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7
第13章 顶点着色器的妙用/Sample13_4/.classpath
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第13章 顶点着色器的妙用/Sample13_4/.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"/>
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||||
</classpath>
|
||||
33
第13章 顶点着色器的妙用/Sample13_4/.project
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第13章 顶点着色器的妙用/Sample13_4/.project
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||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<projectDescription>
|
||||
<name>Sample13_4</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>
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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
|
||||
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
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||||
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
|
||||
15
第13章 顶点着色器的妙用/Sample13_4/AndroidManifest.xml
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第13章 顶点着色器的妙用/Sample13_4/AndroidManifest.xml
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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_4">
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||||
<application android:icon="@drawable/icon" android:label="@string/app_name">
|
||||
<activity android:name=".Sample13_4_Activity"
|
||||
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>
|
||||
10
第13章 顶点着色器的妙用/Sample13_4/assets/frag.sh
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第13章 顶点着色器的妙用/Sample13_4/assets/frag.sh
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precision mediump float;
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||||
uniform sampler2D sTexture;//纹理内容数据
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//接收从顶点着色器过来的参数
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varying vec2 vTextureCoord;
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void main()
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{
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//给此片元颜色值
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gl_FragColor = texture2D(sTexture, vTextureCoord);
|
||||
|
||||
}
|
||||
3129
第13章 顶点着色器的妙用/Sample13_4/assets/laoying01.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying01.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying02.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying02.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying03.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying03.obj
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22
第13章 顶点着色器的妙用/Sample13_4/assets/vertex.sh
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第13章 顶点着色器的妙用/Sample13_4/assets/vertex.sh
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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 vec3 bPosition; //顶点位置
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attribute vec3 cPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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uniform float uBfb;//变化百分比
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varying vec2 vTextureCoord;
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||||
|
||||
void main()
|
||||
{
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||||
vec3 tv;
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||||
if(uBfb<=1.0)
|
||||
{
|
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tv=mix(aPosition,bPosition,uBfb);
|
||||
}
|
||||
else
|
||||
{
|
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tv=mix(bPosition,cPosition,uBfb-1.0);
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}
|
||||
gl_Position = uMVPMatrix * vec4(tv,1);
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||||
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
|
||||
}
|
||||
BIN
第13章 顶点着色器的妙用/Sample13_4/bin/Sample13_4.apk
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第13章 顶点着色器的妙用/Sample13_4/bin/Sample13_4.apk
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第13章 顶点着色器的妙用/Sample13_4/bin/classes.dex
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第13章 顶点着色器的妙用/Sample13_4/bin/classes.dex
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/Constant.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/Constant.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/LoadUtil.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/LoadUtil.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/MatrixState.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/MatrixState.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R$attr.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R$attr.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R$drawable.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R$drawable.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R$string.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R$string.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/R.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/ShaderUtil.class
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第13章 顶点着色器的妙用/Sample13_4/bin/com/bn/Sample13_4/ShaderUtil.class
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第13章 顶点着色器的妙用/Sample13_4/bin/resources.ap_
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第13章 顶点着色器的妙用/Sample13_4/bin/resources.ap_
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13
第13章 顶点着色器的妙用/Sample13_4/default.properties
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13
第13章 顶点着色器的妙用/Sample13_4/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.
