初次提交
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="src" path="gen"/>
|
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<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Sample11_1</name>
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<comment></comment>
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||||
<projects>
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</projects>
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<buildSpec>
|
||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>org.eclipse.jdt.core.javabuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
</buildSpec>
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||||
<natures>
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<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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@@ -0,0 +1,17 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="1"
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android:versionName="1.0" package="com.bn.Sample11_1">
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<uses-sdk android:minSdkVersion="8" />
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name="com.bn.Sample11_1.Sample11_1Activity"
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android:label="@string/app_name">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@@ -0,0 +1,8 @@
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precision mediump float;
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varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
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uniform sampler2D sTexture;//纹理内容数据
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void main()
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{
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//给此片元从纹理中采样出颜色值
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gl_FragColor = texture2D(sTexture, vTextureCoord);
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}
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uniform mat4 uMVPMatrix; //总变换矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
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}
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@@ -0,0 +1,11 @@
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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# To customize properties used by the Ant build system use,
|
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# "build.properties", and override values to adapt the script to your
|
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# project structure.
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# Project target.
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target=android-8
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@@ -0,0 +1,25 @@
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/* AUTO-GENERATED FILE. DO NOT MODIFY.
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*
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* This class was automatically generated by the
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* aapt tool from the resource data it found. It
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* should not be modified by hand.
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*/
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package com.bn.Sample11_1;
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public final class R {
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public static final class attr {
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}
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public static final class drawable {
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public static final int desert=0x7f020000;
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public static final int icon=0x7f020001;
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public static final int tree=0x7f020002;
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}
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public static final class layout {
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public static final int main=0x7f030000;
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}
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public static final class string {
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public static final int app_name=0x7f040001;
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public static final int hello=0x7f040000;
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}
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}
