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7
第11章 常用3D开发技巧案例/Sample11_9/.classpath
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7
第11章 常用3D开发技巧案例/Sample11_9/.classpath
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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>
|
||||
33
第11章 常用3D开发技巧案例/Sample11_9/.project
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第11章 常用3D开发技巧案例/Sample11_9/.project
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||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<projectDescription>
|
||||
<name>Sample11_9</name>
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||||
<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>
|
||||
17
第11章 常用3D开发技巧案例/Sample11_9/AndroidManifest.xml
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17
第11章 常用3D开发技巧案例/Sample11_9/AndroidManifest.xml
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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_9">
|
||||
<uses-sdk android:minSdkVersion="8" />
|
||||
|
||||
<application android:icon="@drawable/icon" android:label="@string/app_name">
|
||||
<activity android:name="com.bn.Sample11_9.Sample11_9Activity"
|
||||
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>
|
||||
</manifest>
|
||||
8
第11章 常用3D开发技巧案例/Sample11_9/assets/frag.sh
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8
第11章 常用3D开发技巧案例/Sample11_9/assets/frag.sh
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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
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||||
void main()
|
||||
{
|
||||
//给此片元从纹理中采样出颜色值
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gl_FragColor = texture2D(sTexture, vTextureCoord);
|
||||
}
|
||||
9
第11章 常用3D开发技巧案例/Sample11_9/assets/vertex.sh
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9
第11章 常用3D开发技巧案例/Sample11_9/assets/vertex.sh
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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
|
||||
}
|
||||
BIN
第11章 常用3D开发技巧案例/Sample11_9/bin/Sample11_9.apk
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第11章 常用3D开发技巧案例/Sample11_9/bin/Sample11_9.apk
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第11章 常用3D开发技巧案例/Sample11_9/bin/classes.dex
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第11章 常用3D开发技巧案例/Sample11_9/bin/classes.dex
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/FontUtil.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/FontUtil.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R$attr.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R$attr.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R$layout.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R$layout.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R$string.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R$string.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/R.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/TextRect.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/com/bn/Sample11_9/TextRect.class
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第11章 常用3D开发技巧案例/Sample11_9/bin/resources.ap_
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第11章 常用3D开发技巧案例/Sample11_9/bin/resources.ap_
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11
第11章 常用3D开发技巧案例/Sample11_9/default.properties
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11
第11章 常用3D开发技巧案例/Sample11_9/default.properties
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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.
|
||||
|
||||
# Project target.
|
||||
target=android-8
|
||||
23
第11章 常用3D开发技巧案例/Sample11_9/gen/com/bn/Sample11_9/R.java
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23
第11章 常用3D开发技巧案例/Sample11_9/gen/com/bn/Sample11_9/R.java
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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_9;
|
||||
|
||||
public final class R {
|
||||
public static final class attr {
|
||||
}
|
||||
public static final class drawable {
|
||||
public static final int icon=0x7f020000;
|
||||
}
|
||||
public static final class layout {
|
||||
public static final int main=0x7f030000;
|
||||
}
|
||||
public static final class string {
|
||||
public static final int app_name=0x7f040001;
|
||||
public static final int hello=0x7f040000;
|
||||
}
|
||||
}
|
||||
40
第11章 常用3D开发技巧案例/Sample11_9/proguard.cfg
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40
第11章 常用3D开发技巧案例/Sample11_9/proguard.cfg
