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

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>Sample13_5</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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<?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.Sample13_5">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name=".Sample13_5_Activity"
android:label="@string/app_name"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
>
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<uses-sdk android:minSdkVersion="8" />
</manifest>

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

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
uniform float ratio;
void main()
{
float pi = 3.1415926;
//-----------------------这里要进行二维扭动----------------
//中心点的X坐标和Y坐标
float centerX=0.0;
float centerY=-5.0;
//获取当前点的X坐标和Y坐标
float currX = aPosition.x;
float currY = aPosition.y;
//计算X和Y的偏移量
float spanX = currX - centerX;
float spanY = currY - centerY;
//计算极径
float currRadius = sqrt(spanX * spanX + spanY * spanY);
//计算当前点的极角
float currRadians;//用弧度表示
if(spanX != 0.0)
{
currRadians = atan(spanY , spanX);
}
else
{
currRadians = spanY > 0.0 ? pi/2.0 : 3.0*pi/2.0;
}
//进行扭曲
float resultRadians = currRadians + ratio*currRadius;
//计算结果点
float resultX = centerX + currRadius * cos(resultRadians);
float resultY = centerY + currRadius * sin(resultRadians);
//构造结果点
gl_Position = uMVPMatrix * vec4(resultX,resultY,0.0,1); //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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

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/* AUTO-GENERATED FILE. DO NOT MODIFY.
*
* This class was automatically generated by the
* aapt tool from the resource data it found. It
* should not be modified by hand.
*/
package com.bn.Sample13_5;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int android=0x7f020000;
public static final int icon=0x7f020001;
}
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;
}
}

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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>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="hello">Hello World, TrangleTwisting_Activity!</string>
<string name="app_name">Sample13_5</string>
</resources>

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package com.bn.Sample13_5;
import java.io.IOException;
import java.io.InputStream;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLUtils;
//常量类
public class Constant
{
//三角形边长
public static float triangle_edgeLength=8f;
//三角形组层数
public static int triangle_levelNum=40;
//加载纹理的方法
public static int initTexture(Resources r,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 = r.openRawResource(drawableId);
Bitmap bitmapTmp;
try
{
bitmapTmp = BitmapFactory.decodeStream(is);
}
finally
{
try
{
is.close();
}
catch(IOException e)
{
e.printStackTrace();
}
}
//实际加载纹理
GLUtils.texImage2D
(
GLES20.GL_TEXTURE_2D, //纹理类型在OpenGL ES中必须为GL10.GL_TEXTURE_2D
0, //纹理的层次0表示基本图像层可以理解为直接贴图
bitmapTmp, //纹理图像
0 //纹理边框尺寸
);
bitmapTmp.recycle(); //纹理加载成功后释放图片
return textureId;
}
}

