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1page.title=Applying Projection and Camera Views
2parent.title=Displaying Graphics with OpenGL ES
3parent.link=index.html
4
5trainingnavtop=true
6previous.title=Drawing Shapes
7previous.link=draw.html
8next.title=Applying Projection and Camera Views
9next.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="#projection">Define a Projection</a></li>
19  <li><a href="#camera-view">Define a Camera View</a></li>
20  <li><a href="#transform">Apply Projection and Camera Transformations</a></li>
21</ol>
22
23<h2>You should also read</h2>
24<ul>
25  <li><a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a></li>
26</ul>
27
28<div class="download-box">
29 <a href="{@docRoot}shareables/training/OpenGLES.zip"
30class="button">Download the sample</a>
31 <p class="filename">OpenGLES.zip</p>
32</div>
33
34</div>
35</div>
36
37<p>In the OpenGL ES environment, projection and camera views allow you to display drawn objects in a
38way that more closely resembles how you see physical objects with your eyes. This simulation of
39physical viewing is done with mathematical transformations of drawn object coordinates:</p>
40
41<ul>
42  <li><em>Projection</em> - This transformation adjusts the coordinates of drawn objects based on
43the width and height of the {@link android.opengl.GLSurfaceView} where they are displayed. Without
44this calculation, objects drawn by OpenGL ES are skewed by the unequal proportions of the view
45window. A projection transformation typically only has to be calculated when the proportions of the
46OpenGL view are established or changed in the {@link
47android.opengl.GLSurfaceView.Renderer#onSurfaceChanged
48onSurfaceChanged()} method of your renderer. For more information about OpenGL ES projections and
49coordinate mapping, see <a
50href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">Mapping Coordinates for Drawn
51Objects</a>.</li>
52  <li><em>Camera View</em> - This transformation adjusts the coordinates of drawn objects based on a
53virtual camera position. It’s important to note that OpenGL ES does not define an actual camera
54object, but instead provides utility methods that simulate a camera by transforming the display of
55drawn objects. A camera view transformation might be calculated only once when you establish your
56{@link android.opengl.GLSurfaceView}, or might change dynamically based on user actions or your
57application’s function.</li>
58</ul>
59
60<p>This lesson describes how to create a projection and camera view and apply it to shapes drawn in
61your {@link android.opengl.GLSurfaceView}.</p>
62
63
64<h2 id="projection">Define a Projection</h2>
65
66<p>The data for a projection transformation is calculated in the {@link
67android.opengl.GLSurfaceView.Renderer#onSurfaceChanged onSurfaceChanged()}
68method of your {@link android.opengl.GLSurfaceView.Renderer} class. The following example code
69takes the height and width of the {@link android.opengl.GLSurfaceView} and uses it to populate a
70projection transformation {@link android.opengl.Matrix} using the {@link
71android.opengl.Matrix#frustumM Matrix.frustumM()} method:</p>
72
73<pre>
74&#64;Override
75public void onSurfaceChanged(GL10 unused, int width, int height) {
76    GLES20.glViewport(0, 0, width, height);
77
78    float ratio = (float) width / height;
79
80    // this projection matrix is applied to object coordinates
81    // in the onDrawFrame() method
82    Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
83}
84</pre>
85
86<p>This code populates a projection matrix, {@code mProjMatrix} which you can then combine with a
87camera view transformation in the {@link android.opengl.GLSurfaceView.Renderer#onDrawFrame
88onDrawFrame()} method, which is shown in the next section.</p>
89
90<p class="note"><strong>Note:</strong> Just applying a projection transformation to your
91drawing objects typically results in a very empty display. In general, you must also apply a camera
92view transformation in order for anything to show up on screen.</p>
93
94
95<h2 id="camera-view">Define a Camera View</h2>
96
97<p>Complete the process of transforming your drawn objects by adding a camera view transformation as
98part of the drawing process. In the following example code, the camera view transformation is
99calculated using the {@link android.opengl.Matrix#setLookAtM Matrix.setLookAtM()} method and then
100combined with the previously calculated projection matrix. The combined transformation matrices
101are then passed to the drawn shape.</p>
102
103<pre>
104&#64;Override
105public void onDrawFrame(GL10 unused) {
106    ...
107
108    // Set the camera position (View matrix)
109    Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
110
111    // Calculate the projection and view transformation
112    Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
113
114    // Draw shape
115    mTriangle.draw(mMVPMatrix);
116}
117</pre>
118
119
120<h2 id="#transform">Apply Projection and Camera Transformations</h2>
121
122<p>In order to use the combined projection and camera view transformation matrix shown in the
123previews sections, modify the {@code draw()} method of your graphic objects to accept the combined
124transformation matrix and apply it to the shape:</p>
125
126<pre>
127public void draw(float[] mvpMatrix) { // pass in the calculated transformation matrix
128    ...
129
130    // get handle to shape's transformation matrix
131    mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
132
133    // Apply the projection and view transformation
134    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
135
136    // Draw the triangle
137    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
138    ...
139}
140</pre>
141
142<p>Once you have correctly calulated and applied the projection and camera view transformations,
143your graphic objects are drawn in correct proportions and should look like this:</p>
144
145
146<img src="{@docRoot}images/opengl/ogl-triangle-projected.png">
147<p class="img-caption">
148<strong>Figure 1.</strong> Triangle drawn with a projection and camera view applied.</p>
149
150
151<p>Now that you have an application that displays your shapes in correct proportions, it's time to
152add motion to your shapes.</p>
153