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@@ -0,0 +1,40 @@
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-optimizationpasses 5
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-dontusemixedcaseclassnames
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-dontskipnonpubliclibraryclasses
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||||
-dontpreverify
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-verbose
|
||||
-optimizations !code/simplification/arithmetic,!field/*,!class/merging/*
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|
||||
-keep public class * extends android.app.Activity
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-keep public class * extends android.app.Application
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-keep public class * extends android.app.Service
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-keep public class * extends android.content.BroadcastReceiver
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-keep public class * extends android.content.ContentProvider
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-keep public class * extends android.app.backup.BackupAgentHelper
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-keep public class * extends android.preference.Preference
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-keep public class com.android.vending.licensing.ILicensingService
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-keepclasseswithmembernames class * {
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native <methods>;
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}
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-keepclasseswithmembers class * {
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public <init>(android.content.Context, android.util.AttributeSet);
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}
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-keepclasseswithmembers class * {
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public <init>(android.content.Context, android.util.AttributeSet, int);
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}
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-keepclassmembers class * extends android.app.Activity {
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public void *(android.view.View);
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}
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-keepclassmembers enum * {
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public static **[] values();
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public static ** valueOf(java.lang.String);
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}
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|
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-keep class * implements android.os.Parcelable {
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public static final android.os.Parcelable$Creator *;
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}
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After Width: | Height: | Size: 4.0 KiB |
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After Width: | Height: | Size: 106 KiB |
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After Width: | Height: | Size: 1.7 KiB |
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After Width: | Height: | Size: 2.5 KiB |
@@ -0,0 +1,12 @@
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<?xml version="1.0" encoding="utf-8"?>
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<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
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android:orientation="vertical"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent"
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>
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<TextView
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android:layout_width="fill_parent"
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android:layout_height="wrap_content"
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android:text="@string/hello"
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||||
/>
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</LinearLayout>
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||||
@@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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||||
<string name="hello">Hello World, Sample11_1Activity!</string>
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<string name="app_name">Sample11_1</string>
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</resources>
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@@ -0,0 +1,112 @@
