初次提交
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="src" path="gen"/>
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<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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@@ -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>Sample15_9</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>org.eclipse.jdt.core.javabuilder</name>
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||||
<arguments>
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</arguments>
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||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
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||||
<arguments>
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||||
</arguments>
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||||
</buildCommand>
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</buildSpec>
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<natures>
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<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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@@ -0,0 +1,12 @@
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#Wed Jan 05 21:56:15 CST 2011
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eclipse.preferences.version=1
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org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
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org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
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org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
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org.eclipse.jdt.core.compiler.compliance=1.6
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org.eclipse.jdt.core.compiler.debug.lineNumber=generate
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org.eclipse.jdt.core.compiler.debug.localVariable=generate
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org.eclipse.jdt.core.compiler.debug.sourceFile=generate
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org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
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org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
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org.eclipse.jdt.core.compiler.source=1.6
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@@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="1"
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android:versionName="1.0" package="com.bn.Sample15_9">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".Sample15_9_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 +1,48 @@
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precision mediump float;
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uniform vec3 uColor; //顶点颜色
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uniform vec3 uPosition;//顶点位置:变换之后的
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uniform vec3 uNormal;//法向量:变换之后的
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uniform vec3 uLightLocation;//光源位置
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uniform vec3 uCamera; //摄像机位置
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uniform int isShadow; //阴影绘制标志
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//定位光光照计算的方法
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void pointLight
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(
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inout vec4 ambient,//环境光分量
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inout vec4 diffuse,//散射光分量
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inout vec4 specular,//镜面反射光分量
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in vec4 lightAmbient,//光的环境光分量
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in vec4 lightDiffuse,//光的散射光分量
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in vec4 lightSpecular//光的镜面反射光分量
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)
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{
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 newNormal=normalize(uNormal);
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//计算从表面点到摄像机的矢量
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vec3 eye= normalize(uCamera-uPosition);
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//计算从表面点到光源位置的矢量
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vec3 vp = normalize(uLightLocation-uPosition);
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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//基本颜色
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vec4 baseColor = vec4(uColor,1.0);
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if(isShadow == 0){
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vec4 ambient, diffuse, specular;