|
||||
|
||||
# Indicates whether an apk should be generated for each density.
|
||||
split.density=false
|
||||
# Project target.
|
||||
target=android-8
|
||||
20
第13章 顶点着色器的妙用/Sample13_4/gen/com/bn/Sample13_4/R.java
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第13章 顶点着色器的妙用/Sample13_4/gen/com/bn/Sample13_4/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.Sample13_4;
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||||
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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 icon=0x7f020000;
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||||
public static final int ttt=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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||||
}
|
||||
BIN
第13章 顶点着色器的妙用/Sample13_4/res/drawable-hdpi/icon.png
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第13章 顶点着色器的妙用/Sample13_4/res/drawable-hdpi/icon.png
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After Width: | Height: | Size: 4.0 KiB |
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第13章 顶点着色器的妙用/Sample13_4/res/drawable-hdpi/ttt.jpg
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第13章 顶点着色器的妙用/Sample13_4/res/drawable-hdpi/ttt.jpg
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After Width: | Height: | Size: 22 KiB |
4
第13章 顶点着色器的妙用/Sample13_4/res/values/strings.xml
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4
第13章 顶点着色器的妙用/Sample13_4/res/values/strings.xml
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||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<resources>
|
||||
<string name="app_name">Sample13_4</string>
|
||||
</resources>
|
||||
10
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/Constant.java
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10
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/Constant.java
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||||
package com.bn.Sample13_4;
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||||
//常量类
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||||
public class Constant
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||||
{
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||||
public static final float MAX_S_QHC=1.0f;//青花瓷最大S纹理坐标
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public static final float MAX_T_QHC=0.746f;//青花瓷最大T纹理坐标
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||||
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public static final float MAX_S_GHXP=1.0f;//国画小品最大S纹理坐标
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public static final float MAX_T_GHXP=1.0f;//国画小品最大T纹理坐标
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||||
}
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||||
198
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/GledeForDraw.java
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198
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/GledeForDraw.java
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|
||||
package com.bn.Sample13_4;
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
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||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
//加载后的物体——仅携带顶点信息,颜色随机
|
||||
public class GledeForDraw
|
||||
{
|
||||
int mProgram;//自定义渲染管线着色器程序id
|
||||
int muMVPMatrixHandle;//总变换矩阵引用
|
||||
int maPositionHandle1; //顶点位置属性引用
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||||
int maPositionHandle2; //顶点位置属性引用
|
||||
int maPositionHandle3; //顶点位置属性引用
|
||||
int maTexCoorHandle; //顶点纹理坐标属性引用
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int muBfbHandle;//变化百分比引用
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||||
String mVertexShader;//顶点着色器代码脚本
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||||
String mFragmentShader;//片元着色器代码脚本
|
||||
|
||||
FloatBuffer mVertexBuffer1;//顶点坐标数据缓冲
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||||
FloatBuffer mVertexBuffer2;//顶点坐标数据缓冲
|
||||
FloatBuffer mVertexBuffer3;//顶点坐标数据缓冲
|
||||
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
|
||||
|
||||
float[][] glede_one;
|
||||
float[] glede_two;
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||||
float[] glede_three;
|
||||
|
||||
int vCount=0;
|
||||
|
||||
int operator=1;
|
||||