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package com.bn.Sample11_1;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import android.opengl.GLES20;
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import static com.bn.Sample11_1.MySurfaceView.*;
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//表示沙漠的纹理矩形
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public class Desert
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{
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int mProgram;//自定义渲染管线程序id
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int muMVPMatrixHandle;//总变换矩阵引用id
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int maPositionHandle; //顶点位置属性引用id
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int maTexCoorHandle; //顶点纹理坐标属性引用id
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String mVertexShader;//顶点着色器
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String mFragmentShader;//片元着色器
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static float[] mMMatrix = new float[16];//具体物体的移动旋转矩阵
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FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
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FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
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int vCount=0;
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public Desert(MySurfaceView mv,float[] texCoor,int width,int height)
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{
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//初始化顶点坐标与着色数据
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initVertexData(texCoor,width,height);
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//初始化shader
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initShader(mv);
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}
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//初始化顶点坐标与着色数据的方法
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public void initVertexData(float[] texCoor,int width,int height)
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{
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vCount=6;
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float vertices[]=new float[]
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{
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-UNIT_SIZE*width,0,-UNIT_SIZE*height,
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UNIT_SIZE*width,0,-UNIT_SIZE*height,
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UNIT_SIZE*width,0,UNIT_SIZE*height,
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-UNIT_SIZE*width,0,-UNIT_SIZE*height,
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UNIT_SIZE*width,0,UNIT_SIZE*height,
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-UNIT_SIZE*width,0,UNIT_SIZE*height
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};
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//创建顶点坐标数据缓冲
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ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
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vbb.order(ByteOrder.nativeOrder());//设置字节顺序
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mVertexBuffer = vbb.asFloatBuffer();//转换为Float型缓冲
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mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
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mVertexBuffer.position(0);//设置缓冲区起始位置
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//创建顶点纹理坐标数据缓冲
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ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length*4);
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cbb.order(ByteOrder.nativeOrder());//设置字节顺序
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mTexCoorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
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mTexCoorBuffer.put(texCoor);//向缓冲区中放入顶点着色数据
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mTexCoorBuffer.position(0);//设置缓冲区起始位置
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}
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//初始化shader
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public void initShader(MySurfaceView mv)
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{
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//加载顶点着色器的脚本内容
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mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
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//加载片元着色器的脚本内容
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mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());
