<?xml version="1.0" encoding="utf-8"?><RelativeLayout xmlns:android="/apk/res/android"android:layout_width="fill_parent"android:layout_height="fill_parent"android:orientation="vertical" ><com.baidu.mapapi.map.MapViewandroid:id="@+id/bmapView"android:layout_width="match_parent"android:layout_height="fill_parent" /></RelativeLayout>
package baidumapsdk.demo;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.nio.ShortBuffer;import java.util.ArrayList;import java.util.List;import javax.microedition.khronos.opengles.GL10;import android.app.Activity;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Color;import android.graphics.PointF;import android.opengl.GLUtils;import android.os.Bundle;import android.util.Log;import com.baidu.mapapi.map.BaiduMap;import com.baidu.mapapi.map.BaiduMap.OnMapDrawFrameCallback;import com.baidu.mapapi.map.MapStatus;import com.baidu.mapapi.map.MapView;import com.baidu.mapapi.model.LatLng;/*** 此demo用来展示如何在地图绘制的每帧中再额外绘制一些用户自己的内容* * 介绍如何使用OpenGL绘制在地图中进行绘制*/public class OpenglDemo extends Activity implements OnMapDrawFrameCallback {private static final String LTAG = OpenglDemo.class.getSimpleName();// 地图相关MapView mMapView;BaiduMap mBaiduMap;Bitmap bitmap;private LatLng latlng1 = new LatLng(39.97923, 116.357428);LatLng latlng2 = new LatLng(39.94923, 116.397428);LatLng latlng3 = new LatLng(39.96923, 116.437428);private List<LatLng> latLngPolygon;{latLngPolygon = new ArrayList<LatLng>();latLngPolygon.add(latlng1);latLngPolygon.add(latlng2);latLngPolygon.add(latlng3);}private float[] vertexs;private FloatBuffer vertexBuffer;@Overridepublic void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);setContentView(R.layout.activity_opengl);// 初始化地图mMapView = (MapView) findViewById(R.id.bmapView);mBaiduMap = mMapView.getMap();//设置百度地图在每一帧绘制时的回调接口,该接口在绘制线程中调用mBaiduMap.setOnMapDrawFrameCallback(this);bitmap = BitmapFactory.decodeResource(this.getResources(),R.drawable.ground_overlay);}@Overrideprotected void onPause() {mMapView.onPause();super.onPause();}@Overrideprotected void onResume() {mMapView.onResume();// onResume 纹理失效textureId = -1;super.onResume();}@Overrideprotected void onDestroy() {mMapView.onDestroy();super.onDestroy();}/*** onMapDrawFrame(GL10 gl, MapStatus drawingMapStatus)* 地图每一帧绘制结束后回调接口,在此你可以绘制自己的内容* 参数:* gl - 地图 opengl引用* drawingMapStatus - 地图当前正在绘制时的地图状态* */public void onMapDrawFrame(GL10 gl, MapStatus drawingMapStatus) {/*** public final Projection getProjection()* 获取地图投影坐标转换器, 当地图初始化完成之前返回 null,* 在 OnMapLoadedCallback.onMapLoaded() 之后才能正常* 返回:地图投影坐标转换器* */if (mBaiduMap.getProjection() != null) {calPolylinePoint(drawingMapStatus);drawPolyline(gl, Color.argb(255, 255, 0, 0), vertexBuffer, 10, 3,drawingMapStatus);drawTexture(gl, bitmap, drawingMapStatus);}}public void calPolylinePoint(MapStatus mspStatus) {PointF[] polyPoints = new PointF[latLngPolygon.size()];vertexs = new float[3 * latLngPolygon.size()];int i = 0;for (LatLng xy : latLngPolygon) {/*** public PointF toOpenGLLocation(LatLng location,MapStatus mapStatus)* 将地理坐标转换成openGL坐标,在 OnMapDrawFrameCallback 的 onMapDrawFrame 函数中使用。* @param location - 地理坐标 如果传入 null 则返回null* mapStatus - 地图每一帧绘制时的地图状态 * @return openGL坐标* */polyPoints[i] = mBaiduMap.getProjection().toOpenGLLocation(xy,mspStatus);vertexs[i * 3] = polyPoints[i].x;vertexs[i * 3 + 1] = polyPoints[i].y;vertexs[i * 3 + 2] = 0.0f;i++;}for (int j = 0; j < vertexs.length; j++) {Log.d(LTAG, "vertexs[" + j + "]: " + vertexs[j]);}vertexBuffer = makeFloatBuffer(vertexs);}private FloatBuffer makeFloatBuffer(float[] fs) {ByteBuffer bb = ByteBuffer.allocateDirect(fs.length * 4);bb.order(ByteOrder.nativeOrder());FloatBuffer fb = bb.asFloatBuffer();fb.put(fs);fb.position(0);return fb;}private void drawPolyline(GL10 gl, int color, FloatBuffer lineVertexBuffer,float lineWidth, int pointSize, MapStatus drawingMapStatus) {gl.glEnable(GL10.GL_BLEND);gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);float colorA = Color.alpha(color) / 255f;float colorR = Color.red(color) / 255f;float colorG = Color.green(color) / 255f;float colorB = Color.blue(color) / 255f;gl.glVertexPointer(3, GL10.GL_FLOAT, 0, lineVertexBuffer);gl.glColor4f(colorR, colorG, colorB, colorA);gl.glLineWidth(lineWidth);gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, pointSize);gl.glDisable(GL10.GL_BLEND);gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);}int textureId = -1;/*** 使用opengl坐标绘制* * @param gl* @param bitmap* @param drawingMapStatus*/public void drawTexture(GL10 gl, Bitmap bitmap, MapStatus drawingMapStatus) {PointF p1 = mBaiduMap.getProjection().toOpenGLLocation(latlng2,drawingMapStatus);PointF p2 = mBaiduMap.getProjection().toOpenGLLocation(latlng3,drawingMapStatus);ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4 * 3 * 4);byteBuffer.order(ByteOrder.nativeOrder());FloatBuffer vertices = byteBuffer.asFloatBuffer();vertices.put(new float[] { p1.x, p1.y, 0.0f, p2.x, p1.y, 0.0f, p1.x,p2.y, 0.0f, p2.x, p2.y, 0.0f });ByteBuffer indicesBuffer = ByteBuffer.allocateDirect(6 * 2);indicesBuffer.order(ByteOrder.nativeOrder());ShortBuffer indices = indicesBuffer.asShortBuffer();indices.put(new short[] { 0, 1, 2, 1, 2, 3 });ByteBuffer textureBuffer = ByteBuffer.allocateDirect(4 * 2 * 4);textureBuffer.order(ByteOrder.nativeOrder());FloatBuffer texture = textureBuffer.asFloatBuffer();texture.put(new float[] { 0, 1f, 1f, 1f, 0f, 0f, 1f, 0f });indices.position(0);vertices.position(0);texture.position(0);// 生成纹理if (textureId == -1) {int textureIds[] = new int[1];gl.glGenTextures(1, textureIds, 0);textureId = textureIds[0];Log.d(LTAG, "textureId: " + textureId);gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_NEAREST);gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_NEAREST);gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);}gl.glEnable(GL10.GL_TEXTURE_2D);gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);gl.glEnable(GL10.GL_BLEND);gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);// 绑定纹理IDgl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertices);gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texture);gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 6, GL10.GL_UNSIGNED_SHORT,indices);gl.glDisable(GL10.GL_TEXTURE_2D);gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);gl.glDisable(GL10.GL_BLEND);}}