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|
||||
-optimizationpasses 5
|
||||
-dontusemixedcaseclassnames
|
||||
-dontskipnonpubliclibraryclasses
|
||||
-dontpreverify
|
||||
-verbose
|
||||
-optimizations !code/simplification/arithmetic,!field/*,!class/merging/*
|
||||
|
||||
-keep public class * extends android.app.Activity
|
||||
-keep public class * extends android.app.Application
|
||||
-keep public class * extends android.app.Service
|
||||
-keep public class * extends android.content.BroadcastReceiver
|
||||
-keep public class * extends android.content.ContentProvider
|
||||
-keep public class * extends android.app.backup.BackupAgentHelper
|
||||
-keep public class * extends android.preference.Preference
|
||||
-keep public class com.android.vending.licensing.ILicensingService
|
||||
|
||||
-keepclasseswithmembernames class * {
|
||||
native <methods>;
|
||||
}
|
||||
|
||||
-keepclasseswithmembers class * {
|
||||
public <init>(android.content.Context, android.util.AttributeSet);
|
||||
}
|
||||
|
||||
-keepclasseswithmembers class * {
|
||||
public <init>(android.content.Context, android.util.AttributeSet, int);
|
||||
}
|
||||
|
||||
-keepclassmembers class * extends android.app.Activity {
|
||||
public void *(android.view.View);
|
||||
}
|
||||
|
||||
-keepclassmembers enum * {
|
||||
public static **[] values();
|
||||
public static ** valueOf(java.lang.String);
|
||||
}
|
||||
|
||||
-keep class * implements android.os.Parcelable {
|
||||
public static final android.os.Parcelable$Creator *;
|
||||
}
|
||||
BIN
第11章 常用3D开发技巧案例/Sample11_9/res/drawable-hdpi/icon.png
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第11章 常用3D开发技巧案例/Sample11_9/res/drawable-hdpi/icon.png
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第11章 常用3D开发技巧案例/Sample11_9/res/drawable-ldpi/icon.png
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第11章 常用3D开发技巧案例/Sample11_9/res/drawable-ldpi/icon.png
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After Width: | Height: | Size: 1.7 KiB |
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第11章 常用3D开发技巧案例/Sample11_9/res/drawable-mdpi/icon.png
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第11章 常用3D开发技巧案例/Sample11_9/res/drawable-mdpi/icon.png
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After Width: | Height: | Size: 2.5 KiB |
12
第11章 常用3D开发技巧案例/Sample11_9/res/layout/main.xml
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12
第11章 常用3D开发技巧案例/Sample11_9/res/layout/main.xml
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|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
android:orientation="vertical"
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="fill_parent"
|
||||
>
|
||||
<TextView
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="@string/hello"
|
||||
/>
|
||||
</LinearLayout>
|
||||
5
第11章 常用3D开发技巧案例/Sample11_9/res/values/strings.xml
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5
第11章 常用3D开发技巧案例/Sample11_9/res/values/strings.xml
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|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="hello">Hello World, Sample11_9Activity!</string>
|
||||
<string name="app_name">Sample11_9</string>
|
||||
</resources>
|
||||
@@ -0,0 +1,61 @@
|
||||
package com.bn.Sample11_9;
|
||||
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.Canvas;
|
||||
import android.graphics.Paint;
|
||||
|
||||
public class FontUtil
|
||||
{
|
||||
static int cIndex=0;
|
||||
static final float textSize=40;
|
||||
static int R=255;
|
||||
static int G=255;
|
||||
static int B=255;
|
||||
public static Bitmap generateWLT(String[] str,int width,int height)
|
||||
{
|
||||
Paint paint=new Paint();
|
||||
paint.setARGB(255, R, G, B);
|
||||
paint.setTextSize(textSize);
|
||||
paint.setTypeface(null);
|
||||
paint.setFlags(Paint.ANTI_ALIAS_FLAG);
|
||||
Bitmap bmTemp=Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
|
||||
Canvas canvasTemp = new Canvas(bmTemp);
|
||||
for(int i=0;i<str.length;i++)
|
||||
{
|
||||
canvasTemp.drawText(str[i], 0, textSize*i+(i-1)*5, paint);
|
||||
}
|
||||
return bmTemp;
|
||||
}
|
||||
static String[] content=
|
||||
{
|
||||
"赵客缦胡缨,吴钩霜雪明。",
|
||||
"银鞍照白马,飒沓如流星。",
|
||||
"十步杀一人,千里不留行。",
|
||||
"事了拂衣去,深藏身与名。",
|
||||
"闲过信陵饮,脱剑膝前横。",
|
||||
"将炙啖朱亥,持觞劝侯嬴。",
|
||||
"三杯吐然诺,五岳倒为轻。",
|
||||
"眼花耳热后,意气素霓生。",
|
||||
"救赵挥金槌,邯郸先震惊。",
|
||||
"千秋二壮士,煊赫大梁城。",
|
||||
"纵死侠骨香,不惭世上英。",
|
||||
"谁能书閤下,白首太玄经。",
|
||||
};
|
||||
//获得数组的方法
|
||||
public static String[] getContent(int length,String[] content)