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//基于顶点着色器与片元着色器创建程序
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mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
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//获取程序中顶点位置属性引用id
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maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
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//获取程序中顶点纹理坐标属性引用id
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maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
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//获取程序中总变换矩阵引用id
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muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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}
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public void drawSelf(int texId)
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{
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//指定使用某套shader程序
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GLES20.glUseProgram(mProgram);
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//将最终变换矩阵传入shader程序
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GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
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//传送顶点位置数据
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GLES20.glVertexAttribPointer
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(
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maPositionHandle,
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3,
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GLES20.GL_FLOAT,
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false,
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3*4,
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mVertexBuffer
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);
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//传送顶点纹理坐标数据
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GLES20.glVertexAttribPointer
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(
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maTexCoorHandle,
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2,
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GLES20.GL_FLOAT,
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false,
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2*4,
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mTexCoorBuffer
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||||
);
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//允许顶点位置、纹理坐标数据数组
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GLES20.glEnableVertexAttribArray(maPositionHandle);
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GLES20.glEnableVertexAttribArray(maTexCoorHandle);
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//绑定纹理
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
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//绘制纹理矩形
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GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
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}
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}
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@@ -0,0 +1,182 @@
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package com.bn.Sample11_1;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import android.opengl.Matrix;
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//存储系统矩阵状态的类
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public class MatrixState
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{
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private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
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private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
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private static float[] currMatrix;//当前变换矩阵
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public static float[] lightLocation=new float[]{0,0,0};//定位光光源位置
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public static FloatBuffer cameraFB;
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public static FloatBuffer lightPositionFB;
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//保护变换矩阵的栈
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static float[][] mStack=new float[10][16];
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static int stackTop=-1;
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public static void setInitStack()//获取不变换初始矩阵
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{
|
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currMatrix=new float[16];
