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commit 57051fc44b
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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>Sample11_8</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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#Wed Jan 05 21:56:15 CST 2011
eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
org.eclipse.jdt.core.compiler.compliance=1.6
org.eclipse.jdt.core.compiler.debug.lineNumber=generate
org.eclipse.jdt.core.compiler.debug.localVariable=generate
org.eclipse.jdt.core.compiler.debug.sourceFile=generate
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
org.eclipse.jdt.core.compiler.source=1.6

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
android:versionCode="1"
android:versionName="1.0" package="com.bn.Sample11_8">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name="com.bn.Sample11_8.Sample11_8Activity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<uses-sdk android:targetSdkVersion="8"></uses-sdk>
</manifest>

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
gl_FragColor = texture2D(sTexture, vTextureCoord);
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "build.properties", and override values to adapt the script to your
# project structure.
# Indicates whether an apk should be generated for each density.
split.density=false
# Project target.
target=android-8

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/* AUTO-GENERATED FILE. DO NOT MODIFY.
*
* This class was automatically generated by the
* aapt tool from the resource data it found. It
* should not be modified by hand.
*/
package com.bn.Sample11_8;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int basketball=0x7f020000;
public static final int icon=0x7f020001;
public static final int mdb=0x7f020002;
public static final int mdbtm=0x7f020003;
}
public static final class string {
public static final int app_name=0x7f030000;
}
}

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Sample11_8</string>
</resources>

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package com.bn.Sample11_8;
import static com.bn.Sample11_8.Constant.*;
//存储球运动过程中物理信息的对象所属类
public class BallForControl
{
public static final float TIME_SPAN=0.05f;//单位时间间隔
public static final float G=0.8f;//重力加速度
BallTextureByVertex btv;//用于绘制的篮球
float startY;//每轮起始点位置
float timeLive=0;//此周期存活时长
float currentY=0;//当前Y位置
float vy=0;//每轮初始速度
public BallForControl(BallTextureByVertex btv,float startYIn)
{
this.btv=btv;
this.startY=startYIn;
currentY=startYIn;
new Thread()
{//开启一个线程运动篮球
public void run()
{
while(true)
{
//此轮运动时间增加
timeLive+=TIME_SPAN;
//根据此轮起始Y坐标、此轮运动时间、此轮起始速度计算当前位置
float tempCurrY=startY-0.5f*G*timeLive*timeLive+vy*timeLive;
if(tempCurrY<=0)
{//若当前位置低于地面则碰到地面反弹
//反弹后起始位置为0
startY=0;
//反弹后起始速度
vy=-(vy-G*timeLive)*0.8f;
//反弹后此轮运动时间清0
timeLive=0;
//若速度小于阈值则停止运动
if(vy<0.35f)
{
currentY=0;
break;
}
}
else
{//若没有碰到地面则正常运动
currentY=tempCurrY;
}
try
{
Thread.sleep(20);
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
}.start();
}
public void drawSelf(int texId)
{//绘制物体自己
MatrixState.pushMatrix();
MatrixState.translate(0, UNIT_SIZE*BALL_SCALE+currentY, 0);
btv.drawSelf(texId);
MatrixState.popMatrix();
}
public void drawSelfMirror(int texId)
{//绘制 镜像体
MatrixState.pushMatrix();
MatrixState.translate(0, -UNIT_SIZE*BALL_SCALE-currentY, 0);
btv.drawSelf(texId);
MatrixState.popMatrix();
}
}