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package com.bn.Sample13_5;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import com.bn.Sample13_5.R;
import static com.bn.Sample13_5.Constant.*;
import android.content.Context;
import android.content.res.Resources;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.view.MotionEvent;
class GameSurfaceView extends GLSurfaceView
{
private SceneRenderer mRenderer;//场景渲染器
float mPreviousY;
float mPreviousX;
//-----纹理
int tex_trangleId;//系统分配的草地纹理id
//-----物体对象组件
MultiTrangle trangle;
static float tx=0;//观察目标点x坐标
static float ty=0;//观察目标点y坐标
static float tz=0;//观察目标点z坐标
static float cx=0;//摄像机x坐标
static float cy=0;//摄像机y坐标
static float cz=30;//摄像机z坐标
float currY;
float rotation;
float twistingRatio;//三角形扭转的缩放比例
int symbol=1;
float currRatio=0.05f;
public GameSurfaceView(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
setKeepScreenOn(true);
}
//触摸事件回调方法
@Override
public boolean onTouchEvent(MotionEvent e)
{
float x = e.getX();
switch (e.getAction())
{
case MotionEvent.ACTION_DOWN://按下动作
break;
case MotionEvent.ACTION_UP://抬起动作
break;
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;//计算触控笔X位移
if(dx<-10)//左转弯
{
rotation-=5f;
}
else if(dx>10)//右转弯
{
rotation+=5f;
}
break;
}
mPreviousX = x;//记录触控笔位置
return true;
}
class SceneRenderer implements GLSurfaceView.Renderer
{
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.setCamera(cx,cy,cz,tx,ty,tz,0f,1.0f,0.0f);
MatrixState.pushMatrix();
//将三角形移动到屏幕中心
float upOffset= (float) (triangle_edgeLength/2/Math.cos(Math.PI/6));
MatrixState.translate(0, upOffset, 0);
MatrixState.rotate(rotation, 0, 1, 0);
trangle.drawSelf(tex_trangleId,twistingRatio);
MatrixState.popMatrix();
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
//设置视窗大小及位置
GLES20.glViewport(0, 0, width, height);
//计算GLSurfaceView的宽高比
float ratio = (float) width / height;
//调用此方法计算产生透视投影矩阵
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 3, 1000);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(cx,cy,cz,tx,ty,tz,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,1.0f);
//打开深度检测
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
//打开背面剪裁
GLES20.glDisable(GLES20.GL_CULL_FACE);
//初始化变换矩阵
MatrixState.setInitStack();
//加载shader
ShaderManager.loadCodeFromFile(GameSurfaceView.this.getResources());
//编译shader
ShaderManager.compileShader();
initAllObject();//初始化纹理组件
initAllTexture();//初始化纹理
//创建一个线程,定时摆动树干
new Thread()
{
@Override
public void run()
{
while(true)
{
twistingRatio=twistingRatio+symbol*currRatio;
if(twistingRatio>1.0f)
{
twistingRatio=1.0f;
symbol=-symbol;
}
if(twistingRatio<-1.0f)
{
twistingRatio=-1.0f;
symbol=-symbol;
}
try
{
Thread.sleep(100);
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
}.start();
}
}
//创建所有的物体组件对象
public void initAllObject()
{
trangle=new MultiTrangle(ShaderManager.getTrangleShaderProgram(),
triangle_edgeLength,triangle_levelNum);
}
//初始化所有的纹理图形
public void initAllTexture()
{
Resources r=this.getResources();//获取资源
tex_trangleId=initTexture(r,R.drawable.android);//草地纹理
}
}

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package com.bn.Sample13_5;
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
{
static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
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 FloatBuffer cameraFB;
public static float[] lightLocation=new float[]{0,0,0};//定位光光源位置
public static FloatBuffer lightPositionFB;//燈光的位置
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);
}
}