|
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Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
|
||||
}
|
||||
|
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public static void pushMatrix()//保护变换矩阵
|
||||
{
|
||||
stackTop++;
|
||||
for(int i=0;i<16;i++)
|
||||
{
|
||||
mStack[stackTop][i]=currMatrix[i];
|
||||
}
|
||||
}
|
||||
|
||||
public static void popMatrix()//恢复变换矩阵
|
||||
{
|
||||
for(int i=0;i<16;i++)
|
||||
{
|
||||
currMatrix[i]=mStack[stackTop][i];
|
||||
}
|
||||
stackTop--;
|
||||
}
|
||||
|
||||
public static void translate(float x,float y,float z)//设置沿xyz轴移动
|
||||
{
|
||||
Matrix.translateM(currMatrix, 0, x, y, z);
|
||||
}
|
||||
|
||||
public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴移动
|
||||
{
|
||||
Matrix.rotateM(currMatrix,0,angle,x,y,z);
|
||||
}
|
||||
|
||||
public static void scale(float x,float y,float z)
|
||||
{
|
||||
Matrix.scaleM(currMatrix,0, x, y, z);
|
||||
}
|
||||
|
||||
//插入自带矩阵
|
||||
public static void matrix(float[] self)
|
||||
{
|
||||
float[] result=new float[16];
|
||||
Matrix.multiplyMM(result,0,currMatrix,0,self,0);
|
||||
currMatrix=result;
|
||||
}
|
||||
|
||||
|
||||
//设置摄像机
|
||||
static ByteBuffer llbb= ByteBuffer.allocateDirect(3*4);
|
||||
static float[] cameraLocation=new float[3];//摄像机位置
|
||||
public static void setCamera
|
||||
(
|
||||
float cx, //摄像机位置x
|
||||
float cy, //摄像机位置y
|
||||
float cz, //摄像机位置z
|
||||
float tx, //摄像机目标点x
|
||||
float ty, //摄像机目标点y
|
||||
float tz, //摄像机目标点z
|
||||
float upx, //摄像机UP向量X分量
|
||||
float upy, //摄像机UP向量Y分量
|
||||
float upz //摄像机UP向量Z分量
|
||||
)
|
||||
{
|
||||
Matrix.setLookAtM
|
||||
(
|
||||
mVMatrix,
|
||||
0,
|
||||
cx,
|
||||
cy,
|
||||
cz,
|
||||
tx,
|
||||
ty,
|
||||
tz,
|
||||
upx,
|
||||
upy,
|
||||
upz
|
||||
);
|
||||
|
||||
cameraLocation[0]=cx;
|
||||
cameraLocation[1]=cy;
|
||||
cameraLocation[2]=cz;
|
||||
|
||||
llbb.clear();
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
cameraFB=llbb.asFloatBuffer();
|
||||
cameraFB.put(cameraLocation);
|
||||
cameraFB.position(0);
|
||||
}
|
||||
|
||||
//设置透视投影参数
|
||||
public static void setProjectFrustum
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
//设置正交投影参数
|
||||
public static void setProjectOrtho
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
//获取具体物体的总变换矩阵
|
||||
static float[] mMVPMatrix=new float[16];
|
||||
public static float[] getFinalMatrix()
|
||||
{
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
|
||||
return mMVPMatrix;
|
||||
}
|
||||
|
||||
//获取具体物体的变换矩阵
|
||||
public static float[] getMMatrix()
|
||||
{
|
||||
return currMatrix;
|
||||
}
|
||||
|
||||
//获取投影矩阵
|
||||
public static float[] getProjMatrix()
|
||||
{
|
||||
return mProjMatrix;
|
||||
}
|
||||
|
||||
//获取摄像机朝向的矩阵
|
||||
public static float[] getCaMatrix()
|
||||
{
|
||||
return mVMatrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//设置灯光位置的方法
|
||||
static ByteBuffer llbbL = ByteBuffer.allocateDirect(3*4);
|
||||
public static void setLightLocation(float x,float y,float z)
|
||||
{
|
||||
llbbL.clear();
|
||||
|
||||
lightLocation[0]=x;
|
||||
lightLocation[1]=y;
|
||||
lightLocation[2]=z;
|
||||
|
||||
llbbL.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
lightPositionFB=llbbL.asFloatBuffer();
|
||||
lightPositionFB.put(lightLocation);
|
||||
lightPositionFB.position(0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,220 @@
|
||||
package com.bn.Sample11_1;
|
||||
|
||||
import static com.bn.Sample11_1.Sample11_1Activity.*;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.util.Collections;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.BitmapFactory;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLUtils;
|
||||
import android.view.MotionEvent;
|
||||
|
||||
public class MySurfaceView extends GLSurfaceView
|
||||
{
|
||||
static final float UNIT_SIZE=1f;
|
||||
static float direction=0;//视线方向
|
||||
static float cx=0;//摄像机x坐标
|
||||
static float cz=15;//摄像机z坐标
|
||||
static final float DEGREE_SPAN=(float)(3.0/180.0f*Math.PI);//摄像机每次转动的角度
|
||||
//线程循环的标志位
|
||||
boolean flag=true;
|
||||
float x;
|
||||
float y;
|
||||
float Offset=15;
|
||||
SceneRenderer mRender;
|
||||
float preX;
|
||||
float preY;
|
||||
|
||||
public MySurfaceView(Context context)
|
||||
{
|
||||
super(context);
|
||||
this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0
|
||||
mRender = new SceneRenderer(); //创建场景渲染器
|
||||
setRenderer(mRender); //设置渲染器
|
||||
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean onTouchEvent(MotionEvent event)
|
||||
{
|
||||
x=event.getX();
|
||||
y=event.getY();
|
||||
switch(event.getAction())
|
||||
{
|
||||
case MotionEvent.ACTION_DOWN:
|
||||
flag=true;
|
||||
new Thread()
|
||||