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pointLight(ambient,diffuse,specular,
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vec4(0.15,0.15,0.15,1.0),vec4(0.9,0.9,0.9,1.0),vec4(0.7,0.7,0.7,1.0));
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//给此片元颜色值
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gl_FragColor=baseColor*ambient + baseColor*diffuse + baseColor*specular;
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} else {//如果在阴影中只加入环境光
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gl_FragColor=baseColor*vec4(0.15,0.15,0.15,1.0);
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}
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}
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@@ -0,0 +1,46 @@
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precision mediump float;
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uniform vec3 uLightLocation;//光源位置
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uCamera; //摄像机位置
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uniform vec3 uColor; //顶点颜色
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varying vec3 vPosition;//接收从顶点着色器过来的顶点位置
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varying vec3 vNormal;//接收从顶点着色器过来的顶点法向量
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=vPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(vPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(vPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(vPosition,1)).xyz);
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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//基本颜色
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vec4 baseColor=vec4(uColor,1.0);
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vec4 ambient, diffuse, specular;
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pointLight(normalize(vNormal),ambient,diffuse,specular,uLightLocation,
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vec4(0.15,0.15,0.15,1.0),vec4(0.9,0.9,0.9,1.0),vec4(0.7,0.7,0.7,1.0));
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//给此片元颜色值
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gl_FragColor=baseColor*ambient + baseColor*diffuse + baseColor*specular;
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}
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@@ -0,0 +1,50 @@
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precision mediump float;
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uniform highp vec3 uLightLocation;//光源位置
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uniform highp mat4 uMMatrix; //变换矩阵
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uniform vec3 uCamera; //摄像机位置
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uniform vec3 uColor; //顶点颜色
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uniform highp int isShadow; //阴影绘制标志
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varying vec3 vPosition;//接收从顶点着色器过来的顶点位置
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varying vec3 vNormal;//接收从顶点着色器过来的顶点法向量
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=vPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(vPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(vPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(vPosition,1)).xyz);
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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if(isShadow==0) {//不是阴影
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vec4 baseColor=vec4(uColor,1.0);//基本颜色
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vec4 ambient, diffuse, specular;
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pointLight(normalize(vNormal),ambient,diffuse,specular,uLightLocation,
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vec4(0.15,0.15,0.15,1.0),vec4(0.9,0.9,0.9,1.0),vec4(0.7,0.7,0.7,1.0));
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gl_FragColor = baseColor*diffuse + baseColor*specular + baseColor*ambient;
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} else {//是阴影
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vec4 baseColor = vec4(0.2,0.8,0.2,1.0);//基本颜色
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gl_FragColor = baseColor*vec4(0.15,0.15,0.15,1.0);//片元最终颜色为阴影的颜色
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}
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}
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@@ -0,0 +1,6 @@
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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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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1.0); //根据总变换矩阵计算此次绘制此顶点位置
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}
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@@ -0,0 +1,16 @@
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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 aNormal; //法向量
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varying vec3 vPosition;//用于传递给片元着色器的顶点位置