float span=0.15f;
|
||||
float bfbCurr=0f;
|
||||
|
||||
public GledeForDraw(MySurfaceView mv)
|
||||
{
|
||||
//初始化顶点坐标与着色数据
|
||||
initVertexData(mv);
|
||||
//初始化shader
|
||||
intShader(mv);
|
||||
new Thread()
|
||||
{
|
||||
@Override
|
||||
public void run()
|
||||
{
|
||||
while(true)
|
||||
{
|
||||
bfbCurr=bfbCurr+operator*span;
|
||||
if(bfbCurr>2.0f)
|
||||
{
|
||||
bfbCurr=2.0f;
|
||||
operator=-operator;
|
||||
}
|
||||
else if(bfbCurr<0)
|
||||
{
|
||||
bfbCurr=0;
|
||||
operator=-operator;
|
||||
}
|
||||
try
|
||||
{
|
||||
Thread.sleep(50);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
}.start();
|
||||
}
|
||||
|
||||
//初始化顶点坐标与着色数据的方法
|
||||
public void initVertexData(MySurfaceView mv)
|
||||
{
|
||||
glede_one=LoadUtil.loadFromFileVertexOnly("laoying01.obj",mv);
|
||||
glede_two=LoadUtil.loadFromFileVertexOnly("laoying02.obj",mv)[0];
|
||||
glede_three=LoadUtil.loadFromFileVertexOnly("laoying03.obj",mv)[0];
|
||||
|
||||
//========================1=========================================
|
||||
vCount=glede_one.length/3;
|
||||
//创建顶点坐标数据缓冲
|
||||
//vertices.length*4是因为一个整数四个字节
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(glede_one[0].length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer1 = vbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mVertexBuffer1.put(glede_one[0]);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer1.position(0);//设置缓冲区起始位置
|
||||
//====================2==========================
|
||||
vCount=glede_two.length/3;
|
||||
//创建顶点坐标数据缓冲
|
||||
//vertices.length*4是因为一个整数四个字节
|
||||
vbb = ByteBuffer.allocateDirect(glede_two.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer2 = vbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mVertexBuffer2.put(glede_two);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer2.position(0);//设置缓冲区起始位置
|
||||
//---------------------------------3-----------------------------
|
||||
vCount=glede_three.length/3;
|
||||
//创建顶点坐标数据缓冲
|
||||
//vertices.length*4是因为一个整数四个字节
|
||||
vbb = ByteBuffer.allocateDirect(glede_three.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer3 = vbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mVertexBuffer3.put(glede_three);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer3.position(0);//设置缓冲区起始位置
|
||||
|
||||
//------------------纹理-----------------------------------------
|
||||
ByteBuffer tbb = ByteBuffer.allocateDirect(glede_one[1].length*4);
|
||||
tbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mTexCoorBuffer = tbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mTexCoorBuffer.put(glede_one[1]);//向缓冲区中放入顶点纹理坐标数据
|
||||
mTexCoorBuffer.position(0);//设置缓冲区起始位置
|
||||
//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
|
||||
//顶点纹理坐标数据的初始化================end============================
|
||||
}
|
||||
//初始化shader
|
||||
public void intShader(MySurfaceView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
|
||||
//加载片元着色器的脚本内容
|
||||
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
|
||||
maPositionHandle1 = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
maPositionHandle2 = GLES20.glGetAttribLocation(mProgram, "bPosition");
|
||||
maPositionHandle3 = GLES20.glGetAttribLocation(mProgram, "cPosition");
|
||||
//获取程序中总变换矩阵引用
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
//获取程序中顶点纹理坐标属性引用
|
||||
maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
|
||||
//变化百分比引用
|
||||
muBfbHandle= GLES20.glGetUniformLocation(mProgram, "uBfb");
|
||||
}
|
||||
|
||||
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);
|
||||
//将变化百分比传入shader程序
|
||||
GLES20.glUniform1f(muBfbHandle, bfbCurr);
|
||||
System.out.println(bfbCurr);
|
||||
//将顶点位置数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle1,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer1
|
||||
);
|
||||
//将顶点位置数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle2,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer2
|
||||
);
|
||||
//将顶点位置数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle3,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer3
|
||||
);
|
||||
//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、法向量、纹理坐标数据
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle1);
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle2);
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle3);