{
|
||||
@Override
|
||||
public void run()
|
||||
{
|
||||
while(flag)
|
||||
{
|
||||
if(x>0&&x<WIDTH/2&&y>0&&y<HEIGHT/2)
|
||||
{//向前
|
||||
Offset=Offset-0.5f;
|
||||
}
|
||||
else if(x>WIDTH/2&&x<WIDTH&&y>0&&y<HEIGHT/2)
|
||||
{//向后
|
||||
Offset=Offset+0.5f;
|
||||
}
|
||||
else if(x>0&&x<WIDTH/2&&y>HEIGHT/2&&y<HEIGHT)
|
||||
{
|
||||
direction=direction+DEGREE_SPAN;
|
||||
}
|
||||
else if(x>WIDTH/2&&x<WIDTH&&y>HEIGHT/2&&y<HEIGHT)
|
||||
{
|
||||
direction=direction-DEGREE_SPAN;
|
||||
}
|
||||
try
|
||||
{
|
||||
Thread.sleep(100);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
}.start();
|
||||
break;
|
||||
case MotionEvent.ACTION_UP:
|
||||
flag=false;
|
||||
break;
|
||||
}
|
||||
//设置新的观察目标点XZ坐标
|
||||
cx=(float)(Math.sin(direction)*Offset);//观察目标点x坐标
|
||||
cz=(float)(Math.cos(direction)*Offset);//观察目标点z坐标
|
||||
|
||||
//计算所有树的朝向
|
||||
mRender.tg.calculateBillboardDirection();
|
||||
|
||||
//给树按照离视点的距离排序
|
||||
Collections.sort(mRender.tg.alist);
|
||||
//设置新的摄像机位置
|
||||
MatrixState.setCamera(cx,0,cz,0,0,0,0,1,0);
|
||||
return true;
|
||||
}
|
||||
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
TreeGroup tg;
|
||||
Desert desert;
|
||||
int treeId;
|
||||
int desertId;
|
||||
@Override
|
||||
public void onDrawFrame(GL10 gl)
|
||||
{
|
||||
//清除深度缓冲与颜色缓冲
|
||||
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
|
||||
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, -2, 0);
|
||||
desert.drawSelf(desertId);
|
||||
MatrixState.popMatrix();
|
||||
|
||||
//开启混合
|
||||
GLES20.glEnable(GLES20.GL_BLEND);
|
||||
//设置混合因子
|
||||
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, -2, 0);
|
||||
tg.drawSelf(treeId);
|
||||
MatrixState.popMatrix();
|
||||
//关闭混合
|
||||
GLES20.glDisable(GLES20.GL_BLEND);
|
||||
}
|
||||
@Override
|
||||
public void onSurfaceChanged(GL10 gl, int width, int height)
|
||||
{
|
||||
//设置视窗大小及位置
|
||||
GLES20.glViewport(0, 0, width, height);
|
||||
//计算GLSurfaceView的宽高比
|
||||
float ratio = (float) width / height;
|
||||
//调用此方法计算产生透视投影矩阵
|
||||
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 1, 100);
|
||||
//调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(cx,0,cz,0,0,0,0f,1.0f,0.0f);
|
||||
}
|
||||
@Override
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config)
|
||||
{
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(1.0f,1.0f,1.0f,1.0f);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
MatrixState.setInitStack();
|
||||
|
||||
tg=new TreeGroup(MySurfaceView.this);
|
||||
//初始化树顺序
|
||||
Collections.sort(mRender.tg.alist);
|
||||
desert=new Desert
|
||||
(
|
||||
MySurfaceView.this,
|
||||
new float[]
|
||||
{
|
||||
0,0, 0,6, 6,6,
|
||||
6,6, 6,0, 0,0
|
||||
} ,
|
||||
30,
|
||||
20
|
||||
);
|
||||
//初始化纹理
|
||||
treeId=initTexture(R.drawable.tree);
|
||||
desertId=initTexture(R.drawable.desert);
|
||||
}
|
||||
}
|
||||
//生成纹理的id
|
||||
public int initTexture(int drawableId)
|
||||
{
|
||||
//生成纹理ID
|
||||
int[] textures = new int[1];
|
||||
GLES20.glGenTextures
|
||||
(
|
||||
1, //产生的纹理id的数量
|
||||
textures, //纹理id的数组
|
||||
0 //偏移量
|
||||
);
|
||||
int textureId=textures[0];
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_REPEAT);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_REPEAT);
|
||||
|
||||
//通过输入流加载图片
|
||||
InputStream is = this.getResources().openRawResource(drawableId);
|
||||
Bitmap bitmapTmp;
|
||||
try
|
||||
{
|
||||
bitmapTmp = BitmapFactory.decodeStream(is);
|
||||
}
|
||||
finally
|
||||
{
|
||||
try
|
||||
{
|
||||
is.close();
|
||||
}
|
||||
catch(IOException e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
//实际加载纹理
|
||||
GLUtils.texImage2D
|
||||
(
|
||||
GLES20.GL_TEXTURE_2D, //纹理类型,在OpenGL ES中必须为GL10.GL_TEXTURE_2D
|
||||
0, //纹理的层次,0表示基本图像层,可以理解为直接贴图
|
||||
bitmapTmp, //纹理图像
|
||||
0 //纹理边框尺寸
|
||||
);
|
||||
bitmapTmp.recycle(); //纹理加载成功后释放图片
|
||||
return textureId;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
package com.bn.Sample11_1;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.util.DisplayMetrics;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
|
||||
public class Sample11_1Activity extends Activity
|
||||
{
|
||||
MySurfaceView mview;
|
||||
//屏幕对应的宽度和高度
|
||||
static float WIDTH;
|
||||
static float HEIGHT;
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState)
|
||||
{
|
||||
super.onCreate(savedInstanceState);
|
||||
//设置为全屏
|
||||
requestWindowFeature(Window.FEATURE_NO_TITLE);
|
||||
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN ,
|
||||
WindowManager.LayoutParams.FLAG_FULLSCREEN);
|
||||
//获得系统的宽度以及高度
|
||||
DisplayMetrics dm=new DisplayMetrics();
|
||||
getWindowManager().getDefaultDisplay().getMetrics(dm);
|
||||
if(dm.widthPixels>dm.heightPixels)