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varying vec3 vNormal;//用于传递给片元着色器的顶点法向量
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void main()
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{
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//根据总变换矩阵计算此次绘制此顶点位置
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gl_Position = uMVPMatrix * vec4(aPosition,1);
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//将顶点的位置传给片元着色器
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vPosition = aPosition;
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//将顶点的法向量传给片元着色器
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vNormal = aNormal;
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}
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@@ -0,0 +1,32 @@
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform int isShadow;//阴影绘制标志
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uniform vec3 uLightLocation; //光源位置
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uniform mat4 uMMatrix; //变换矩阵
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uniform mat4 uMProjCameraMatrix; //投影、摄像机组合矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //法向量
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varying vec3 vPosition;//用于传递给片元着色器的顶点位置
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varying vec3 vNormal;//用于传递给片元着色器的顶点法向量
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void main()
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{
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if(isShadow==1)
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{//绘制本影,计算阴影顶点位置
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vec3 A=vec3(0.0,0.0,0.0);//投影平面上任一点坐标
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vec3 n=vec3(0.0,1.0,0.0);//投影平面法向量
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vec3 S=uLightLocation; //光源位置
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vec3 V=(uMMatrix*vec4(aPosition,1)).xyz; //经过平移和旋转变换后的点的坐标
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vec3 VL=S+(V-S)*(dot(n,(A-S))/dot(n,(V-S)));//求得的投影点坐标
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gl_Position = uMProjCameraMatrix*vec4(VL,1); //根据总变换矩阵计算此次绘制此顶点位置
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}
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||||
else
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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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||||
}
|
||||
//将顶点的位置传给片元着色器
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vPosition = aPosition;
|
||||
//将顶点的法向量传给片元着色器
|
||||
vNormal = aNormal;
|
||||
}
|
||||
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@@ -0,0 +1,13 @@
|
||||
# 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
|
||||
@@ -0,0 +1,19 @@
|
||||
/* 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.Sample15_9;
|
||||
|
||||
public final class R {
|
||||
public static final class attr {
|
||||
}
|
||||
public static final class drawable {
|
||||
public static final int icon=0x7f020000;
|
||||
}
|
||||
public static final class string {
|
||||
public static final int app_name=0x7f030000;
|
||||
}
|
||||
}
|
||||
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After Width: | Height: | Size: 4.0 KiB |
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After Width: | Height: | Size: 1.7 KiB |
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|
After Width: | Height: | Size: 2.5 KiB |
@@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="app_name">Sample15_9</string>
|
||||
</resources>
|
||||
@@ -0,0 +1,89 @@
|
||||
package com.bn.Sample15_9;
|
||||
/*
|
||||
* 球心在原点,半径为1的标准球
|
||||
* 注意:其变换成椭球后法向量也是对的
|
||||
*/
|
||||
public class Ball extends HitObject {
|
||||
public Ball(Camera cam, Color3f color){
|
||||
this.cam=cam;
|
||||
this.color=color;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean hit(Ray r,Intersection inter) {
|
||||
/*
|
||||
* 求解光线S+ct与变换后物体的交点需要以下步骤:
|
||||
* 1、求出逆变换光线S'+c't
|
||||
* 2、求出逆变换光线与通用物体的碰撞时间t
|
||||
* 3、把碰撞时间t代入等式S+ct得到实际的交点坐标
|
||||
*
|
||||
*
|
||||
* 因此,genRay只是变换后的光线,
|
||||
* 只用于求解碰撞时间t,
|
||||
* 用t求交点时用变换前的光线r
|
||||
*/
|
||||
Ray genRay=new Ray();//变换后的光线
|
||||
xfrmRay(genRay, getInvertMatrix(), r);//获取变换后的光线(将r按逆变换矩阵变换后赋值给genRay)
|
||||
|
||||
double A,B,C;
|
||||
A = Vector3.dot(genRay.dir,genRay.dir);
|
||||
B = Vector3.dot(genRay.start, genRay.dir);
|
||||
C = Vector3.dot(genRay.start, genRay.start)-1.0f;
|
||||
double discrim = B*B-A*C; //求判别式
|
||||
if(discrim<0.0){//没有交点
|
||||
return false;
|
||||
}
|
||||
int num=0;//目前的交点个数
|
||||
double discRoot = (float) Math.sqrt(discrim);
|
||||
double t1 = (-B-discRoot)/A; //第一次相交时间
|
||||
if(t1>0.00001){
|
||||
inter.hit[0].hitTime=t1;
|
||||
inter.hit[0].hitObject=this;
|
||||
inter.hit[0].isEntering=true;
|
||||
inter.hit[0].surface=0;
