opengl.shape;
    
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    
    import javax.microedition.khronos.opengles.GL10;
    import javax.microedition.khronos.opengles.GL11;
    
    public class Triangle {
    
        private FloatBuffer mFVertexBuffer;
        private ByteBuffer mIndexBuffer;
        private FloatBuffer mColorBuffer;
    
        public Triangle() {
    
    	float vertices[] = {
    		-0.5f, -0.29f, -10f, 
    		0.5f, -0.29f, -10f, 
    		0f, 0.58f, -10f 
        }; 
    
    	byte indices[] = { 0, 1, 2 };
    	
    	float colors[] = {
    	 1, 0, 0, 1, 
    		0, 1, 0, 1, 
    		0, 0, 1, 1 
    	};
    
    	mFVertexBuffer = makeFloatBuffer(vertices);
    
    	mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
    	mIndexBuffer.put(indices);
    	mIndexBuffer.position(0);
    	
    	mColorBuffer = makeFloatBuffer(colors);
        }
    
        public void draw(GL10 gl) {
    	gl.glVertexPointer(3, GL11.GL_FLOAT, 0, mFVertexBuffer);
    	gl.glColorPointer(4, GL11.GL_FLOAT, 0, mColorBuffer);
    	gl.glDrawElements(GL11.GL_TRIANGLES, 3, GL11.GL_UNSIGNED_BYTE, mIndexBuffer);
        }
    
        private static FloatBuffer makeFloatBuffer(float[] arr) {
    	ByteBuffer bb = ByteBuffer.allocateDirect(arr.length * 4);
    	bb.order(ByteOrder.nativeOrder());
    	FloatBuffer fb = bb.asFloatBuffer();
    	fb.put(arr);
    	fb.position(0);
    	return fb;
        }
    }
    

    in this class at the row 26 I add the variable colors that contains the information about colors to be assigned in correspondence of the 3 vertices;
    in the draw method at the row 43 I link the colors stored in the buffer mColorBuffer to the vertices of the triangle

  3. run the app
    colored triangle

References:
GLSurfaceView.Renderer
OpenGL ES 1.1 Reference Pages


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