|
||||
{
|
||||
WIDTH=dm.widthPixels;
|
||||
HEIGHT=dm.heightPixels;
|
||||
}
|
||||
else
|
||||
{
|
||||
WIDTH=dm.heightPixels;
|
||||
HEIGHT=dm.widthPixels;
|
||||
}
|
||||
//设置为横屏模式
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
|
||||
mview = new MySurfaceView(this);
|
||||
mview.requestFocus();//获取焦点
|
||||
mview.setFocusableInTouchMode(true);//设置为可触控
|
||||
setContentView(mview);
|
||||
|
||||
}
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
mview.onResume();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
mview.onPause();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample11_1;
|
||||
|
||||
import java.io.ByteArrayOutputStream;
|
||||
import java.io.InputStream;
|
||||
|
||||
import android.content.res.Resources;
|
||||
import android.opengl.GLES20;
|
||||
import android.util.Log;
|
||||
|
||||
//加载顶点Shader与片元Shader的工具类
|
||||
public class ShaderUtil
|
||||
{
|
||||
//加载制定shader的方法
|
||||
public static int loadShader
|
||||
(
|
||||
int shaderType, //shader的类型 GLES20.GL_VERTEX_SHADER GLES20.GL_FRAGMENT_SHADER
|
||||
String source //shader的脚本字符串
|
||||
)
|
||||
{
|
||||
//创建一个新shader
|
||||
int shader = GLES20.glCreateShader(shaderType);
|
||||
//若创建成功则加载shader
|
||||
if (shader != 0)
|
||||
{
|
||||
//加载shader的源代码
|
||||
GLES20.glShaderSource(shader, source);
|
||||
//编译shader
|
||||
GLES20.glCompileShader(shader);
|
||||
//存放编译成功shader数量的数组
|
||||
int[] compiled = new int[1];
|
||||
//获取Shader的编译情况
|
||||
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
|
||||
if (compiled[0] == 0)
|
||||
{//若编译失败则显示错误日志并删除此shader
|
||||
Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
|
||||
Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
|
||||
GLES20.glDeleteShader(shader);
|
||||
shader = 0;
|
||||
}
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
//创建shader程序的方法
|
||||
public static int createProgram(String vertexSource, String fragmentSource)
|
||||
{
|
||||
//加载顶点着色器
|
||||
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
|
||||
if (vertexShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//加载片元着色器
|
||||
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
|
||||
if (pixelShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//创建程序
|
||||
int program = GLES20.glCreateProgram();
|
||||
//若程序创建成功则向程序中加入顶点着色器与片元着色器
|
||||
if (program != 0)
|
||||
{
|
||||
//向程序中加入顶点着色器
|
||||
GLES20.glAttachShader(program, vertexShader);
|
||||
checkGlError("glAttachShader");
|
||||
//向程序中加入片元着色器
|
||||
GLES20.glAttachShader(program, pixelShader);
|
||||
checkGlError("glAttachShader");
|
||||
//链接程序
|
||||
GLES20.glLinkProgram(program);
|
||||
//存放链接成功program数量的数组
|
||||
int[] linkStatus = new int[1];
|
||||
//获取program的链接情况
|
||||
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
||||
//若链接失败则报错并删除程序
|
||||
if (linkStatus[0] != GLES20.GL_TRUE)
|
||||
{
|
||||
Log.e("ES20_ERROR", "Could not link program: ");
|
||||
Log.e("ES20_ERROR", GLES20.glGetProgramInfoLog(program));
|
||||
GLES20.glDeleteProgram(program);
|
||||
program = 0;
|
||||
}
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
//检查每一步操作是否有错误的方法
|
||||
public static void checkGlError(String op)
|
||||
{
|
||||
int error;
|
||||
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR)
|
||||
{
|
||||
Log.e("ES20_ERROR", op + ": glError " + error);
|
||||
throw new RuntimeException(op + ": glError " + error);
|
||||
}
|
||||
}
|
||||
|
||||
//从sh脚本中加载shader内容的方法
|
||||
public static String loadFromAssetsFile(String fname,Resources r)
|
||||
{
|
||||
String result=null;
|
||||
try
|
||||
{
|
||||
InputStream in=r.getAssets().open(fname);
|
||||
int ch=0;
|
||||
ByteArrayOutputStream baos = new ByteArrayOutputStream();
|
||||
while((ch=in.read())!=-1)
|
||||
{
|
||||
baos.write(ch);
|
||||
}
|
||||
byte[] buff=baos.toByteArray();
|
||||
baos.close();
|
||||
in.close();
|
||||
result=new String(buff,"UTF-8");
|
||||
result=result.replaceAll("\\r\\n","\n");
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,56 @@
|
||||
package com.bn.Sample11_1;
|
||||
|
||||
import static com.bn.Sample11_1.MySurfaceView.*;
|
||||
|
||||
//单个的树类
|
||||
public class SingleTree implements Comparable<SingleTree>
|
||||
{
|
||||
float x;
|
||||
float z;
|
||||
float yAngle;
|
||||
TreeGroup tg;
|
||||
public SingleTree(float x,float z,float yAngle,TreeGroup tg)
|
||||
{
|
||||
this.x=x;
|
||||
this.z=z;
|
||||
this.yAngle=yAngle;
|
||||
this.tg=tg;
|
||||
}
|
||||
public void drawSelf(int texId)
|
||||
{
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(x, 0, z);
|
||||
MatrixState.rotate(yAngle, 0, 1, 0);
|
||||
tg.tfd.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
public void calculateBillboardDirection()
|
||||
{//根据摄像机位置计算树木面朝向
|
||||