|
||||
Point3 P = rayPos(r,t1);//交点坐标(使用变换前的光线)
|
||||
inter.hit[0].hitPoint.set(P);//变换后的顶点位置
|
||||
Point3 preP = xfrmPtoPreP(P);//通过变换后的点求变换前的点
|
||||
inter.hit[0].hitNormal.set(preP);//变换前的点就是变换前的法向量
|
||||
|
||||
num=1;//有一个交点
|
||||
}
|
||||
double t2 = (-B+discRoot)/A;//第2个有效交点
|
||||
if(t2>0.00001){
|
||||
inter.hit[num].hitTime=t2;
|
||||
inter.hit[num].hitObject=this;
|
||||
inter.hit[num].isEntering=true;
|
||||
inter.hit[num].surface=0;
|
||||
Point3 P = rayPos(r,t2);//交点坐标(使用变换前的光线)
|
||||
inter.hit[num].hitPoint.set(P);
|
||||
Point3 preP = xfrmPtoPreP(P);//通过变换后的点求变换前的点
|
||||
inter.hit[num].hitNormal.set(preP);//变换前的点就是变换前的法向量
|
||||
|
||||
num++;//另一个有效交点
|
||||
}
|
||||
inter.numHits=num;
|
||||
return (num>0);//true或者false
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean hit(Ray r) {
|
||||
Ray genRay=new Ray();//变换后的光线
|
||||
xfrmRay(genRay, getInvertMatrix(), r);//获取变换后的光线(将r按逆变换矩阵变换后赋值给genRay)
|
||||
|
||||
double A,B,C;
|
||||
A = Vector3.dot(genRay.dir,genRay.dir);
|
||||
B = Vector3.dot(genRay.start, genRay.dir);
|
||||
C = Vector3.dot(genRay.start, genRay.start)-1.0f;
|
||||
double discrim = B*B-A*C; //求判别式
|
||||
if(discrim<0.0){//没有交点
|
||||
return false;
|
||||
}
|
||||
double discRoot = (float) Math.sqrt(discrim);
|
||||
double t1 = (-B-discRoot)/A; //第一次相交时间
|
||||
//只接受从0到1之间的碰撞,因为在光源另外一侧不会产生阴影
|
||||
if(t1<0 || t1>1){
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
package com.bn.Sample15_9;
|
||||
import static com.bn.Sample15_9.Constant.*;
|
||||
import android.opengl.Matrix;
|
||||
public class Camera {
|
||||
Point3 eye,look,up;
|
||||
Vector3 u,v,n;
|
||||
Light light;
|
||||
public Camera(Light light){
|
||||
this.light = light;
|
||||
eye=new Point3(); look=new Point3(); up=new Point3();
|
||||
u=new Vector3(); v=new Vector3(); n=new Vector3();
|
||||
}
|
||||
private float[] vMatrix = new float[16];//摄像机位置朝向9参数矩阵
|
||||
|
||||
//设置摄像机位置的方法,主要是为了计算u、v、n三个向量的值
|
||||
public void setMyCamera
|
||||
(
|
||||
float cx, float cy, float cz, //摄像机位置
|
||||
float tx, float ty, float tz, //摄像机目标点
|
||||
float upx, float upy, float upz //摄像机UP向量
|
||||
){
|
||||
Matrix.setLookAtM
|
||||
(
|
||||
vMatrix,
|
||||
0,
|
||||
cx, cy, cz,
|
||||
tx, ty, tz,
|
||||
upx, upy, upz
|
||||
);
|
||||
eye.x=cx; eye.y=cy; eye.z=cz;
|
||||
look.x=tx; look.y=ty; look.z=tz;
|
||||
up.x=upx; up.y=upy; up.z=upz;
|
||||
//从矩阵中取出u、v、n三个向量的值,注意OpenGL中的向量按列存储
|
||||
u.x=vMatrix[0]; u.y=vMatrix[4]; u.z=vMatrix[8];
|
||||
v.x=vMatrix[1]; v.y=vMatrix[5]; v.z=vMatrix[9];
|
||||
n.x=vMatrix[2]; n.y=vMatrix[6]; n.z=vMatrix[10];
|
||||
}
|
||||
|
||||
//光线跟踪的渲染方法
|
||||
public void raytrace(Scene scn, ColorRect rect) {
|
||||
//打印开始时间和开始标志
|
||||
System.out.println("start...");
|
||||
long start = System.currentTimeMillis();
|
||||
|
||||
Ray theRay = new Ray();
|
||||
theRay.setStart(eye);//光线从眼睛开始
|
||||
|
||||
//开始光线跟踪
|
||||
for (int col = 0; col < nCols; col += blockSize) {
|
||||
for (int row = 0; row < nRows; row += blockSize) {
|
||||
//根据所在行列数,计算光线方向
|
||||
Vector3 dir1 = n.multiConst(-N_3D);
|
||||
Vector3 dir2 = u.multiConst(W_3D*(2*col/nCols-1));
|
||||
Vector3 dir3 = v.multiConst(H_3D*(2*row/nRows-1));
|
||||
Vector3 dir = dir1.add(dir2).add(dir3);
|
||||
|
||||
//设置光线发射方向
|
||||
theRay.setDir(dir);
|
||||
Color3f clr = new Color3f();
|
||||
Point3 vertexPos = new Point3();
|
||||
Vector3 normal = new Vector3();
|
||||
//计算此光线对应的各个量的值
|
||||
int isShadowFlag = scn.shade(theRay, clr, vertexPos, normal);
|
||||
//如果光线和物体没有交点,说明是背景色,不进行绘制,继续下一条光线
|
||||
if(isShadowFlag == -1){
|
||||
continue;
|
||||
}
|
||||
rect.setColor(clr.red, clr.green, clr.blue);//颜色
|
||||
rect.setPos3D(vertexPos.x, vertexPos.y, vertexPos.z);//变换后顶点位置
|
||||
rect.setNormal3D(normal.x, normal.y, normal.z);//变换后顶点处法向量
|
||||
rect.setLightPos3D(light.pos.x, light.pos.y, light.pos.z);//光源位置
|
||||
rect.setCameraPos3D(eye.x, eye.y, eye.z);//摄像机位置
|
||||
rect.setShadow(isShadowFlag);//是否在阴影中
|
||||
|
||||
rect.setColRow(col, row);//设置基本块在哪一行,哪一列
|
||||
rect.drawSelf();//绘制基本块
|
||||
}
|
||||
}
|
||||
|
||||
//打印结束时间和结束标志
|
||||
long end = System.currentTimeMillis();
|
||||
System.out.println("time="+(end-start)/1000.0+"s");
|
||||
System.out.println("finish...");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
package com.bn.Sample15_9;
|
||||
|
||||
public class Color3f {
|
||||
float red;
|
||||
float green;
|
||||
float blue;
|
||||
|
||||
public Color3f(){}
|
||||
public Color3f(float red, float green, float blue) {
|
||||
super();
|
||||
this.red = red;
|
||||
this.green = green;
|
||||
this.blue = blue;
|
||||
}
|
||||
public Color3f(float[] clr) {
|
||||
this.red = clr[0];
|
||||
this.green = clr[1];
|
||||
this.blue = clr[2];
|
||||
}
|
||||
public void set(Color3f clr){
|
||||
this.red = clr.red;
|
||||
this.green = clr.green;
|
||||
this.blue = clr.blue;
|
||||
}
|
||||
@Override
|
||||
public String toString() {
|
||||
