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"/>
|
||||
<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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@@ -0,0 +1,33 @@
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<?xml version="1.0" encoding="UTF-8"?>
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||||
<projectDescription>
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||||
<name>Sample14_4</name>
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<comment></comment>
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||||
<projects>
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</projects>
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||||
<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>
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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.Sample14_4">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".Sample14_4_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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precision mediump float;//给出默认的浮点精度
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varying vec2 vTextureCoord;//从顶点着色器传递过来的纹理坐标
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uniform sampler2D sTexture;//纹理内容数据
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void main() {
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//给出卷积内核中各个元素对应像素相对于待处理像素的纹理坐标偏移量
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vec2 offset0=vec2(-1.0,-1.0); vec2 offset1=vec2(0.0,-1.0); vec2 offset2=vec2(1.0,-1.0);
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vec2 offset3=vec2(-1.0,0.0); vec2 offset4=vec2(0.0,0.0); vec2 offset5=vec2(1.0,0.0);
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vec2 offset6=vec2(-1.0,1.0); vec2 offset7=vec2(0.0,1.0); vec2 offset8=vec2(1.0,1.0);
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const float scaleFactor = 0.9;//给出最终求和时的加权因子(为调整亮度)
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//卷积内核中各个位置的值
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float kernelValue0 = 0.0; float kernelValue1 = 1.0; float kernelValue2 = 0.0;
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float kernelValue3 = 1.0; float kernelValue4 = -4.0; float kernelValue5 = 1.0;
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float kernelValue6 = 0.0; float kernelValue7 = 1.0; float kernelValue8 = 0.0;
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vec4 sum;//最终的颜色和
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//获取卷积内核中各个元素对应像素的颜色值
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vec4 cTemp0,cTemp1,cTemp2,cTemp3,cTemp4,cTemp5,cTemp6,cTemp7,cTemp8;
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cTemp0=texture2D(sTexture, vTextureCoord.st + offset0.xy/512.0);
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cTemp1=texture2D(sTexture, vTextureCoord.st + offset1.xy/512.0);
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cTemp2=texture2D(sTexture, vTextureCoord.st + offset2.xy/512.0);
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cTemp3=texture2D(sTexture, vTextureCoord.st + offset3.xy/512.0);
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cTemp4=texture2D(sTexture, vTextureCoord.st + offset4.xy/512.0);
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cTemp5=texture2D(sTexture, vTextureCoord.st + offset5.xy/512.0);
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cTemp6=texture2D(sTexture, vTextureCoord.st + offset6.xy/512.0);
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cTemp7=texture2D(sTexture, vTextureCoord.st + offset7.xy/512.0);
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cTemp8=texture2D(sTexture, vTextureCoord.st + offset8.xy/512.0);
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//颜色求和
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sum =kernelValue0*cTemp0+kernelValue1*cTemp1+kernelValue2*cTemp2+
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kernelValue3*cTemp3+kernelValue4*cTemp4+kernelValue5*cTemp5+
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kernelValue6*cTemp6+kernelValue7*cTemp7+kernelValue8*cTemp8;
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gl_FragColor = sum * scaleFactor; //进行亮度加权后将最终颜色传递给管线
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}
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@@ -0,0 +1,9 @@
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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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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,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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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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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,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,