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package com.bn.Sample11_8;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import android.opengl.GLES20;
import static com.bn.Sample11_8.Constant.*;
import static com.bn.Sample11_8.ShaderUtil.createProgram;
//用于绘制的篮球
public class BallTextureByVertex
{
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
String mVertexShader;//顶点着色器
String mFragmentShader;//片元着色器
static float[] mMMatrix = new float[16];//具体物体的移动旋转矩阵
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; //顶点数量
public BallTextureByVertex(MySurfaceView mv,float scale)
{
//初始化顶点坐标与着色数据
initVertexData(scale);
//初始化shader
initShader(mv);
}
//初始化顶点坐标与着色数据的方法
public void initVertexData(float scale)
{
//获取切分整图的纹理数组
float[] texCoorArray=
generateTexCoor
(
(int)(360/ANGLE_SPAN), //纹理图切分的列数
(int)(180/ANGLE_SPAN) //纹理图切分的行数
);
int tc=0;//纹理数组计数器
int ts=texCoorArray.length;//纹理数组长度
ArrayList<Float> alVertix=new ArrayList<Float>();//存放顶点坐标的ArrayList
ArrayList<Float> alTexture=new ArrayList<Float>();//存放纹理坐标的ArrayList
for(float vAngle=90;vAngle>-90;vAngle=vAngle-ANGLE_SPAN)//垂直方向angleSpan度一份
{
for(float hAngle=360;hAngle>0;hAngle=hAngle-ANGLE_SPAN)//水平方向angleSpan度一份
{
//纵向横向各到一个角度后计算对应的此点在球面上的四边形顶点坐标
//并构建两个组成四边形的三角形
double xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
float x1=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));
float z1=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));
float y1=(float)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-ANGLE_SPAN));
float x2=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));
float z2=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));
float y2=(float)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-ANGLE_SPAN)));
xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-ANGLE_SPAN));
float x3=(float)(xozLength*Math.cos(Math.toRadians(hAngle-ANGLE_SPAN)));
float z3=(float)(xozLength*Math.sin(Math.toRadians(hAngle-ANGLE_SPAN)));
float y3=(float)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-ANGLE_SPAN)));
xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
float x4=(float)(xozLength*Math.cos(Math.toRadians(hAngle-ANGLE_SPAN)));
float z4=(float)(xozLength*Math.sin(Math.toRadians(hAngle-ANGLE_SPAN)));
float y4=(float)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
//构建第一三角形
alVertix.add(x1);alVertix.add(y1);alVertix.add(z1);
alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);
alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);
//构建第二三角形
alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);
alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);
alVertix.add(x3);alVertix.add(y3);alVertix.add(z3);
//第一三角形3个顶点的6个纹理坐标
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
//第二三角形3个顶点的6个纹理坐标
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
alTexture.add(texCoorArray[tc++%ts]);
}
}
vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3因为一个顶点有3个坐标
//将alVertix中的坐标值转存到一个int数组中
float vertices[]=new float[vCount*3];
for(int i=0;i<alVertix.size();i++)
{
vertices[i]=alVertix.get(i);
}
//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
//顶点纹理坐标数据的初始化
float texCoor[]=new float[alTexture.size()];//顶点纹理值数组
for(int i=0;i<alTexture.size();i++)
{
texCoor[i]=alTexture.get(i);
}
//创建顶点纹理坐标数据缓冲
ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length*4);
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
mTexCoorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
mTexCoorBuffer.put(texCoor);//向缓冲区中放入顶点着色数据
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
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_tex.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_tex.sh", mv.getResources());
//基于顶点着色器与片元着色器创建程序
mProgram = 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");
}
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);
}
//自动切分纹理产生纹理数组的方法
public float[] generateTexCoor(int bw,int bh)
{
float[] result=new float[bw*bh*6*2];
float sizew=1.0f/bw;//列数
float sizeh=1.0f/bh;//行数
int c=0;
for(int i=0;i<bh;i++)
{
for(int j=0;j<bw;j++)
{
//每行列一个矩形由两个三角形构成共六个点12个纹理坐标
float s=j*sizew;
float t=i*sizeh;
result[c++]=s;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t+sizeh;
}
}
return result;
}
}

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package com.bn.Sample11_8;
//常量类
public class Constant
{
public static final float UNIT_SIZE=0.8f;//球单位尺寸
public static final float BALL_SCALE=1.0f;//球单位尺寸
public static final float ANGLE_SPAN=11.25f;//将球进行单位切分的角度
}

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package com.bn.Sample11_8;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.Matrix;
//存储系统矩阵状态的类
public class MatrixState
{
private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
private static float[] currMatrix;//当前变换矩阵
public static float[] lightLocation=new float[]{0,0,0};//定位光光源位置
public static FloatBuffer cameraFB;
public static FloatBuffer lightPositionFB;
//保护变换矩阵的栈
static float[][] mStack=new float[10][16];
static int stackTop=-1;
public static void setInitStack()//获取不变换初始矩阵
{
currMatrix=new float[16];
Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
}
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;
}
//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);
}
}