return "Color3:("+this.red+","+this.green+","+this.blue+")";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,174 @@
|
||||
package com.bn.Sample15_9;
|
||||
import static com.bn.Sample15_9.Constant.*;
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
//矩形
|
||||
public class ColorRect
|
||||
{
|
||||
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
|
||||
//3D世界中的量
|
||||
int muColorHandle; //片元颜色属性引用
|
||||
int mu3DPosHandle; //3D世界中顶点位置属性引用
|
||||
int muNormalHandle; //顶点法向量属性引用
|
||||
int muLightLocationHandle;//光源位置属性引用
|
||||
int muCameraHandle; //摄像机位置属性引用
|
||||
int muIsShadow;//是否绘制阴影属性引用
|
||||
|
||||
String mVertexShader;//顶点着色器
|
||||
String mFragmentShader;//片元着色器
|
||||
|
||||
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
int vCount=0;
|
||||
float[] color3 = new float[3];//3D世界中顶点颜色
|
||||
float[] vertexPos3D = new float[3];//3D世界中顶点位置
|
||||
float[] normal3D = new float[3];//3D世界中顶点法向量
|
||||
float[] lightPos3D = new float[3];//3D世界中光源位置
|
||||
float[] cameraPos3D = new float[3];//3D世界中摄像机位置
|
||||
int isShadow;//是否在阴影中的标志
|
||||
|
||||
float u;//基本块在视口上的位置
|
||||
float v;
|
||||
public ColorRect(MySurfaceView mv)
|
||||
{
|
||||
//初始化顶点坐标与着色数据
|
||||
initVertexData();
|
||||
//初始化shader
|
||||
intShader(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;
|
||||
|
||||
float vertices[]=new float[]
|
||||
{
|
||||
0,0,0,//0
|
||||
Constant.blockSize,0,0,//1
|
||||
Constant.blockSize,Constant.blockSize,0,//2
|
||||
|
||||
0,0,0,//0
|
||||
Constant.blockSize,Constant.blockSize,0,//2
|
||||
0,Constant.blockSize,0//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(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer = vbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer.position(0);//设置缓冲区起始位置
|
||||
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
|
||||
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
|
||||
//顶点坐标数据的初始化================end============================
|
||||
}
|
||||
|
||||
//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
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中总变换矩阵引用
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
|
||||
//3D世界中的量
|
||||
//获取程序中3D世界中顶点颜色属性引用
|
||||
muColorHandle = GLES20.glGetUniformLocation(mProgram, "uColor");
|
||||
//获取程序中3D世界中顶点位置属性引用
|
||||
mu3DPosHandle = GLES20.glGetUniformLocation(mProgram, "uPosition");
|
||||
//获取程序中顶点法向量属性引用
|
||||
muNormalHandle = GLES20.glGetUniformLocation(mProgram, "uNormal");
|
||||
//获取程序中光源位置引用
|
||||
muLightLocationHandle = GLES20.glGetUniformLocation(mProgram, "uLightLocation");
|
||||
//获取程序中摄像机位置引用
|
||||
muCameraHandle = GLES20.glGetUniformLocation(mProgram, "uCamera");
|
||||
//获取程序中是否绘制阴影属性引用
|
||||
muIsShadow=GLES20.glGetUniformLocation(mProgram, "isShadow");
|
||||
}
|
||||
public void drawSelf() {
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(u, v, 0);
|
||||
// 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);
|
||||
|
||||
//3D世界中的量
|
||||
// 将3D世界中顶点颜色传入着色器程序
|
||||
GLES20.glUniform3fv(muColorHandle, 1, color3, 0);
|
||||
// 将3D世界中顶点的位置传入着色器程序
|
||||
GLES20.glUniform3fv(mu3DPosHandle, 1, vertexPos3D, 0);
|
||||
// 将3D世界中顶点的法向量传入着色器程序
|
||||
GLES20.glUniform3fv(muNormalHandle, 1, normal3D, 0);
|
||||
// 将3D世界中灯光位置传入着色器程序
|
||||
GLES20.glUniform3fv(muLightLocationHandle, 1, lightPos3D, 0);
|
||||
// 将3D世界中摄像机的位置传入着色器程序
|
||||
GLES20.glUniform3fv(muCameraHandle, 1, cameraPos3D, 0);
|
||||
//将是否绘制阴影属性传入着色器程序
|
||||
GLES20.glUniform1i(muIsShadow, isShadow);
|
||||
|
||||
// 将顶点位置数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT,
|
||||
false, 3 * 4, mVertexBuffer);
|
||||
// 允许顶点位置数据数组
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
// 绘制矩形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
|
||||
public void setColor(float r,float g,float b){
|
||||
this.color3[0] = r;
|
||||
this.color3[1] = g;
|
||||
this.color3[2] = b;
|
||||
}
|
||||
public void setPos3D(float x,float y,float z){
|
||||
this.vertexPos3D[0] = x;
|
||||
this.vertexPos3D[1] = y;
|
||||
this.vertexPos3D[2] = z;
|
||||
}
|
||||
public void setNormal3D(float x,float y,float z){
|
||||
this.normal3D[0] = x;
|
||||
this.normal3D[1] = y;
|
||||
this.normal3D[2] = z;
|
||||
}
|
||||
public void setLightPos3D(float x,float y,float z){
|
||||
this.lightPos3D[0] = x;
|
||||
this.lightPos3D[1] = y;
|
||||
this.lightPos3D[2] = z;
|
||||
}
|
||||
public void setCameraPos3D(float x,float y,float z){
|
||||
this.cameraPos3D[0] = x;
|
||||
this.cameraPos3D[1] = y;
|
||||
this.cameraPos3D[2] = z;
|
||||
}
|
||||
public void setShadow(int isShadow){
|
||||
this.isShadow = isShadow;
|
||||
}
|
||||
|
||||
public void setPos(float u,float v){
|
||||
this.u=u;
|
||||
this.v=v;
|
||||
}
|
||||
public void setColRow(int col,int row){
|
||||
//根据行列数计算基本块在屏幕上的位置
|
||||
float u=-W+W*(2*col/nCols);
|
||||
float v=-H+H*(2*row/nRows);
|
||||
this.setPos(u, v);//设置基本块位置
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
package com.bn.Sample15_9;
|