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package com.bn.Sample13_5;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import android.opengl.GLES20;
/*
* 自动生成三角形组 等边三角形
* 当前三角形组的最上边点位于原点,并且关于Y轴负方向轴对称
*/
public class MultiTrangle
{
int program;//自定义渲染管线着色器程序id
int maPositionHandle;//获取程序中顶点位置属性引用
int maTexCoorHandle;//获取程序中顶点纹理坐标属性引用
int muMVPMatrixHandle;//获取程序中总变换矩阵引用
int fuRatioHandle;//三角形的缩放比例id
FloatBuffer fVertexBuffer;//顶点数据buffer
FloatBuffer fTextureBuffer;//纹理数据buffer
int vCount;//顶点的个数
public MultiTrangle(int program,float edgeLength,int levelNum)//程序id,三角形边长,三角形的层数
{
this.program=program;
initVertexData(edgeLength,levelNum);
initShader();
}
//初始化顶点信息
public void initVertexData(float edgeLength,int levelNum)
{
ArrayList<Float> al_vertex=new ArrayList<Float>();//存储顶点信息
ArrayList<Float> al_texture=new ArrayList<Float>();//存储纹理信息
float perLength = edgeLength/levelNum;
for(int i=0;i<levelNum;i++)//每层进行扫描
{
//当前层顶端边数
int currTopEdgeNum=i;
//当前层底端边数
int currBottomEdgeNum=i+1;
//每个三角形的高度
float currTrangleHeight=(float) (perLength*Math.sin(Math.PI/3));
//当前层顶端最左边点的坐标
float topEdgeFirstPointX=-perLength*currTopEdgeNum/2;
float topEdgeFirstPointY=-i*currTrangleHeight;
float topEdgeFirstPointZ=0;
//当前层底端最左边点的坐标
float bottomEdgeFirstPointX=-perLength*currBottomEdgeNum/2;
float bottomEdgeFirstPointY=-(i+1)*currTrangleHeight;
float bottomEdgeFirstPointZ=0;
//---------------纹理----------------
float horSpan=1/(float)levelNum;//横向纹理的偏移量
float verSpan=1/(float)levelNum;//纵向纹理的偏移量
//当前层顶端第一个纹理坐标相关参数问题
float topFirstS=0.5f-currTopEdgeNum*horSpan/2;
float topFirstT=i*verSpan;
//当前层底端第一个纹理坐标的相关参数
float bottomFirstS=0.5f-currBottomEdgeNum*horSpan/2;
float bottomFirstT=(i+1)*verSpan;
//底层三角形卷绕建模
for(int j=0;j<currBottomEdgeNum;j++)//对每个三角形进行卷绕
{
//顶点
float topX=topEdgeFirstPointX+j*perLength;
float topY=topEdgeFirstPointY;
float topZ=topEdgeFirstPointZ;
float topS=topFirstS+j*horSpan;
float topT=topFirstT;
//左下点
float leftBottomX=bottomEdgeFirstPointX+j*perLength;
float leftBottomY=bottomEdgeFirstPointY;
float leftBottomZ=bottomEdgeFirstPointZ;
float leftBottomS=bottomFirstS+j*horSpan;
float leftBottomT=bottomFirstT;
//右下点
float rightBottomX=leftBottomX+perLength;
float rightBottomY=bottomEdgeFirstPointY;
float rightBottomZ=bottomEdgeFirstPointZ;
float rightBottomS=leftBottomS+horSpan;
float rightBottomT=leftBottomT;
//逆时针卷绕----- 纹理绘制方式
al_vertex.add(topX);al_vertex.add(topY);al_vertex.add(topZ);
al_vertex.add(leftBottomX);al_vertex.add(leftBottomY);al_vertex.add(leftBottomZ);
al_vertex.add(rightBottomX);al_vertex.add(rightBottomY);al_vertex.add(rightBottomZ);
//-------纹理绘制方式
al_texture.add(topS);al_texture.add(topT);
al_texture.add(leftBottomS);al_texture.add(leftBottomT);
al_texture.add(rightBottomS);al_texture.add(rightBottomT);
}
//顶层三角形卷绕建模
for(int k=0;k<currTopEdgeNum;k++)
{
//左上点
float leftTopX=topEdgeFirstPointX+k*perLength;
float leftTopY=topEdgeFirstPointY;
float leftTopZ=topEdgeFirstPointZ;
float leftTopS=topFirstS+k*horSpan;
float leftTopT=topFirstT;
//底端点
float bottomX=bottomEdgeFirstPointX+(k+1)*perLength;
float bottomY=bottomEdgeFirstPointY;
float bottomZ=bottomEdgeFirstPointZ;
float bottomS=bottomFirstS+(k+1)*horSpan;
float bottomT=bottomFirstT;
//右上点
float rightTopX=leftTopX+perLength;
float rightTopY=leftTopY;
float rightTopZ=leftTopZ;
float rightTopS=leftTopS+horSpan;
float rightTopT=topFirstT;
//逆时针卷绕-----
al_vertex.add(leftTopX);al_vertex.add(leftTopY);al_vertex.add(leftTopZ);
al_vertex.add(bottomX);al_vertex.add(bottomY);al_vertex.add(bottomZ);
al_vertex.add(rightTopX);al_vertex.add(rightTopY);al_vertex.add(rightTopZ);
al_texture.add(leftTopS);al_texture.add(leftTopT);
al_texture.add(bottomS);al_texture.add(bottomT);
al_texture.add(rightTopS);al_texture.add(rightTopT);
}
}
//加载进顶点缓冲
int vertexSize=al_vertex.size();
vCount=vertexSize/3;//确定顶点的个数
float vertexs[]=new float[vertexSize];
for(int i=0;i<vertexSize;i++)
{
vertexs[i]=al_vertex.get(i);
}
ByteBuffer vbb=ByteBuffer.allocateDirect(vertexSize*4);
vbb.order(ByteOrder.nativeOrder());
fVertexBuffer=vbb.asFloatBuffer();
fVertexBuffer.put(vertexs);
fVertexBuffer.position(0);
al_vertex=null;
//加载进纹理缓冲
int textureSize=al_texture.size();
float textures[]=new float[textureSize];
for(int i=0;i<textureSize;i++)
{
textures[i]=al_texture.get(i);
}
ByteBuffer tbb=ByteBuffer.allocateDirect(textureSize*4);
tbb.order(ByteOrder.nativeOrder());
fTextureBuffer=tbb.asFloatBuffer();
fTextureBuffer.put(textures);
fTextureBuffer.position(0);
al_texture=null;
}
//初始化着色器
public void initShader()
{
//获取程序中顶点位置属性引用
maPositionHandle = GLES20.glGetAttribLocation(program, "aPosition");
//获取程序中顶点纹理坐标属性引用
maTexCoorHandle= GLES20.glGetAttribLocation(program, "aTexCoor");
//获取程序中总变换矩阵引用
muMVPMatrixHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix");
//获取程序中三角形的缩放比例
fuRatioHandle = GLES20.glGetUniformLocation(program, "ratio");
}
//绘制方法
public void drawSelf(int texId,float twistingRatio)
{
//制定使用某套shader程序
GLES20.glUseProgram(program);
//将最终变换矩阵传入shader程序
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
//将缩放比例传入shader程序
GLES20.glUniform1f(fuRatioHandle, twistingRatio);
//将顶点位置数据传入渲染管线
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
fVertexBuffer
);
//将纹理坐标数据传入渲染管线
GLES20.glVertexAttribPointer
(
maTexCoorHandle,
2,
GLES20.GL_FLOAT,
false,
2*4,
fTextureBuffer
);
//启用顶点位置数据
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);
}
}