|
||||
{
|
||||
String[] result=new String[length+1];
|
||||
for(int i=0;i<=length;i++)
|
||||
{
|
||||
result[i]=content[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
//更新颜色的方法
|
||||
public static void updateRGB()
|
||||
{
|
||||
R=(int)(255*Math.random());
|
||||
G=(int)(255*Math.random());
|
||||
B=(int)(255*Math.random());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,182 @@
|
||||
package com.bn.Sample11_9;
|
||||
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;
|
||||
}
|
||||
|
||||
//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 +1,112 @@
|
||||
package com.bn.Sample11_9;
|
||||
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
import android.graphics.Bitmap;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLUtils;
|
||||
|
||||
public class MySurfaceView extends GLSurfaceView
|
||||
{
|
||||
SceneRenderer mRender;
|
||||
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
|
||||
}
|
||||
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
TextRect tRect;
|
||||
int wlWidth=512;//文字纹理宽度
|
||||
int wlHeight=512;//文字纹理高度
|
||||
long timeStamp=System.currentTimeMillis();
|
||||
int texId=-1;
|
||||
@Override
|
||||
public void onDrawFrame(GL10 gl)
|
||||
{
|
||||
long tts=System.currentTimeMillis();
|
||||
if(tts-timeStamp>500)
|
||||
{
|
||||
timeStamp=tts;
|
||||
FontUtil.cIndex=(FontUtil.cIndex+1)%FontUtil.content.length;
|
||||
FontUtil.updateRGB();
|
||||
}
|
||||
|
||||
if(texId!=-1)
|
||||
{
|
||||
GLES20.glDeleteTextures(1, new int[]{texId}, 0);
|
||||
}
|
||||
//生成文字纹理
|
||||
Bitmap bm=FontUtil.generateWLT(FontUtil.getContent(FontUtil.cIndex, FontUtil.content), wlWidth, wlHeight);
|
||||
texId=initTexture(bm);
|
||||
|
||||
//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, 0, -2);
|
||||
tRect.drawSelf(texId);
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
@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.setProjectOrtho(-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(0,0,1,0,0,0,0f,1.0f,0.0f);
|
||||
}
|
||||
@Override
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config)
|
||||
{
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(0,0,0,1.0f);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
//打开背面剪裁
|
||||
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
||||
|
||||
MatrixState.setInitStack();
|
||||
tRect=new TextRect(MySurfaceView.this);
|
||||
}
|
||||
}
|
||||
//生成纹理的id
|
||||
public int initTexture(Bitmap bitmap)
|
||||
{
|
||||
//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);
|
||||
|
||||
//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
|
||||
bitmap, //纹理图像
|
||||
0 //纹理边框尺寸
|
||||
);
|
||||
bitmap.recycle(); //纹理加载成功后释放图片
|
||||
return textureId;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
package com.bn.Sample11_9;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.os.Bundle;
|
||||
|
||||
|
||||
public class Sample11_9Activity extends Activity
|
||||
{
|
||||
MySurfaceView mview;
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState)
|
||||
{
|
||||
super.onCreate(savedInstanceState);
|
||||
|
||||
mview = new MySurfaceView(this);
|
||||
mview.requestFocus();//ťńČĄ˝šľă
|
||||
mview.setFocusableInTouchMode(true);//ÉčÖĂÎŞżÉ´ĽżŘ
|
||||
setContentView(mview);
|
||||
|
||||
}
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
mview.onResume();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
mview.onPause();
|
||||
}
|
||||
}
|
||||
126
第11章 常用3D开发技巧案例/Sample11_9/src/com/bn/Sample11_9/ShaderUtil.java
Normal file
126
第11章 常用3D开发技巧案例/Sample11_9/src/com/bn/Sample11_9/ShaderUtil.java
Normal file
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample11_9;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
110
第11章 常用3D开发技巧案例/Sample11_9/src/com/bn/Sample11_9/TextRect.java
Normal file
110
第11章 常用3D开发技巧案例/Sample11_9/src/com/bn/Sample11_9/TextRect.java
Normal file
@@ -0,0 +1,110 @@
|
||||
package com.bn.Sample11_9;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
public class TextRect
|
||||
{
|
||||
static final float UNIT_SIZE=0.6f;
|
||||
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 TextRect(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,-UNIT_SIZE,0,
|
||||
UNIT_SIZE,-UNIT_SIZE,0,
|
||||
UNIT_SIZE,UNIT_SIZE,0,
|
||||
|
||||
UNIT_SIZE,UNIT_SIZE,0,
|
||||
-UNIT_SIZE,UNIT_SIZE,0,
|
||||
-UNIT_SIZE,-UNIT_SIZE,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);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user