||||
|
||||
//常量类
|
||||
public class Constant {
|
||||
// 关于屏幕的量
|
||||
public static final float SCREEN_WIDTH = 800;// 屏幕的宽度
|
||||
public static final float SCREEN_HEIGHT = 480;// 屏幕的高度
|
||||
// 关于渲染时的量
|
||||
public static final float blockSize = 8f;//基本块的尺寸
|
||||
public static final float W = SCREEN_WIDTH / 2.0f;// 视口半宽高
|
||||
public static final float H = SCREEN_HEIGHT / 2.0f;
|
||||
public static final float ratio = W / H;//视口宽高比
|
||||
public static final float nRows = SCREEN_HEIGHT;// 像素总行列数
|
||||
public static final float nCols = SCREEN_WIDTH;
|
||||
//关于真实世界中近平面的量
|
||||
public static final float N_3D = 24;// 近平面到摄像机的距离
|
||||
public static final float W_3D = ratio;//近平面半宽
|
||||
public static final float H_3D = 1.0f;//近平面半高
|
||||
//关于真实世界中各物体的量
|
||||
public static final float R = 0.6f;//球的半径
|
||||
public static final float CENTER_DIS = 0.7f;//球与中心的距离
|
||||
public static final float PLANE_WIDTH = 3.5f;//平面宽度
|
||||
public static final float PLANE_HEIGHT = 4f;//平面高度
|
||||
|
||||
public static final float[] BALL1_COLOR = {0.8f,0.2f,0.2f};//球1的颜色
|
||||
public static final float[] BALL2_COLOR = {0.2f,0.2f,0.8f};//球2的颜色
|
||||
public static final float[] PLANE_COLOR = {0.2f,0.8f,0.2f};//平面的颜色
|
||||
//关于摄像机的参数
|
||||
public static final float CAM_X = 15;
|
||||
public static final float CAM_Y = 7;
|
||||
public static final float CAM_Z = 32;
|
||||
//关于光源的参数
|
||||
public static final float LIGHT_X = 100;
|
||||
public static final float LIGHT_Y = 80;
|
||||
public static final float LIGHT_Z = 0;
|
||||
//计算阴影时用的极小的正数
|
||||
public static final float MNIMUM = 0.00001f;
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
package com.bn.Sample15_9;
|
||||
//一个交点的信息
|
||||
public class HitInfo{
|
||||
|
||||
double hitTime;//相交时间
|
||||
HitObject hitObject;//相交的物体
|
||||
boolean isEntering;//光线是进入还是出来
|
||||
int surface;//相交于哪个表面
|
||||
Point3 hitPoint;//交点的坐标,变换后的
|
||||
Vector3 hitNormal;//交点处的法向量,变换前的
|
||||
|
||||
public HitInfo(){
|
||||
hitPoint = new Point3();
|
||||
hitNormal = new Vector3();
|
||||
}
|
||||
/*
|
||||
* 此方法可能会不对,复制问题可能出现
|
||||
* 如果有解决不了的问题可以回来看
|
||||
*/
|
||||
public void set(HitInfo hit){
|
||||
this.hitTime=hit.hitTime;
|
||||
this.hitObject=hit.hitObject;//指向的物体不用复制
|
||||
this.isEntering=hit.isEntering;
|
||||
this.surface=hit.surface;
|
||||
this.hitPoint.set(hit.hitPoint);
|
||||
this.hitNormal.set(hit.hitNormal);
|
||||
}
|
||||
@Override
|
||||
public String toString() {
|
||||
return "hitTime"+hitTime+",hitPoint"+hitPoint;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
package com.bn.Sample15_9;
|
||||
import android.opengl.Matrix;
|
||||
|
||||
public abstract class HitObject {
|
||||
Color3f color;
|
||||
private float[] myMatrix;//变换矩阵
|
||||
|
||||
Camera cam;
|
||||
|
||||
public abstract boolean hit(Ray ray,Intersection inter); //判断交点的方法
|
||||
public abstract boolean hit(Ray ray); //只判断是否相交的方法
|
||||
public Color3f getColor() {
|
||||
return color;
|
||||
}
|
||||
//返回光线在t时刻的位置的方法(使用变换前的光线)
|
||||
public Point3 rayPos(Ray r,double t){
|
||||
return cam.eye.addVec(r.dir.multiConst((float)t)); //eye+dir*t 得到当前点的坐标
|
||||
}
|
||||
//获取变换后的光线(将r按逆变换矩阵变换后赋值给genRay,(左乘变换矩阵的逆矩阵))
|
||||
public void xfrmRay(Ray genRay, float[] invTransf, Ray r){
|
||||
//求变换后的start
|
||||
float[] genStart = new float[4];
|
||||
Matrix.multiplyMV(genStart, 0, invTransf, 0, r.start.toQici4(), 0);
|
||||
genRay.start.set(genStart);//只取齐次坐标和前三个分量作为start
|
||||
|
||||
//求变换后的dir
|
||||
float[] genDir = new float[4];
|
||||
Matrix.multiplyMV(genDir, 0, invTransf, 0, r.dir.toQici4(), 0);
|
||||
genRay.dir.set(genDir);//只取齐次坐标和前三个分量作为dir
|
||||
}
|
||||
//获取变换后的法向量(左乘变换矩阵的逆转置矩阵)
|
||||
public void xfrmNormal(Vector3 genNormal, float[] invTranspM, Vector3 normal){
|
||||
//求变换后的Normal
|
||||
float[] tmpNormal = new float[4];
|
||||
Matrix.multiplyMV(tmpNormal, 0, invTranspM, 0, normal.toQici4(), 0);
|
||||
genNormal.set(tmpNormal);//只取齐次坐标和前三个分量作为normal
|
||||
}
|
||||
|
||||
//通过变换后的点求变换前的点的方法:乘以逆矩阵
|
||||
public Point3 xfrmPtoPreP(Point3 P){
|
||||
//通过逆变换,得到变换之前的点
|
||||
float[] inverM = getInvertMatrix();//获取逆变换矩阵
|
||||
float[] preP = new float[4];
|
||||
Matrix.multiplyMV(preP, 0, inverM, 0, P.toQici4(), 0);//求变换前的点
|
||||
return new Point3(preP);//变换前的点就是变换之前的法向量
|
||||
}
|
||||
//初始化变换矩阵的方法
|
||||
public void initMyMatrix() {
|
||||
myMatrix = new float[16];
|
||||
Matrix.setIdentityM(myMatrix, 0);
|
||||
}
|
||||
|
||||
//获取对象的变换矩阵的方法
|
||||
public float[] getMatrix(){
|
||||
return myMatrix;
|
||||
}
|
||||
//获取对象的逆矩阵的方法
|
||||
public float[] getInvertMatrix(){
|
||||
float[] invM = new float[16];
|
||||
Matrix.invertM(invM, 0, myMatrix, 0);//求逆矩阵
|
||||
return invM;
|
||||
}
|
||||
//获取对象的逆转置矩阵的方法
|
||||
public float[] getInvertTransposeMatrix(){
|
||||
float[] invTranspM = new float[16];
|
||||
Matrix.transposeM(invTranspM, 0, myMatrix, 0);//求转置矩阵
|
||||
Matrix.invertM(invTranspM, 0, invTranspM, 0);//求逆转置矩阵,两个参数要相同!
