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>Sample13_2</name>
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<comment></comment>
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<projects>
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</projects>
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||||
<buildSpec>
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||||
<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>
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||||
<arguments>
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||||
</arguments>
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||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>org.eclipse.jdt.core.javabuilder</name>
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||||
<arguments>
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||||
</arguments>
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||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
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||||
<arguments>
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||||
</arguments>
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||||
</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 +1,12 @@
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#Wed Jan 05 21:56:15 CST 2011
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eclipse.preferences.version=1
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org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
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org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
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org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
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org.eclipse.jdt.core.compiler.compliance=1.6
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||||
org.eclipse.jdt.core.compiler.debug.lineNumber=generate
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org.eclipse.jdt.core.compiler.debug.localVariable=generate
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org.eclipse.jdt.core.compiler.debug.sourceFile=generate
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||||
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
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org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
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org.eclipse.jdt.core.compiler.source=1.6
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@@ -0,0 +1,15 @@
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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.Sample13_2">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".Sample13_2_Activity"
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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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<uses-sdk android:targetSdkVersion="8"></uses-sdk>
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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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uniform float angleSpan;//扭曲总角度跨度
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uniform float yStart;//Y坐标起始点
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uniform float ySpan;//Y坐标跨度
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void main()
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{
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//计算当前顶点角度跨度
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float tempAS= angleSpan*(aPosition.y-yStart)/ySpan;
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vec3 tPosition=aPosition;
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//若不是最下面一排顶点计算XZ位置
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if(aPosition.y>yStart)
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{
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tPosition.x=(cos(tempAS)*aPosition.x-sin(tempAS)*aPosition.z);
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tPosition.z=(sin(tempAS)*aPosition.x+cos(tempAS)*aPosition.z);
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}
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gl_Position = uMVPMatrix * vec4(tPosition,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 +1,13 @@
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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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# Indicates whether an apk should be generated for each density.
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split.density=false
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# Project target.
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target=android-8
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@@ -0,0 +1,20 @@
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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.Sample13_2;
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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 duke=0x7f020000;
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public static final int icon=0x7f020001;
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}
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public static final class string {
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public static final int app_name=0x7f030000;
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}
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}
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After Width: | Height: | Size: 48 KiB |
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After Width: | Height: | Size: 4.0 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 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">Sample13_2</string>
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</resources>
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@@ -0,0 +1,324 @@
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package com.bn.Sample13_2;
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import static com.bn.Sample13_2.ShaderUtil.createProgram;
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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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//代表软糖的长方体
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public class Cuboid
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{
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int mProgram;//自定义渲染管线着色器程序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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int uAngleSpanHandle;//扭曲总角度跨度引用id
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int uYStartHandle;//Y坐标起始引用id
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int uYSpanHandle;//Y坐标跨度引用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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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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final float Y_MAX=1.5f;
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final float Y_MIN=-1.5f;
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final int FD=6;
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final float hw=0.575f;
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float angleSpan=0;
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float angleStep=2f;