|
||||
# "build.properties", and override values to adapt the script to your
|
||||
# project structure.
|
||||
|
||||
# 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
|
||||
* 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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||||
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||||
package com.bn.Sample14_4;
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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 pm=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: 427 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">Sample14_4</string>
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</resources>
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@@ -0,0 +1,159 @@
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package com.bn.Sample14_4;
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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 java.util.*;
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import android.opengl.Matrix;
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//存储系统矩阵状态的类
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public class MatrixState
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{
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private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
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private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
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private static float[] currMatrix;//当前变换矩阵
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public static float[] lightLocation=new float[]{0,0,0};//定位光光源位置
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public static FloatBuffer cameraFB;
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public static FloatBuffer lightPositionFB;
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public static Stack<float[]> mStack=new Stack<float[]>();//保护变换矩阵的栈
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public static void setInitStack()//获取不变换初始矩阵
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{
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currMatrix=new float[16];
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Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
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}
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public static void pushMatrix()//保护变换矩阵
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{
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mStack.push(currMatrix.clone());
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}
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public static void popMatrix()//恢复变换矩阵
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{
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currMatrix=mStack.pop();
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}
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public static void translate(float x,float y,float z)//设置沿xyz轴移动
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{
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Matrix.translateM(currMatrix, 0, x, y, z);
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}
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public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴移动
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||||
{
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Matrix.rotateM(currMatrix,0,angle,x,y,z);
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}
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||||
public static void scale(float x,float y,float z)
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{
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Matrix.scaleM(currMatrix,0, x, y, z);
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}
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||||
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||||
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||||
//设置摄像机
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public static void setCamera
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(
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float cx, //摄像机位置x
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float cy, //摄像机位置y
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float cz, //摄像机位置z
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float tx, //摄像机目标点x
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float ty, //摄像机目标点y
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||||
float tz, //摄像机目标点z
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||||
float upx, //摄像机UP向量X分量
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||||
float upy, //摄像机UP向量Y分量
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float upz //摄像机UP向量Z分量
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||||
)
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{
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Matrix.setLookAtM
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||||
(
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mVMatrix,
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0,
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||||
cx,
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||||
cy,
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cz,
|
||||
tx,
|
||||
ty,
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||||
tz,
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upx,
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upy,
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upz
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);
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float[] cameraLocation=new float[3];//摄像机位置
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cameraLocation[0]=cx;
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cameraLocation[1]=cy;
