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      1 page.title=Drawing Shapes
      2 parent.title=Displaying Graphics with OpenGL ES
      3 parent.link=index.html
      4 
      5 trainingnavtop=true
      6 previous.title=Defining Shapes
      7 previous.link=environment.html
      8 next.title=Applying Projection and Camera Views
      9 next.link=projection.html
     10 
     11 @jd:body
     12 
     13 <div id="tb-wrapper">
     14 <div id="tb">
     15 
     16 <h2>This lesson teaches you to</h2>
     17 <ol>
     18   <li><a href="#initialize">Initialize Shapes</a></li>
     19   <li><a href="#draw">Draw a Shape</a></li>
     20 </ol>
     21 
     22 <h2>You should also read</h2>
     23 <ul>
     24   <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li>
     25 </ul>
     26 
     27 <div class="download-box">
     28  <a href="{@docRoot}shareables/training/OpenGLES.zip"
     29 class="button">Download the sample</a>
     30  <p class="filename">OpenGLES.zip</p>
     31 </div>
     32 
     33 </div>
     34 </div>
     35 
     36 <p>After you define shapes to be drawn with OpenGL, you probably want to draw them. Drawing shapes
     37 with the OpenGL ES 2.0 takes a bit more code than you might imagine, because the API provides a
     38 great deal of control over the graphics rendering pipeline.</p>
     39 
     40 <p>This lesson explains how to draw the shapes you defined in the previous lesson using the OpenGL
     41 ES 2.0 API.</p>
     42 
     43 
     44 <h2 id="initialize">Initialize Shapes</h2>
     45 
     46 <p>Before you do any drawing, you must initialize and load the shapes you plan to draw. Unless the
     47 structure (the original coordinates) of the shapes you use in your program change during the course
     48 of execution, you should initialize them in the {@link
     49 android.opengl.GLSurfaceView.Renderer#onSurfaceCreated onSurfaceCreated()} method of your renderer
     50 for memory and processing efficiency.</p>
     51 
     52 <pre>
     53 public void onSurfaceCreated(GL10 unused, EGLConfig config) {
     54     ...
     55 
     56     // initialize a triangle
     57     mTriangle = new Triangle();
     58     // initialize a square
     59     mSquare = new Square();
     60 }
     61 </pre>
     62 
     63 
     64 <h2 id="draw">Draw a Shape</h2>
     65 
     66 <p>Drawing a defined shape using OpenGL ES 2.0 requires a significant amount of code, because you
     67 must provide a lot of details to the graphics rendering pipeline. Specifically, you must define the
     68 following:</p>
     69 
     70 <ul>
     71   <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li>
     72   <li><em>Fragment Shader</em> - OpenGL ES code for rendering the face of a shape with colors or
     73 textures.</li>
     74   <li><em>Program</em> - An OpenGL ES object that contains the shaders you want to use for drawing
     75 one or more shapes.</li>
     76 </ul>
     77 
     78 <p>You need at least one vertex shader to draw a shape and one fragment shader to color that shape.
     79 These shaders must be complied and then added to an OpenGL ES program, which is then used to draw
     80 the shape. Here is an example of how to define basic shaders you can use to draw a shape:</p>
     81 
     82 <pre>
     83 private final String vertexShaderCode =
     84     "attribute vec4 vPosition;" +
     85     "void main() {" +
     86     "  gl_Position = vPosition;" +
     87     "}";
     88 
     89 private final String fragmentShaderCode =
     90     "precision mediump float;" +
     91     "uniform vec4 vColor;" +
     92     "void main() {" +
     93     "  gl_FragColor = vColor;" +
     94     "}";
     95 </pre>
     96 
     97 <p>Shaders contain OpenGL Shading Language (GLSL) code that must be compiled prior to using it in
     98 the OpenGL ES environment. To compile this code, create a utility method in your renderer class:</p>
     99 
    100 <pre>
    101 public static int loadShader(int type, String shaderCode){
    102 
    103     // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
    104     // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
    105     int shader = GLES20.glCreateShader(type);
    106 
    107     // add the source code to the shader and compile it
    108     GLES20.glShaderSource(shader, shaderCode);
    109     GLES20.glCompileShader(shader);
    110 
    111     return shader;
    112 }
    113 </pre>
    114 
    115 <p>In order to draw your shape, you must compile the shader code, add them to a OpenGL ES program
    116 object and then link the program. Do this in your drawn objects constructor, so it is only done
    117 once.</p>
    118 
    119 <p class="note"><strong>Note:</strong> Compiling OpenGL ES shaders and linking programs is expensive
    120 in terms of CPU cycles and processing time, so you should avoid doing this more than once. If you do
    121 not know the content of your shaders at runtime, you should build your code such that they only
    122 get created once and then cached for later use.</p>
    123 
    124 <pre>
    125 public Triangle() {
    126     ...
    127 
    128     int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
    129     int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
    130 
    131     mProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program
    132     GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
    133     GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
    134     GLES20.glLinkProgram(mProgram);                  // creates OpenGL ES program executables
    135 }
    136 </pre>
    137 
    138 <p>At this point, you are ready to add the actual calls that draw your shape. Drawing shapes with
    139 OpenGL ES requires that you specify several parameters to tell the rendering pipeline what you want
    140 to draw and how to draw it. Since drawing options can vary by shape, it's a good idea to have your
    141 shape classes contain their own drawing logic.</p>
    142 
    143 <p>Create a {@code draw()} method for drawing the shape. This code sets the position and
    144 color values to the shapes vertex shader and fragment shader, and then executes the drawing
    145 function.</p>
    146 
    147 <pre>
    148 public void draw() {
    149     // Add program to OpenGL ES environment
    150     GLES20.glUseProgram(mProgram);
    151 
    152     // get handle to vertex shader's vPosition member
    153     mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
    154 
    155     // Enable a handle to the triangle vertices
    156     GLES20.glEnableVertexAttribArray(mPositionHandle);
    157 
    158     // Prepare the triangle coordinate data
    159     GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
    160                                  GLES20.GL_FLOAT, false,
    161                                  vertexStride, vertexBuffer);
    162 
    163     // get handle to fragment shader's vColor member
    164     mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
    165 
    166     // Set color for drawing the triangle
    167     GLES20.glUniform4fv(mColorHandle, 1, color, 0);
    168 
    169     // Draw the triangle
    170     GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
    171 
    172     // Disable vertex array
    173     GLES20.glDisableVertexAttribArray(mPositionHandle);
    174 }
    175 </pre>
    176 
    177 <p>Once you have all this code in place, drawing this object just requires a call to the
    178 {@code draw()} method from within your renderers {@link
    179 android.opengl.GLSurfaceView.Renderer#onDrawFrame onDrawFrame()} method. When you run the
    180 application, it should look something like this:</p>
    181 
    182 <img src="{@docRoot}images/opengl/ogl-triangle.png">
    183 <p class="img-caption">
    184 <strong>Figure 1.</strong> Triangle drawn without a projection or camera view.</p>
    185 
    186 <p>There are a few problems with this code example. First of all, it is not going to impress your
    187 friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen
    188 orientation of the device. The reason the shape is skewed is due to the fact that the objects
    189 vertices have not been corrected for the proportions of the screen area where the {@link
    190 android.opengl.GLSurfaceView} is displayed. You can fix that problem using a projection and camera
    191 view in the next lesson.</p>
    192 
    193 <p>Lastly, the triangle is stationary, which is a bit boring. In the <a href="motion.html">Adding
    194 Motion</a> lesson, you make this shape rotate and make more interesting use of the OpenGL ES
    195 graphics pipeline.</p>