应用投影和相机视图
使用集合让一切井井有条
根据您的偏好保存内容并对其进行分类。
在 OpenGL ES 环境中,投影和相机视图允许您以
更接近您用眼睛看实物的方式。这种模拟
实物观看是通过对绘制对象坐标进行数学转换完成的:
- 投影 - 这种转换可根据
GLSurfaceView
的宽度和高度。不包含
通过该计算,OpenGL ES 绘制的对象会被不等比例的视图所扭曲
窗口。投影转换通常只有在
OpenGL 视图是在渲染程序的 onSurfaceChanged()
方法中建立或更改的。有关 OpenGL ES 投影和
坐标映射, 请参阅
映射所绘制的坐标
对象。
- 相机视图 - 这种转换可根据
虚拟摄像头的位置。请务必注意,OpenGL ES 不会定义实际的相机
对象,而是提供了实用程序方法,通过将
绘制的对象。相机视图转换可能只计算一次,
GLSurfaceView
,也可以根据用户操作或您的
应用的功能。
本课介绍如何创建投影和相机视图,并将其应用于
您的GLSurfaceView
。
定义映射
投影转换的数据在 onSurfaceChanged()
中计算得出
方法中 GLSurfaceView.Renderer
类的构造函数。以下示例代码
接受 GLSurfaceView
的高度和宽度,并使用它来填充
投影转换 Matrix
(使用 Matrix.frustumM()
方法):
Kotlin
// vPMatrix is an abbreviation for "Model View Projection Matrix"
private val vPMatrix = FloatArray(16)
private val projectionMatrix = FloatArray(16)
private val viewMatrix = FloatArray(16)
override fun onSurfaceChanged(unused: GL10, width: Int, height: Int) {
GLES20.glViewport(0, 0, width, height)
val ratio: Float = width.toFloat() / height.toFloat()
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1f, 1f, 3f, 7f)
}
Java
// 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];
@Override
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);
}
此代码会填充投影矩阵 mProjectionMatrix
,然后您可以将该矩阵合并
并在 onDrawFrame()
方法中实现相机视图转换,这在下一节中将有所说明。
注意:只需将投影转换应用于
绘制对象通常会导致显示画面很空。一般来说,您还必须将相机
视图转换,以便在屏幕上显示任何内容。
定义相机视图
通过添加镜头视图转换函数来完成绘制对象的转换过程,如下所示
绘制程序的一部分在下面的示例代码中,相机视图
转换是使用 Matrix.setLookAtM()
计算的
方法,然后将该矩阵与之前计算的投影矩阵合并。组合
然后将转换矩阵传递给所绘制的形状。
Kotlin
override fun onDrawFrame(unused: GL10) {
...
// Set the camera position (View matrix)
Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, 3f, 0f, 0f, 0f, 0f, 1.0f, 0.0f)
// Calculate the projection and view transformation
Matrix.multiplyMM(vPMatrix, 0, projectionMatrix, 0, viewMatrix, 0)
// Draw shape
triangle.draw(vPMatrix)
Java
@Override
public void onDrawFrame(GL10 unused) {
...
// 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);
// Draw shape
triangle.draw(vPMatrix);
}
为了使用合并的投影和相机视图转换矩阵,如
预览部分,请先将矩阵变量添加到先前定义的顶点着色器
在 Triangle
类中:
Kotlin
class Triangle {
private val 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 var vPMatrixHandle: Int = 0
...
}
Java
public class Triangle {
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;
...
}
接下来,修改图形对象的 draw()
方法,以接受合并后的图像对象。
并将其应用于形状:
Kotlin
fun draw(mvpMatrix: FloatArray) { // pass in the calculated transformation matrix
...
// 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)
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount)
// Disable vertex array
GLES20.glDisableVertexAttribArray(positionHandle)
}
Java
public void draw(float[] mvpMatrix) { // pass in the calculated transformation matrix
...
