I draw several 2D shapes using OpenGL and now I want to add the pinch/zoom. My view is perspective (top view). I assumed that it's 3D with z axis = 0.
Now, how should I change glfrustum and add on a touch method in my activity so that I could be able to pinch/zoom?
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 25);
I think it should be something like
gl.glFrustumf(-ratio, ratio, -1, 1, 1*zoom, 25*zoom);
but how should the touch method be written to change this zoom parameter for doing two finger zoom?
the problem is rendrer right now , I add zoom method at the end , but in zoom method it gives me error with gl.glfrustum while on onsurfacechanged it does not give me error with the same thing ! how could I fix that ?
public class GLrenderer implements Renderer {
public GLqueue tri;
public GLrenderer() {
tri = new GLqueue();
}
public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {
// TODO Auto-generated method stub
gl.glDisable(GL10.GL_DITHER);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glClearColor(.0f, .0f, .0f, 0f);
gl.glClearDepthf(1f);
}
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
gl.glDisable(GL10.GL_DITHER);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, -5, 0, 0, 0, 0, 2, 0);
//gl.glRotatef(1, 1, 0, 0);
// gl.glRotatef(10, 0, 0, 1);
tri.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height ) {
// TODO Auto-generated method stub
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 25);
}
public static void zoom(float d2) {
// TODO Auto-generated method stub
int zoom = (int) (zoom*d2);
gl.glFrustumf(-ratio, ratio, -1, 1, 1*zoom, 25*zoom);
}
}
If you have some float value that determines your zoom, you can use this:
glFrustum(left*zoom, right*zoom, bottom*zoom, top*zoom, near, far);
Here is an example:
excerpt from the OnTouchListener
public boolean onTouch(View v, MotionEvent event) {
switch(event.getAction()){
case MotionEvent.ACTION_DOWN:
pointers = 1;
return true;
case MotionEvent.ACTION_POINTER_2_DOWN:
pointers = 2;
distance = fingerDist(event);
return true;
case MotionEvent.ACTION_MOVE:
if( pointers == 2 ){
float newDist = fingerDist(event);
float d = distance/newDist;
renderer.zoom(d);
distance = newDist;
}
return true;
default:
return false;
}
}
protected final float fingerDist(MotionEvent event){
float x = event.getX(0) - event.getX(1);
float y = event.getY(0) - event.getY(1);
return FloatMath.sqrt(x * x + y * y);
}
From the renderer
:
public final void zoom(float mult){
zoom *= mult;
Matrix.frustumM(
pMatrix, 0,
zoom*left, zoom*right, zoom*bottom, zoom*top,
near, far);
}
Note that this code is written for gles 2.0 rather then 1.0, so instead of calling Matrix.frustumM()
you would call gl.glFrustumf()
. You might possibly have to post this operation to your gl-thread for it to work properly.
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