|
||||
return invTranspM;
|
||||
}
|
||||
// 设置沿xyz轴移动
|
||||
public void translate(float x, float y, float z) {
|
||||
Matrix.translateM(myMatrix, 0, x, y, z);
|
||||
}
|
||||
// 设置绕xyz轴旋转
|
||||
public void rotate(float angle, float x, float y, float z) {
|
||||
Matrix.rotateM(myMatrix, 0, angle, x, y, z);
|
||||
}
|
||||
// 设置沿xyz轴缩放
|
||||
public void scale(float x, float y, float z) {
|
||||
Matrix.scaleM(myMatrix, 0, x, y, z);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
package com.bn.Sample15_9;
|
||||
//保存光线每与某个物体相交信息的类
|
||||
public class Intersection {
|
||||
|
||||
int numHits;//有正的相交时间相交物体的数目
|
||||
HitInfo[] hit=new HitInfo[8];//交点列表,以后可能需要多于8个交点
|
||||
|
||||
public Intersection(){
|
||||
for(int i=0; i<8; i++){//初始化HitInfo数组
|
||||
hit[i]=new HitInfo();
|
||||
}
|
||||
}
|
||||
public void set(Intersection inter){
|
||||
for(int i=0; i<8; i++){//复制一份,绝不可以直接给引用
|
||||
this.hit[i].set(inter.hit[i]);
|
||||
}
|
||||
|
||||
this.numHits = inter.numHits;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
package com.bn.Sample15_9;
|
||||
//µÆ¹âÀà
|
||||
public class Light {
|
||||
Point3 pos;//µÆ¹âλÖÃ
|
||||
|
||||
public Light(){
|
||||
pos = new Point3();
|
||||
}
|
||||
public Light(Point3 pos) {
|
||||
this.pos = pos;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,190 @@
|
||||
package com.bn.Sample15_9;
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.Matrix;
|
||||
|
||||
//存储系统矩阵状态的类
|
||||
public class MatrixState
|
||||
{
|
||||
private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
|
||||
private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
|
||||
private static float[] currMatrix;//当前变换矩阵
|
||||
public static float[] lightLocation=new float[]{0,0,0};//定位光光源位置
|
||||
public static FloatBuffer cameraFB;
|
||||
public static FloatBuffer lightPositionFB;
|
||||
|
||||
//保护变换矩阵的栈
|
||||
static float[][] mStack=new float[10][16];
|
||||
static int stackTop=-1;
|
||||
|
||||
public static void setInitStack()//获取不变换初始矩阵
|
||||
{
|
||||
currMatrix=new float[16];
|
||||
Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
|
||||
}
|
||||
|
||||
public static void pushMatrix()//保护变换矩阵
|
||||
{
|
||||
stackTop++;
|
||||
for(int i=0;i<16;i++)
|
||||
{
|
||||
mStack[stackTop][i]=currMatrix[i];
|
||||
}
|
||||
}
|
||||
|
||||
public static void popMatrix()//恢复变换矩阵
|
||||
{
|
||||
for(int i=0;i<16;i++)
|
||||
{
|
||||
currMatrix[i]=mStack[stackTop][i];
|
||||
}
|
||||
stackTop--;
|
||||
}
|
||||
|
||||
public static void translate(float x,float y,float z)//设置沿xyz轴移动
|
||||
{
|
||||
Matrix.translateM(currMatrix, 0, x, y, z);
|
||||
}
|
||||
|
||||
public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴移动
|
||||
{
|
||||
Matrix.rotateM(currMatrix,0,angle,x,y,z);
|
||||
}
|
||||
|
||||
public static void scale(float x,float y,float z)
|
||||
{
|
||||
Matrix.scaleM(currMatrix,0, x, y, z);
|
||||
}
|
||||
|
||||
//插入自带矩阵
|
||||
public static void matrix(float[] self)
|
||||
{
|
||||
float[] result=new float[16];
|
||||
Matrix.multiplyMM(result,0,currMatrix,0,self,0);
|
||||
currMatrix=result;
|
||||
}
|
||||
|
||||
|
||||
//设置摄像机
|
||||
static ByteBuffer llbb= ByteBuffer.allocateDirect(3*4);
|
||||
static float[] cameraLocation=new float[3];//摄像机位置
|
||||
public static void setCamera
|
||||
(
|
||||
float cx, //摄像机位置x
|
||||
float cy, //摄像机位置y
|
||||
float cz, //摄像机位置z
|
||||
float tx, //摄像机目标点x
|
||||
float ty, //摄像机目标点y
|
||||
float tz, //摄像机目标点z
|
||||
float upx, //摄像机UP向量X分量
|
||||
float upy, //摄像机UP向量Y分量
|
||||
float upz //摄像机UP向量Z分量
|
||||
)
|
||||
{
|
||||
Matrix.setLookAtM
|
||||
(
|
||||
mVMatrix,
|
||||
0,
|
||||
cx,
|
||||
cy,
|
||||
cz,
|
||||
tx,
|
||||
ty,
|
||||
tz,
|
||||
upx,
|
||||
upy,
|
||||
upz
|
||||
);
|
||||
|
||||
cameraLocation[0]=cx;
|
||||
cameraLocation[1]=cy;
|
||||
cameraLocation[2]=cz;
|
||||
|
||||
llbb.clear();
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
cameraFB=llbb.asFloatBuffer();
|
||||
cameraFB.put(cameraLocation);
|
||||
cameraFB.position(0);
|
||||
}
|
||||
|
||||
//设置透视投影参数
|
||||
public static void setProjectFrustum
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
//设置正交投影参数
|
||||
public static void setProjectOrtho
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
//获取具体物体的总变换矩阵
|
||||
static float[] mMVPMatrix=new float[16];
|
||||
public static float[] getFinalMatrix()
|
||||
{
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
|
||||
return mMVPMatrix;
|
||||
}
|
||||
|
||||
//获取具体物体的变换矩阵
|
||||
public static float[] getMMatrix()
|
||||
{
|
||||
return currMatrix;
|
||||
}
|
||||
|
||||
//获取投影矩阵
|
||||
public static float[] getProjMatrix()
|
||||
{
|
||||