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cameraLocation[2]=cz;
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ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
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llbb.order(ByteOrder.nativeOrder());//设置字节顺序
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cameraFB=llbb.asFloatBuffer();
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cameraFB.put(cameraLocation);
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cameraFB.position(0);
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}
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||||
//设置透视投影参数
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public static void setProjectFrustum
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(
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float left, //near面的left
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float right, //near面的right
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||||
float bottom, //near面的bottom
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||||
float top, //near面的top
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||||
float near, //near面距离
|
||||
float far //far面距离
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)
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{
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Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
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}
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//设置正交投影参数
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public static void setProjectOrtho
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(
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float left, //near面的left
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float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
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float far //far面距离
|
||||
)
|
||||
{
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Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
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||||
|
||||
//获取具体物体的总变换矩阵
|
||||
public static float[] getFinalMatrix()
|
||||
{
|
||||
float[] mMVPMatrix=new float[16];
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||||
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();
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||||
lightPositionFB.put(lightLocation);
|
||||
lightPositionFB.position(0);
|
||||
}
|
||||
//获取摄像机朝向的矩阵
|
||||
public static float[] getCaMatrix()
|
||||
{
|
||||
return mVMatrix;
|
||||
}
|
||||
//获取投影矩阵
|
||||
public static float[] getProjMatrix()
|
||||
{
|
||||
return mProjMatrix;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,136 @@
|
||||
package com.bn.Sample14_4;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.GLUtils;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
import android.graphics.Bitmap;
|
||||
import android.graphics.BitmapFactory;
|
||||
|
||||
class MySurfaceView extends GLSurfaceView
|
||||
{
|
||||
private SceneRenderer mRenderer;//场景渲染器
|
||||
public MySurfaceView(Context context) {
|
||||
super(context);
|
||||
this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0
|
||||
mRenderer = new SceneRenderer(); //创建场景渲染器
|
||||
setRenderer(mRenderer); //设置渲染器
|
||||
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
|
||||
}
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
TextureRect pmBase;
|
||||
TextureRectJJ pmJJ;
|
||||
int pmTexId;
|
||||
public void onDrawFrame(GL10 gl)
|
||||
{
|
||||
//清除深度缓冲与颜色缓冲
|
||||
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(-8, 0, 0);
|
||||
pmBase.drawSelf(pmTexId);//平面
|
||||
MatrixState.popMatrix();
|
||||
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(8, 0, 0);
|
||||
pmJJ.drawSelf(pmTexId);//平面
|
||||
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;
|
||||
//设置camera位置
|
||||
MatrixState.setCamera
|
||||
(
|
||||
0, //人眼位置的X
|
||||
0, //人眼位置的Y
|
||||
20, //人眼位置的Z
|
||||
0, //人眼球看的点X
|
||||
0, //人眼球看的点Y
|
||||
0, //人眼球看的点Z
|
||||
0, //up向量
|
||||
1,
|
||||
0
|
||||
);
|
||||
//调用此方法计算产生透视投影矩阵
|
||||
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 2, 100);
|
||||
}
|
||||
@Override
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(1.f,1.0f,1.0f,1.0f);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
//打开背面剪裁
|
||||
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
||||
//初始化变换矩阵
|
||||
MatrixState.setInitStack();
|
||||
pmBase = new TextureRect(MySurfaceView.this,15, 15, 1, 1);
|
||||
pmJJ = new TextureRectJJ(MySurfaceView.this,15, 15, 1, 1);
|
||||
pmTexId=initTexture(R.drawable.pm);
|
||||
}
|
||||
}
|
||||
|
||||
//初始化纹理
|
||||
public int initTexture(int drawableId)
|
||||
{
|
||||
//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);
|
||||
//非Mipmap纹理采样过滤参数
|
||||
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);
|
||||
|
||||
//ST方向纹理拉伸方式
|
||||
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();
|
||||
}
|
||||
}
|
||||
//实际加载纹理,换成这个方法后,如果图片格式有问题,会抛出图片格式异常,不再会误显示其他异常
|
||||
GLUtils.texImage2D
|
||||
(
|
||||
GLES20.GL_TEXTURE_2D, //纹理类型
|
||||
0,
|
||||
GLUtils.getInternalFormat(bitmapTmp),
|
||||
bitmapTmp, //纹理图像
|
||||
GLUtils.getType(bitmapTmp),
|
||||
0 //纹理边框尺寸
|
||||
);
|
||||
//自动生成Mipmap纹理
|
||||
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
|
||||
//释放纹理图
|
||||
bitmapTmp.recycle();
|
||||
//返回纹理ID
|
||||
return textureId;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
package com.bn.Sample14_4;
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample14_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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample14_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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,133 @@
|
||||
package com.bn.Sample14_4;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
public class TextureRect
|
||||
{
|
||||
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 maPositionHandle; //顶点位置属性引用
|