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package com.bn.Sample13_5;
import android.app.Activity;
import android.os.Bundle;
public class Sample13_5_Activity extends Activity
{
GameSurfaceView gameView;
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
gameView = new GameSurfaceView(this);
setContentView(gameView);
gameView.requestFocus();//ťńČĄ˝šľă
gameView.setFocusableInTouchMode(true);//ÉčÖĂÎŞżÉ´ĽżŘ
}
@Override
protected void onResume() {
super.onResume();
gameView.onResume();
}
@Override
protected void onPause() {
super.onPause();
gameView.onPause();
}
}

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package com.bn.Sample13_5;
import android.content.res.Resources;
/*
* 该shader管理器主要是用于加载shader和编译shader
*/
public class ShaderManager
{
final static String[][] shaderName=
{
{"vertex_tex.sh","frag_tex.sh"},
};
static String[]mVertexShader=new String[shaderName.length];//顶点着色器字符串数组
static String[]mFragmentShader=new String[shaderName.length];//片元着色器字符串数组
static int[] program=new int[shaderName.length];//程序数组
//加载shader字符串
public static void loadCodeFromFile(Resources r)
{
for(int i=0;i<shaderName.length;i++)
{
//加载顶点着色器的脚本内容
mVertexShader[i]=ShaderUtil.loadFromAssetsFile(shaderName[i][0],r);
//加载片元着色器的脚本内容
mFragmentShader[i]=ShaderUtil.loadFromAssetsFile(shaderName[i][1], r);
}
}
//编译shader
public static void compileShader()
{
for(int i=0;i<shaderName.length;i++)
{
program[i]=ShaderUtil.createProgram(mVertexShader[i], mFragmentShader[i]);
}
}
//这里返回三角形shader
public static int getTrangleShaderProgram()
{
return program[0];
}
}

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package com.bn.Sample13_5;
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;
}
}