|
||||
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
|
||||
//绑定纹理
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
|
||||
//绘制加载的物体
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
}
|
||||
131
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/LoadUtil.java
Normal file
131
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/LoadUtil.java
Normal file
@@ -0,0 +1,131 @@
|
||||
package com.bn.Sample13_4;
|
||||
import java.io.BufferedReader;
|
||||
import java.io.InputStream;
|
||||
import java.io.InputStreamReader;
|
||||
import java.util.ArrayList;
|
||||
import android.util.Log;
|
||||
import static com.bn.Sample13_4.Constant.*;
|
||||
|
||||
public class LoadUtil
|
||||
{
|
||||
//从obj文件中加载携带顶点信息的物体,并自动计算每个顶点的平均法向量
|
||||
public static float[][] loadFromFileVertexOnly(String fname,MySurfaceView mv)
|
||||
{
|
||||
float [][] gledeInfo=new float[2][];
|
||||
|
||||
//原始顶点坐标列表--直接从obj文件中加载
|
||||
ArrayList<Float> alv=new ArrayList<Float>();
|
||||
//顶点组装面索引列表--根据面的信息从文件中加载
|
||||
ArrayList<Integer> alFaceIndex=new ArrayList<Integer>();
|
||||
//结果顶点坐标列表--按面组织好
|
||||
ArrayList<Float> alvResult=new ArrayList<Float>();
|
||||
//平均前各个索引对应的点的法向量集合Map
|
||||
//原始纹理坐标列表
|
||||
ArrayList<Float> alt=new ArrayList<Float>();
|
||||
//纹理坐标结果列表
|
||||
ArrayList<Float> altResult=new ArrayList<Float>();
|
||||
|
||||
try
|
||||
{
|
||||
InputStream in=mv.getResources().getAssets().open(fname);
|
||||
InputStreamReader isr=new InputStreamReader(in);
|
||||
BufferedReader br=new BufferedReader(isr);
|
||||
String temps=null;
|
||||
|
||||
//扫面文件,根据行类型的不同执行不同的处理逻辑
|
||||
while((temps=br.readLine())!=null)
|
||||
{
|
||||
//用空格分割行中的各个组成部分
|
||||
String[] tempsa=temps.split("[ ]+");
|
||||
if(tempsa[0].trim().equals("v"))
|
||||
{//此行为顶点坐标
|
||||
//若为顶点坐标行则提取出此顶点的XYZ坐标添加到原始顶点坐标列表中
|
||||
alv.add(Float.parseFloat(tempsa[1]));
|
||||
alv.add(Float.parseFloat(tempsa[2]));
|
||||
alv.add(Float.parseFloat(tempsa[3]));
|
||||
}
|
||||
else if(tempsa[0].trim().equals("vt"))
|
||||
{
|
||||
alt.add(Float.parseFloat(tempsa[1])*MAX_S_GHXP);
|
||||
alt.add(Float.parseFloat(tempsa[2])*MAX_T_GHXP);
|
||||
}
|
||||
else if(tempsa[0].trim().equals("f"))
|
||||
{
|
||||
int[] index=new int[3];//三个顶点索引值的数组
|
||||
//计算第0个顶点的索引,并获取此顶点的XYZ三个坐标
|
||||
index[0]=Integer.parseInt(tempsa[1].split("/")[0])-1;
|
||||
float x0=alv.get(3*index[0]);
|
||||
float y0=alv.get(3*index[0]+1);
|
||||
float z0=alv.get(3*index[0]+2);
|
||||
alvResult.add(x0);
|
||||
alvResult.add(y0);
|
||||
alvResult.add(z0);
|
||||
|
||||
//计算第1个顶点的索引,并获取此顶点的XYZ三个坐标
|
||||
index[1]=Integer.parseInt(tempsa[2].split("/")[0])-1;
|
||||
float x1=alv.get(3*index[1]);
|
||||
float y1=alv.get(3*index[1]+1);
|
||||
float z1=alv.get(3*index[1]+2);
|
||||
alvResult.add(x1);
|
||||
alvResult.add(y1);
|
||||
alvResult.add(z1);
|
||||
|
||||
//计算第2个顶点的索引,并获取此顶点的XYZ三个坐标
|
||||
index[2]=Integer.parseInt(tempsa[3].split("/")[0])-1;
|
||||
float x2=alv.get(3*index[2]);
|
||||
float y2=alv.get(3*index[2]+1);
|
||||
float z2=alv.get(3*index[2]+2);
|
||||
alvResult.add(x2);
|
||||
alvResult.add(y2);
|
||||
alvResult.add(z2);
|
||||
|
||||
//记录此面的顶点索引
|
||||
alFaceIndex.add(index[0]);
|
||||
alFaceIndex.add(index[1]);
|
||||
alFaceIndex.add(index[2]);
|
||||
|
||||
//将纹理坐标组织到结果纹理坐标列表中
|
||||
//第0个顶点的纹理坐标
|
||||
int indexTex=Integer.parseInt(tempsa[1].split("/")[1])-1;
|
||||
altResult.add(alt.get(indexTex*2));
|
||||
altResult.add(alt.get(indexTex*2+1));
|
||||
//第1个顶点的纹理坐标
|
||||
indexTex=Integer.parseInt(tempsa[2].split("/")[1])-1;
|
||||
altResult.add(alt.get(indexTex*2));
|
||||
altResult.add(alt.get(indexTex*2+1));
|
||||
//第2个顶点的纹理坐标
|
||||
indexTex=Integer.parseInt(tempsa[3].split("/")[1])-1;
|
||||
altResult.add(alt.get(indexTex*2));
|
||||
altResult.add(alt.get(indexTex*2+1));
|
||||
}
|
||||
}
|
||||
//生成顶点数组
|
||||
int size=alvResult.size();
|
||||
float[] vXYZ=new float[size];
|
||||
for(int i=0;i<size;i++)
|
||||
{
|
||||
vXYZ[i]=alvResult.get(i);
|
||||
}
|
||||
//生成纹理数组
|
||||
size=altResult.size();
|
||||
float[] tST=new float[size];
|
||||
for(int i=0;i<size;i++)
|
||||
{
|
||||
if(i%2==1){
|
||||
tST[i]=1-altResult.get(i);
|
||||
}else
|
||||
tST[i]=altResult.get(i);
|
||||
}
|
||||
|
||||
gledeInfo[0]=vXYZ;
|
||||
gledeInfo[1]=tST;
|
||||