||||
int maTexCoorHandle; //顶点纹理坐标属性引用
|
||||
|
||||
String mVertexShader;//顶点着色器
|
||||
String mFragmentShader;//片元着色器
|
||||
|
||||
private FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
|
||||
int vCount;//顶点数量
|
||||
|
||||
float width;
|
||||
float height;
|
||||
|
||||
float sEnd;//按钮右下角的s、t值
|
||||
float tEnd;
|
||||
public TextureRect(MySurfaceView mv,
|
||||
float width,float height, //矩形的宽高
|
||||
float sEnd, float tEnd //右下角的s、t值
|
||||
)
|
||||
{
|
||||
|
||||
this.width=width;
|
||||
this.height=height;
|
||||
this.sEnd = sEnd;
|
||||
this.tEnd = tEnd;
|
||||
initVertexData();
|
||||
initShader(mv);
|
||||
|
||||
}
|
||||
//初始化顶点坐标与着色数据的方法
|
||||
public void initVertexData()
|
||||
{
|
||||
//顶点坐标数据的初始化================begin============================
|
||||
vCount=6;//每个格子两个三角形,每个三角形3个顶点
|
||||
float vertices[]=
|
||||
{
|
||||
-width/2.0f, height/2.0f, 0,
|
||||
-width/2.0f, -height/2.0f, 0,
|
||||
width/2.0f, height/2.0f, 0,
|
||||
|
||||
-width/2.0f, -height/2.0f, 0,
|
||||
width/2.0f, -height/2.0f, 0,
|
||||
width/2.0f, height/2.0f, 0,
|
||||
};
|
||||
//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(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer = vbb.asFloatBuffer();//转换为int型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer.position(0);//设置缓冲区起始位置
|
||||
|
||||
//顶点纹理坐标数据的初始化================begin============================
|
||||
float texCoor[]=new float[]//纹理坐标
|
||||
{
|
||||
0,0, 0,tEnd, sEnd,0,
|
||||
0,tEnd, sEnd,tEnd, sEnd,0
|
||||
};
|
||||
//创建顶点纹理坐标数据缓冲
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mTexCoorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mTexCoorBuffer.put(texCoor);//向缓冲区中放入顶点着色数据
|
||||
mTexCoorBuffer.position(0);//设置缓冲区起始位置
|
||||
//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============================
|
||||
}
|
||||
public void initShader(MySurfaceView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_tex.sh", mv.getResources());
|
||||
//加载片元着色器的脚本内容
|
||||
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_tex.sh", mv.getResources());
|
||||
//基于顶点着色器与片元着色器创建程序
|
||||
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
|
||||
//获取程序中顶点位置属性引用
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中总变换矩阵id
|
||||
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");
|
||||
}
|
||||
public void drawSelf(int texId)
|
||||
{
|
||||
//制定使用某套着色器程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
//将最终变换矩阵传入着色器程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
|
||||
|
||||
// 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
|
||||
);
|
||||
// 启用顶点位置数据
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
|
||||
// 绑定纹理
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
|
||||
//传递被按下的图片id
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
|
||||
//将顶点法向量数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//绘制矩形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,133 @@
|
||||
package com.bn.Sample14_4;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
public class TextureRectJJ
|
||||
{
|
||||
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 maPositionHandle; //顶点位置属性引用
|
||||
int maTexCoorHandle; //顶点纹理坐标属性引用
|
||||
|
||||
String mVertexShader;//顶点着色器
|
||||
String mFragmentShader;//片元着色器
|
||||
|
||||
private FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
|
||||
int vCount;//顶点数量
|
||||
|
||||
float width;
|
||||
float height;
|
||||
|
||||
float sEnd;//按钮右下角的s、t值
|
||||
float tEnd;
|
||||
public TextureRectJJ(MySurfaceView mv,
|
||||
float width,float height, //矩形的宽高
|
||||
float sEnd, float tEnd //右下角的s、t值
|
||||
)
|
||||
{
|
||||
|
||||
this.width=width;
|
||||
this.height=height;
|
||||
this.sEnd = sEnd;
|
||||
this.tEnd = tEnd;
|
||||
initVertexData();
|
||||
initShader(mv);
|
||||
|
||||
}
|
||||
//初始化顶点坐标与着色数据的方法
|
||||
public void initVertexData()
|
||||
{
|
||||
//顶点坐标数据的初始化================begin============================
|
||||
vCount=6;//每个格子两个三角形,每个三角形3个顶点
|
||||
float vertices[]=
|
||||
{
|
||||
-width/2.0f, height/2.0f, 0,
|
||||
-width/2.0f, -height/2.0f, 0,
|
||||
width/2.0f, height/2.0f, 0,
|
||||
|
||||
-width/2.0f, -height/2.0f, 0,
|
||||
width/2.0f, -height/2.0f, 0,
|
||||
width/2.0f, height/2.0f, 0,
|
||||
};
|
||||
//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(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer = vbb.asFloatBuffer();//转换为int型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer.position(0);//设置缓冲区起始位置
|
||||
|
||||
//顶点纹理坐标数据的初始化================begin============================
|
||||
float texCoor[]=new float[]//纹理坐标
|
||||
{
|
||||
0,0, 0,tEnd, sEnd,0,
|
||||
0,tEnd, sEnd,tEnd, sEnd,0
|
||||
};
|
||||
//创建顶点纹理坐标数据缓冲
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mTexCoorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mTexCoorBuffer.put(texCoor);//向缓冲区中放入顶点着色数据
|
||||
mTexCoorBuffer.position(0);//设置缓冲区起始位置
|
||||
//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============================
|
||||
}
|
||||
public void initShader(MySurfaceView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_tex_jj.sh", mv.getResources());
|
||||
//加载片元着色器的脚本内容
|
||||
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_tex_jj.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
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中总变换矩阵id
|
||||
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");
|
||||
}
|
||||
public void drawSelf(int texId)
|
||||
{
|
||||
//制定使用某套着色器程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
//将最终变换矩阵传入着色器程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
|
||||
|
||||
// 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
|
||||
);
|
||||
// 启用顶点位置数据
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
|
||||
// 绑定纹理
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
|
||||
//传递被按下的图片id
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
|
||||
//将顶点法向量数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//绘制矩形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user