// 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);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(positionHandle);
}
正确计算并应用投影和相机视图转换后,
您的图形对象应按正确比例绘制,并且应如下所示:
图 1. 应用了投影和相机视图后绘制的三角形。
现在,您已经有了按正确比例显示形状的应用,接下来该
为您的形状添加动画效果。
本页面上的内容和代码示例受内容许可部分所述许可的限制。Java 和 OpenJDK 是 Oracle 和/或其关联公司的注册商标。
最后更新时间 (UTC):2025-07-27。
[[["易于理解","easyToUnderstand","thumb-up"],["解决了我的问题","solvedMyProblem","thumb-up"],["其他","otherUp","thumb-up"]],[["没有我需要的信息","missingTheInformationINeed","thumb-down"],["太复杂/步骤太多","tooComplicatedTooManySteps","thumb-down"],["内容需要更新","outOfDate","thumb-down"],["翻译问题","translationIssue","thumb-down"],["示例/代码问题","samplesCodeIssue","thumb-down"],["其他","otherDown","thumb-down"]],["最后更新时间 (UTC):2025-07-27。"],[],[],null,["# Apply projection and camera views\n\nIn the OpenGL ES environment, projection and camera views allow you to display drawn objects in a\nway that more closely resembles how you see physical objects with your eyes. This simulation of\nphysical viewing is done with mathematical transformations of drawn object coordinates:\n\n- *Projection* - This transformation adjusts the coordinates of drawn objects based on the width and height of the [GLSurfaceView](/reference/android/opengl/GLSurfaceView) where they are displayed. Without this calculation, objects drawn by OpenGL ES are skewed by the unequal proportions of the view window. A projection transformation typically only has to be calculated when the proportions of the OpenGL view are established or changed in the [onSurfaceChanged()](/reference/android/opengl/GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10, int, int)) method of your renderer. For more information about OpenGL ES projections and coordinate mapping, see [Mapping coordinates for drawn\n objects](/develop/ui/views/graphics/opengl/about-opengl#coordinate-mapping).\n- *Camera View* - This transformation adjusts the coordinates of drawn objects based on a virtual camera position. It's important to note that OpenGL ES does not define an actual camera object, but instead provides utility methods that simulate a camera by transforming the display of drawn objects. A camera view transformation might be calculated only once when you establish your [GLSurfaceView](/reference/android/opengl/GLSurfaceView), or might change dynamically based on user actions or your application's function.\n\nThis lesson describes how to create a projection and camera view and apply it to shapes drawn in\nyour [GLSurfaceView](/reference/android/opengl/GLSurfaceView).\n\nDefine a projection\n-------------------\n\nThe data for a projection transformation is calculated in the [onSurfaceChanged()](/reference/android/opengl/GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10, int, int))\nmethod of your [GLSurfaceView.Renderer](/reference/android/opengl/GLSurfaceView.Renderer) class. The following example code\ntakes the height and width of the [GLSurfaceView](/reference/android/opengl/GLSurfaceView) and uses it to populate a\nprojection transformation [Matrix](/reference/android/opengl/Matrix) using the [Matrix.frustumM()](/reference/android/opengl/Matrix#frustumM(float[], int, float, float, float, float, float, float)) method: \n\n### Kotlin\n\n```kotlin\n// vPMatrix is an abbreviation for \"Model View Projection Matrix\"\nprivate val vPMatrix = FloatArray(16)\nprivate val projectionMatrix = FloatArray(16)\nprivate val viewMatrix = FloatArray(16)\n\noverride fun onSurfaceChanged(unused: GL10, width: Int, height: Int) {\n GLES20.glViewport(0, 0, width, height)\n\n val ratio: Float = width.toFloat() / height.toFloat()\n\n // this projection matrix is applied to object coordinates\n // in the onDrawFrame() method\n Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1f, 1f, 3f, 7f)\n}\n```\n\n### Java\n\n```java\n// vPMatrix is an abbreviation for \"Model View Projection Matrix\"\nprivate final float[] vPMatrix = new float[16];\nprivate final float[] projectionMatrix = new float[16];\nprivate final float[] viewMatrix = new float[16];\n\n@Override\npublic void onSurfaceChanged(GL10 unused, int width, int height) {\n GLES20.glViewport(0, 0, width, height);\n\n float ratio = (float) width / height;\n\n // this projection matrix is applied to object coordinates\n // in the onDrawFrame() method\n Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);\n}\n```\n\nThis code populates a projection matrix, `mProjectionMatrix` which you can then combine\nwith a camera view transformation in the [onDrawFrame()](/reference/android/opengl/GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10)) method, which is shown in the next section.