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public Cuboid(MySurfaceView mv)
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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();
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//初始化shader
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intShader(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()
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{
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//顶点坐标数据的初始化================begin============================
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vCount=FD*4*6;
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float vertices[]=new float[vCount*3];
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float texCoor[]=new float[vCount*2];
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float yStart=Y_MIN;
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float ySpan=(Y_MAX-Y_MIN)/FD;
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int count=0;
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int tCount=0;
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for(int i=0;i<FD;i++)
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{
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float x1=-hw;
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float y1=yStart;
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float z1=hw;
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float x2=hw;
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float y2=yStart;
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float z2=hw;
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float x3=hw;
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float y3=yStart;
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float z3=-hw;
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float x4=-hw;
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float y4=yStart;
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float z4=-hw;
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float x5=-hw;
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float y5=yStart+ySpan;
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float z5=hw;
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float x6=hw;
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float y6=yStart+ySpan;
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float z6=hw;
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float x7=hw;
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float y7=yStart+ySpan;
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float z7=-hw;
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float x8=-hw;
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float y8=yStart+ySpan;
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float z8=-hw;
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//512
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vertices[count++]=x5;
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vertices[count++]=y5;
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vertices[count++]=z5;
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vertices[count++]=x1;
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vertices[count++]=y1;
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vertices[count++]=z1;
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vertices[count++]=x2;
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vertices[count++]=y2;
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vertices[count++]=z2;
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//526
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vertices[count++]=x5;
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vertices[count++]=y5;
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vertices[count++]=z5;
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vertices[count++]=x2;
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vertices[count++]=y2;
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vertices[count++]=z2;
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vertices[count++]=x6;
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vertices[count++]=y6;
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vertices[count++]=z6;
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//
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vertices[count++]=x6;
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vertices[count++]=y6;
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vertices[count++]=z6;
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vertices[count++]=x2;
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vertices[count++]=y2;
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vertices[count++]=z2;
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vertices[count++]=x3;
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vertices[count++]=y3;
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vertices[count++]=z3;
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vertices[count++]=x6;
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vertices[count++]=y6;
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vertices[count++]=z6;
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vertices[count++]=x3;
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vertices[count++]=y3;
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vertices[count++]=z3;
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vertices[count++]=x7;
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vertices[count++]=y7;
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vertices[count++]=z7;
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vertices[count++]=x7;
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vertices[count++]=y7;
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vertices[count++]=z7;
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vertices[count++]=x3;
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vertices[count++]=y3;
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vertices[count++]=z3;
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vertices[count++]=x4;
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vertices[count++]=y4;
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vertices[count++]=z4;
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vertices[count++]=x7;
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vertices[count++]=y7;
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vertices[count++]=z7;
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vertices[count++]=x4;
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vertices[count++]=y4;
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vertices[count++]=z4;
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vertices[count++]=x8;
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vertices[count++]=y8;
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vertices[count++]=z8;
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vertices[count++]=x8;
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vertices[count++]=y8;
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vertices[count++]=z8;
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vertices[count++]=x4;
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vertices[count++]=y4;
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vertices[count++]=z4;