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package com.bn.Sample11_8;
import java.io.IOException;
import java.io.InputStream;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.GLES20;
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 static com.bn.Sample11_8.Constant.*;
class MySurfaceView extends GLSurfaceView
{
private SceneRenderer mRenderer;//场景渲染器
int textureFloor;//系统分配的不透明地板纹理id
int textureFloorBTM;//系统分配的半透明地板纹理id
int textureBallId;//系统分配的篮球纹理id
public MySurfaceView(Context context) {
super(context);
this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0
mRenderer = new SceneRenderer(); //创建场景渲染器
setRenderer(mRenderer); //设置渲染器
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
TextureRect texRect;//表示地板的纹理矩形
BallTextureByVertex btbv;//用于绘制的球
BallForControl bfd;//用于控制的球
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);
//绘制反射面地板
texRect.drawSelf(textureFloor);
//绘制镜像体
bfd.drawSelfMirror( textureBallId);
//绘制半透明地板
//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);
texRect.drawSelf(textureFloorBTM);
//关闭混合
GLES20.glDisable(GLES20.GL_BLEND);
//绘制实际物体
bfd.drawSelf(textureBallId);
MatrixState.popMatrix();
}
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, 3, 100);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(0.0f,7.0f,7.0f,0,0f,0,0,1,0);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//设置屏幕背景色RGBA
GLES20.glClearColor(0.0f,0.0f,0.0f,1.0f);
//创建纹理矩形对对象
texRect=new TextureRect(MySurfaceView.this,4,2.568f);
//创建用于绘制的篮球对象
btbv=new BallTextureByVertex(MySurfaceView.this,BALL_SCALE);
//创建用于控制的篮球对象
bfd=new BallForControl(btbv,3f);
//关闭深度检测
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
//初始化纹理
textureFloor=initTexture(R.drawable.mdb);
textureFloorBTM=initTexture(R.drawable.mdbtm);
textureBallId=initTexture(R.drawable.basketball);
//打开背面剪裁
GLES20.glEnable(GLES20.GL_CULL_FACE);
//初始化变换矩阵
MatrixState.setInitStack();
}
}
public int initTexture(int drawableId)//textureId
{
//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_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);
//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;
}
}

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package com.bn.Sample11_8;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class Sample11_8Activity extends Activity {
private MySurfaceView mGLSurfaceView;
@Override
protected 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);
//设置为竖屏模式
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
//切换到主界面
//初始化GLSurfaceView
mGLSurfaceView = new MySurfaceView(this);
setContentView(mGLSurfaceView);
mGLSurfaceView.requestFocus();//获取焦点
mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
}
@Override
protected void onResume() {
super.onResume();
mGLSurfaceView.onResume();
}
@Override
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
}
}

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package com.bn.Sample11_8;
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;
}
}

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package com.bn.Sample11_8;
import static com.bn.Sample11_8.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
//表示地板的纹理矩形
public class TextureRect
{
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
String mVertexShader;//顶点着色器
String mFragmentShader;//片元着色器
static float[] mMMatrix = new float[16];//具体物体的移动旋转矩阵
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 TextureRect(MySurfaceView mv,float width,float height)
{
//初始化顶点坐标与着色数据
initVertexData(width,height);
//初始化shader
initShader(mv);
}
//初始化顶点坐标与着色数据的方法
public void initVertexData(float width,float height)
{
//顶点坐标数据的初始化
vCount=6;
final float UNIT_SIZE=1.0f;
float vertices[]=new float[]
{
-width*UNIT_SIZE,0,-height*UNIT_SIZE,
-width*UNIT_SIZE,0,height*UNIT_SIZE,
width*UNIT_SIZE,0,height*UNIT_SIZE,
width*UNIT_SIZE,0,height*UNIT_SIZE,
width*UNIT_SIZE,0,-height*UNIT_SIZE,
-width*UNIT_SIZE,0,-height*UNIT_SIZE,
};
//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
//顶点纹理坐标数据的初始化
float texCoor[]=new float[]//顶点颜色值数组每个顶点4个色彩值RGBA
{
0,0,0,0.642f,1,0.642f,
1,0.642f,1,0,0,0
};
//创建顶点纹理坐标数据缓冲
ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length*4);
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
mTexCoorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
mTexCoorBuffer.put(texCoor);//向缓冲区中放入顶点着色数据
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
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_tex.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_tex.sh", mv.getResources());
//基于顶点着色器与片元着色器创建程序
mProgram = 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");
}
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);
}
}