\n\n**Note:** Just applying a projection transformation to your\ndrawing objects typically results in a very empty display. In general, you must also apply a camera\nview transformation in order for anything to show up on screen.\n\nDefine a camera view\n--------------------\n\nComplete the process of transforming your drawn objects by adding a camera view transformation as\npart of the drawing process in your renderer. In the following example code, the camera view\ntransformation is calculated using the [Matrix.setLookAtM()](/reference/android/opengl/Matrix#setLookAtM(float[], int, float, float, float, float, float, float, float, float, float))\nmethod and then combined with the previously calculated projection matrix. The combined\ntransformation matrices are then passed to the drawn shape. \n\n### Kotlin\n\n```kotlin\noverride fun onDrawFrame(unused: GL10) {\n ...\n // Set the camera position (View matrix)\n Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, 3f, 0f, 0f, 0f, 0f, 1.0f, 0.0f)\n\n // Calculate the projection and view transformation\n Matrix.multiplyMM(vPMatrix, 0, projectionMatrix, 0, viewMatrix, 0)\n\n // Draw shape\n triangle.draw(vPMatrix)\n```\n\n### Java\n\n```java\n@Override\npublic void onDrawFrame(GL10 unused) {\n ...\n // Set the camera position (View matrix)\n Matrix.setLookAtM(viewMatrix, 0, 0, 0, 3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);\n\n // Calculate the projection and view transformation\n Matrix.multiplyMM(vPMatrix, 0, projectionMatrix, 0, viewMatrix, 0);\n\n // Draw shape\n triangle.draw(vPMatrix);\n}\n```\n\nApply projection and camera transformations\n-------------------------------------------\n\nIn order to use the combined projection and camera view transformation matrix shown in the\npreviews sections, first add a matrix variable to the *vertex shader* previously defined\nin the `Triangle` class: \n\n### Kotlin\n\n```kotlin\nclass Triangle {\n\n private val vertexShaderCode =\n // This matrix member variable provides a hook to manipulate\n // the coordinates of the objects that use this vertex shader\n \"uniform mat4 uMVPMatrix;\" +\n \"attribute vec4 vPosition;\" +\n \"void main() {\" +\n // the matrix must be included as a modifier of gl_Position\n // Note that the uMVPMatrix factor *must be first* in order\n // for the matrix multiplication product to be correct.\n \" gl_Position = uMVPMatrix * vPosition;\" +\n \"}\"\n\n // Use to access and set the view transformation\n private var vPMatrixHandle: Int = 0\n\n ...\n}\n```\n\n### Java\n\n```java\npublic class Triangle {\n\n private final String vertexShaderCode =\n // This matrix member variable provides a hook to manipulate\n // the coordinates of the objects that use this vertex shader\n \"uniform mat4 uMVPMatrix;\" +\n \"attribute vec4 vPosition;\" +\n \"void main() {\" +\n // the matrix must be included as a modifier of gl_Position\n // Note that the uMVPMatrix factor *must be first* in order\n // for the matrix multiplication product to be correct.\n \" gl_Position = uMVPMatrix * vPosition;\" +\n \"}\";\n\n // Use to access and set the view transformation\n private int vPMatrixHandle;\n\n ...\n}\n```\n\nNext, modify the `draw()` method of your graphic objects to accept the combined\ntransformation matrix and apply it to the shape: \n\n### Kotlin\n\n```kotlin\nfun draw(mvpMatrix: FloatArray) { // pass in the calculated transformation matrix\n ...\n\n // get handle to shape's transformation matrix\n vPMatrixHandle = GLES20.glGetUniformLocation(mProgram, \"uMVPMatrix\")\n\n // Pass the projection and view transformation to the shader\n GLES20.glUniformMatrix4fv(vPMatrixHandle, 1, false, mvpMatrix, 0)\n\n // Draw the triangle\n GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount)\n\n // Disable vertex array\n GLES20.glDisableVertexAttribArray(positionHandle)\n}\n```\n\n### Java\n\n```java\npublic void draw(float[] mvpMatrix) { // pass in the calculated transformation matrix\n ...\n\n // get handle to shape's transformation matrix\n vPMatrixHandle = GLES20.glGetUniformLocation(mProgram, \"uMVPMatrix\");\n\n // Pass the projection and view transformation to the shader\n GLES20.glUniformMatrix4fv(vPMatrixHandle, 1, false, mvpMatrix, 0);\n\n // Draw the triangle\n GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);\n\n // Disable vertex array\n GLES20.glDisableVertexAttribArray(positionHandle);\n}\n```\n\nOnce you have correctly calculated and applied the projection and camera view transformations,\nyour graphic objects are drawn in correct proportions and should look like this:\n\n\n**Figure 1.** Triangle drawn with a projection and camera view applied.\n\nNow that you have an application that displays your shapes in correct proportions, it's time to\nadd motion to your shapes."]]