float xspan=x-cx;
|
||||
float zspan=z-cz;
|
||||
|
||||
if(zspan<=0)
|
||||
{
|
||||
yAngle=(float)Math.toDegrees(Math.atan(xspan/zspan));
|
||||
}
|
||||
else
|
||||
{
|
||||
yAngle=180+(float)Math.toDegrees(Math.atan(xspan/zspan));
|
||||
}
|
||||
}
|
||||
@Override
|
||||
public int compareTo(SingleTree another)
|
||||
{
|
||||
//重写的比较两个树木离摄像机距离的方法
|
||||
float xs=x-cx;
|
||||
float zs=z-cz;
|
||||
|
||||
float xo=another.x-cx;
|
||||
float zo=another.z-cz;
|
||||
|
||||
float disA=(float)Math.sqrt(xs*xs+zs*zs);
|
||||
float disB=(float)Math.sqrt(xo*xo+zo*zo);
|
||||
|
||||
return ((disA-disB)==0)?0:((disA-disB)>0)?-1:1;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
package com.bn.Sample11_1;
|
||||
|
||||
import static com.bn.Sample11_1.MySurfaceView.*;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
public class TreeForDraw
|
||||
{
|
||||
int mProgram;//自定义渲染管线程序id
|
||||
int muMVPMatrixHandle;//总变换矩阵引用id
|
||||
int maPositionHandle; //顶点位置属性引用id
|
||||
int maTexCoorHandle; //顶点纹理坐标属性引用id
|
||||
|
||||
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
|
||||
int vCount=0;
|
||||
public TreeForDraw(MySurfaceView mv)
|
||||
{
|
||||
initVertexData();
|
||||
initShader(mv);
|
||||
}
|
||||
//初始化顶点数据的方法
|
||||
public void initVertexData()
|
||||
{
|
||||
vCount=6;
|
||||
float vertices[]=new float[]
|
||||
{
|
||||
-UNIT_SIZE*3,0,0,
|
||||
UNIT_SIZE*3,0,0,
|
||||
UNIT_SIZE*3,UNIT_SIZE*5,0,
|
||||
|
||||
UNIT_SIZE*3,UNIT_SIZE*5,0,
|
||||
-UNIT_SIZE*3,UNIT_SIZE*5,0,
|
||||
-UNIT_SIZE*3,0,0,
|
||||
};
|
||||
//创建顶点坐标数据缓冲
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer = vbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer.position(0);//设置缓冲区起始位置
|
||||
|
||||
float[] texcoor=new float[]
|
||||
{
|
||||
0,1, 1,1, 1,0,
|
||||
1,0, 0,0, 0,1
|
||||
};
|
||||
ByteBuffer tbb = ByteBuffer.allocateDirect(texcoor.length*4);
|
||||
tbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mTexCoorBuffer = tbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mTexCoorBuffer.put(texcoor);//向缓冲区中放入顶点坐标数据
|
||||
mTexCoorBuffer.position(0);//设置缓冲区起始位置
|
||||
}
|
||||
//初始化shader
|
||||
public void initShader(MySurfaceView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
String mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
|
||||
//加载片元着色器的脚本内容
|
||||
String mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());
|
||||
//基于顶点着色器与片元着色器创建程序
|
||||
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
|
||||
//获取程序中顶点位置属性引用id
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中顶点纹理坐标属性引用id
|
||||
maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
|
||||
//获取程序中总变换矩阵引用id
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
}
|
||||
//主绘制方法
|
||||
public void drawSelf(int texId)
|
||||
{
|
||||
//指定使用某套shader程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
//将最终变换矩阵传入shader程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
|
||||
//传送顶点位置数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//传送顶点纹理坐标数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maTexCoorHandle,
|
||||
2,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
2*4,
|
||||
mTexCoorBuffer
|
||||
);
|
||||
//允许顶点位置、纹理坐标数据数组
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
|
||||
|
||||
//绑定纹理
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
|
||||
|
||||
//绘制纹理矩形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
package com.bn.Sample11_1;
|
||||
|
||||
import static com.bn.Sample11_1.MySurfaceView.*;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
public class TreeGroup
|
||||
{
|
||||
TreeForDraw tfd;
|
||||
List<SingleTree> alist=new ArrayList<SingleTree>();
|
||||
|
||||
public TreeGroup(MySurfaceView mv)
|
||||
{
|
||||
tfd=new TreeForDraw(mv);
|
||||
alist.add(new SingleTree(0,0,0,this));
|
||||
alist.add(new SingleTree(8*UNIT_SIZE,0,0,this));
|
||||
alist.add(new SingleTree(5.7f*UNIT_SIZE,5.7f*UNIT_SIZE,0,this));
|
||||
alist.add(new SingleTree(0,-8*UNIT_SIZE,0,this));
|
||||
alist.add(new SingleTree(-5.7f*UNIT_SIZE,5.7f*UNIT_SIZE,0,this));
|
||||
alist.add(new SingleTree(-8*UNIT_SIZE,0,0,this));
|
||||
alist.add(new SingleTree(-5.7f*UNIT_SIZE,-5.7f*UNIT_SIZE,0,this));
|
||||
alist.add(new SingleTree(0,8*UNIT_SIZE,0,this));
|
||||
alist.add(new SingleTree(5.7f*UNIT_SIZE,-5.7f*UNIT_SIZE,0,this));
|
||||
}
|
||||
public void calculateBillboardDirection()
|
||||
{
|
||||
//计算列表中每个树木的朝向
|
||||
for(int i=0;i<alist.size();i++)
|
||||
{
|
||||
alist.get(i).calculateBillboardDirection();
|
||||
}
|
||||
}
|
||||
|
||||
public void drawSelf(int texId)
|
||||
{//绘制列表中的每个树木
|
||||
for(int i=0;i<alist.size();i++)
|
||||
{
|
||||
alist.get(i).drawSelf(texId);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user