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vertices[count++]=x1;
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vertices[count++]=y1;
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vertices[count++]=z1;
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vertices[count++]=x8;
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vertices[count++]=y8;
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vertices[count++]=z8;
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vertices[count++]=x1;
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vertices[count++]=y1;
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vertices[count++]=z1;
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vertices[count++]=x5;
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vertices[count++]=y5;
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vertices[count++]=z5;
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yStart=yStart+ySpan;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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texCoor[tCount++]=0;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=1;
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texCoor[tCount++]=0;
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}
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//创建顶点坐标数据缓冲
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//vertices.length*4是因为一个整数四个字节
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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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//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
|
||||
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
|
||||
//顶点坐标数据的初始化================end============================
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||||
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||||
//顶点纹理坐标数据的初始化================begin============================
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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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||||
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
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||||
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
|
||||
//顶点纹理坐标数据的初始化================end============================
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||||
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||||
}
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||||
|
||||
//初始化shader
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||||
public void intShader(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_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);
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||||
//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");
|
||||
//获取程序中总扭曲角度跨度
|
||||
uAngleSpanHandle = GLES20.glGetUniformLocation(mProgram, "angleSpan");
|
||||
//获取程序中Y坐标起始引用id
|
||||
uYStartHandle = GLES20.glGetUniformLocation(mProgram, "yStart");
|
||||
//获取程序中Y坐标跨度引用id
|
||||
uYSpanHandle = GLES20.glGetUniformLocation(mProgram, "ySpan");
|
||||
}
|
||||
|
||||
public void drawSelf(int texId)
|
||||
{
|
||||
//制定使用某套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);
|
||||
//将顶点位置数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//将顶点纹理坐标数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maTexCoorHandle,
|
||||
2,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
2*4,
|
||||
mTexCoorBuffer
|
||||
);
|
||||
//启用顶点位置、纹理坐标数据
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
|
||||
|
||||
//绑定纹理
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
|
||||
|
||||
angleSpan=(float) (angleSpan+Math.toRadians(angleStep));
|
||||
if(Math.toDegrees(angleSpan)>90)
|
||||
{
|
||||
angleStep=-2f;
|
||||
}
|
||||
else if(Math.toDegrees(angleSpan)<-90)
|
||||
{
|
||||
angleStep=2f;
|
||||
}
|
||||
GLES20.glUniform1f(uAngleSpanHandle , angleSpan);
|
||||
GLES20.glUniform1f(uYStartHandle , Y_MIN);
|
||||
GLES20.glUniform1f(uYSpanHandle , Y_MAX-Y_MIN);
|
||||
try {
|
||||
Thread.sleep(20);
|
||||
} catch (InterruptedException e) {
|
||||
// TODO Auto-generated catch block
|
||||
e.printStackTrace();
|
||||
}
|
||||
//绘制纹理矩形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,130 @@
|
||||
package com.bn.Sample13_2;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.util.*;
|
||||
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[] lightLocationSun=new float[]{0,0,0};//太阳定位光光源位置
|
||||
public static FloatBuffer cameraFB;
|
||||
|
||||
public static Stack<float[]> mStack=new Stack<float[]>();//保护变换矩阵的栈
|
||||
|
||||
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
|
||||
{
|
||||
mStack.push(currMatrix.clone());
|
||||
}
|
||||
|
||||
public static void popMatrix()//恢复变换矩阵
|
||||
{
|
||||
currMatrix=mStack.pop();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
//设置摄像机
|
||||
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
|
||||
);
|
||||
|
||||
float[] cameraLocation=new float[3];//摄像机位置
|
||||
cameraLocation[0]=cx;
|
||||
cameraLocation[1]=cy;
|
||||
cameraLocation[2]=cz;
|
||||
|
||||
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
|
||||
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
|
||||
public static float[] getFinalMatrix()
|
||||
{
|
||||
float[] mMVPMatrix=new float[16];
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,120 @@
|
||||
package com.bn.Sample13_2;
|
||||
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 com.bn.Sample13_2.R;
|
||||
|
||||
import android.content.Context;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.BitmapFactory;
|
||||
|
||||
class MySurfaceView extends GLSurfaceView
|
||||
{
|
||||
private SceneRenderer mRenderer;//场景渲染器
|
||||
int textureDukeId;//系统分配的纹理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
|
||||
this.setKeepScreenOn(true);
|
||||
}
|
||||
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
Cuboid texRect;//纹理矩形
|
||||
|
||||
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.rotate(30, 0, 1, 0);
|
||||
//绘制纹理矩形
|
||||
texRect.drawSelf(textureDukeId);
|
||||
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, 1, 10);
|
||||
//调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(0,0,3,0f,0f,0f,0f,1.0f,0.0f);
|
||||
}
|
||||
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(0.0f,0.0f,0.0f,0.0f);
|
||||
//创建纹理矩形对对象
|
||||
texRect=new Cuboid(MySurfaceView.this);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
//初始化纹理
|
||||
textureDukeId=initTexture(R.drawable.duke);
|
||||
//关闭背面剪裁
|
||||
GLES20.glDisable(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===============begin===================
|
||||
InputStream is = this.getResources().openRawResource(drawableId);
|
||||
Bitmap bitmapTmp;
|
||||
try
|
||||
{
|
||||
bitmapTmp = BitmapFactory.decodeStream(is);
|
||||
}
|
||||
finally
|
||||
{
|
||||
try
|
||||
{
|
||||
is.close();
|
||||
}
|
||||
catch(IOException e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
//通过输入流加载图片===============end=====================
|
||||
|
||||
//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 +1,43 @@
|
||||
package com.bn.Sample13_2;
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample13_2_Activity 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);
|
||||
//设置为横屏模式
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample13_2;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user