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
Log.d("load error", "load error");
|
||||
e.printStackTrace();
|
||||
}
|
||||
return gledeInfo;
|
||||
}
|
||||
}
|
||||
144
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/MatrixState.java
Normal file
144
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/MatrixState.java
Normal file
@@ -0,0 +1,144 @@
|
||||
package com.bn.Sample13_4;
|
||||
|
||||
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[] lightLocation=new float[]{0,0,0};//定位光光源位置
|
||||
public static FloatBuffer cameraFB;
|
||||
public static FloatBuffer lightPositionFB;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
//设置灯光位置的方法
|
||||
public static void setLightLocation(float x,float y,float z)
|
||||
{
|
||||
lightLocation[0]=x;
|
||||
lightLocation[1]=y;
|
||||
lightLocation[2]=z;
|
||||
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
lightPositionFB=llbb.asFloatBuffer();
|
||||
lightPositionFB.put(lightLocation);
|
||||
lightPositionFB.position(0);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,156 @@
|
||||
package com.bn.Sample13_4;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.GLUtils;
|
||||
import android.view.MotionEvent;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
|
||||
import com.bn.Sample13_4.R;
|
||||
|
||||
import android.content.Context;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.BitmapFactory;
|
||||
|
||||
class MySurfaceView extends GLSurfaceView
|
||||
{
|
||||
private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度缩放比例
|
||||
private SceneRenderer mRenderer;//场景渲染器
|
||||
|
||||
private float mPreviousY;//上次的触控位置Y坐标
|
||||
private float mPreviousX;//上次的触控位置X坐标
|
||||
|
||||
int textureId;//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);
|
||||
}
|
||||
//触摸事件回调方法
|
||||
@Override
|
||||
public boolean onTouchEvent(MotionEvent e)
|
||||
{
|
||||
float y = e.getY();
|
||||
float x = e.getX();
|
||||
switch (e.getAction()) {
|
||||
case MotionEvent.ACTION_MOVE:
|
||||
float dy = y - mPreviousY;//计算触控笔Y位移
|
||||
float dx = x - mPreviousX;//计算触控笔X位移
|
||||
mRenderer.yAngle += dx * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度
|
||||
mRenderer.zAngle+= dy * TOUCH_SCALE_FACTOR;//设置沿z轴旋转角度
|
||||
requestRender();//重绘画面
|
||||
}
|
||||
mPreviousY = y;//记录触控笔位置
|
||||
mPreviousX = x;//记录触控笔位置
|
||||
return true;
|
||||
}
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
float yAngle;//绕Y轴旋转的角度
|
||||
float zAngle; //绕Z轴旋转的角度
|
||||
//从指定的obj文件中加载对象
|
||||
GledeForDraw glede1;
|
||||
|
||||
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);
|
||||
|
||||
//坐标系推远
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, -5f, -40f);
|
||||
//绕Y轴、Z轴旋转
|
||||
MatrixState.rotate(yAngle, 0, 1, 0);
|
||||
MatrixState.rotate(zAngle, 1, 0, 0);
|
||||
|
||||
//若加载的物体部位空则绘制物体
|
||||
if(glede1!=null)
|
||||
{
|
||||
glede1.drawSelf(textureId);
|
||||
}
|
||||
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, 2, 100);
|
||||
//调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(0,0,0,0f,0f,-1f,0f,1.0f,0.0f);
|
||||
}
|
||||
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config)
|
||||
{
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(1.0f,1.0f,1.0f,1.0f);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
//关闭背面剪裁
|
||||
GLES20.glDisable(GLES20.GL_CULL_FACE);
|
||||
//初始化变换矩阵
|
||||
MatrixState.setInitStack();
|
||||
|
||||
glede1=new GledeForDraw(MySurfaceView.this);//创建雄鹰
|
||||
//加载纹理
|
||||
textureId=initTexture(R.drawable.ttt);
|
||||
}
|
||||
}
|
||||
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_REPEAT);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_REPEAT);
|
||||
|
||||
//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 +1,42 @@
|
||||
package com.bn.Sample13_4;
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample13_4_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_LANDSCAPE);
|
||||
|
||||
//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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
126
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/ShaderUtil.java
Normal file
126
第13章 顶点着色器的妙用/Sample13_4/src/com/bn/Sample13_4/ShaderUtil.java
Normal file
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample13_4;
|
||||
|
||||
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