return mProjMatrix;
|
||||
}
|
||||
|
||||
//获取摄像机朝向的矩阵
|
||||
public static float[] getCaMatrix()
|
||||
{
|
||||
return mVMatrix;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//设置灯光位置的方法
|
||||
static ByteBuffer llbbL = ByteBuffer.allocateDirect(3*4);
|
||||
public static void setLightLocation(float x,float y,float z)
|
||||
{
|
||||
llbbL.clear();
|
||||
|
||||
lightLocation[0]=x;
|
||||
lightLocation[1]=y;
|
||||
lightLocation[2]=z;
|
||||
|
||||
llbbL.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
lightPositionFB=llbbL.asFloatBuffer();
|
||||
lightPositionFB.put(lightLocation);
|
||||
lightPositionFB.position(0);
|
||||
}
|
||||
|
||||
public static float[] getViewProjMatrix()
|
||||
{
|
||||
float[] mMVPMatrix=new float[16];
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
|
||||
return mMVPMatrix;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
package com.bn.Sample15_9;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLES20;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
import static com.bn.Sample15_9.Constant.*;
|
||||
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
|
||||
|
||||
//设置渲染模式为=========只渲染一帧=========
|
||||
//The renderer only renders when the surface is created, or when requestRender() is called
|
||||
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
|
||||
}
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
Camera cam;
|
||||
Scene scn;
|
||||
Light light;
|
||||
ColorRect rect;
|
||||
|
||||
public void onDrawFrame(GL10 gl)
|
||||
{
|
||||
//清除颜色缓冲
|
||||
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
|
||||
/*
|
||||
* 此处设置正交投影和摄像机的位置,
|
||||
* 只是为了能将3D世界中的正方形直接绘制在视口上
|
||||
*/
|
||||
//调用此方法计算产生正交投影矩阵
|
||||
MatrixState.setProjectOrtho(-W, W, -H, H, 1, 2);
|
||||
//设置绘制矩形时的camera位置
|
||||
MatrixState.setCamera(0, 0, 1, 0, 0, 0, 0, 1, 0);
|
||||
|
||||
//设置光线跟踪算法中的真实摄像机位置
|
||||
cam.setMyCamera(CAM_X, CAM_Y, CAM_Z, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
||||
//场景中物体进行变换
|
||||
scn.transform();
|
||||
//开始光线跟踪渲染物体
|
||||
cam.raytrace(scn, rect);
|
||||
}
|
||||
@Override
|
||||
public void onSurfaceChanged(GL10 gl, int width, int height) {
|
||||
//设置视窗大小及位置
|
||||
GLES20.glViewport(0, 0, (int)nCols, (int)nRows);
|
||||
/*
|
||||
* 此处设置正交投影和摄像机的位置,
|
||||
* 只是为了能将3D世界中的正方形直接绘制在视口上
|
||||
*/
|
||||
//调用此方法计算产生正交投影矩阵
|
||||
MatrixState.setProjectOrtho(-W, W, -H, H, 1, 2);
|
||||
//设置camera位置
|
||||
MatrixState.setCamera(0, 0, 1, 0, 0, 0, 0, 1, 0);
|
||||
}
|
||||
@Override
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(0,0,0,1);
|
||||
//打开背面剪裁
|
||||
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
//初始化变换矩阵
|
||||
MatrixState.setInitStack();
|
||||
rect = new ColorRect(MySurfaceView.this);
|
||||
|
||||
light = new Light(new Point3(LIGHT_X,LIGHT_Y,LIGHT_Z));
|
||||
cam=new Camera(light);
|
||||
scn=new Scene(cam, light);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
package com.bn.Sample15_9;
|
||||
|
||||
public class Point3 {
|
||||
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
public Point3(){}
|
||||
|
||||
public Point3(float x, float y, float z) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
public Point3(float[] data){
|
||||
this.x=data[0];
|
||||
this.y=data[1];
|
||||
this.z=data[2];
|
||||
}
|
||||
public void set(Point3 p){
|
||||
this.x=p.x;
|
||||
this.y=p.y;
|
||||
this.z=p.z;
|
||||
}
|
||||
public void set(Vector3 vec){
|
||||
this.x=vec.x;
|
||||
this.y=vec.y;
|
||||
this.z=vec.z;
|
||||
}
|
||||
public void set(float p[]){
|
||||
this.x=p[0];
|
||||
this.y=p[1];
|
||||
this.z=p[2];
|
||||
}
|
||||
|
||||
//将一个点按向量vec移动,得到另一个点的方法
|
||||
public Point3 addVec(Vector3 vec){
|
||||
return new Point3(this.x+vec.x,this.y+vec.y,this.z+vec.z);
|
||||
}
|
||||
//点和点相减得到一个向量
|
||||
public Vector3 minus(Point3 p){
|
||||
return new Vector3(this.x-p.x,this.y-p.y,this.z-p.z);
|
||||
}
|
||||
//点和点相减得到一个向量
|
||||
public Vector3 minus(Vector3 vec){
|
||||
return new Vector3(this.x-vec.x,this.y-vec.y,this.z-vec.z);
|
||||
}
|
||||
@Override
|
||||
public String toString() {
|
||||
return "Point:("+this.x+","+this.y+","+this.z+")";
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* 齐次坐标:
|
||||
* 若增加第四个分量1,以表示该四元组为点
|
||||
* 若增加第四个分量0,以表示该四元组为向量
|
||||
*/
|
||||
//将点转换成齐次坐标表示的方法
|
||||
public float[] toQici4(){
|
||||
return new float[]{this.x,this.y,this.z,1};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
package com.bn.Sample15_9;
|
||||
|
||||
//光线类
|
||||
public class Ray {
|
||||
|
||||
Point3 start;//起始位置
|
||||
Vector3 dir;//光线方向
|
||||
public Ray(){
|
||||
start = new Point3();
|
||||
dir = new Vector3();
|
||||
}
|
||||
//设置光线起始位置的方法
|
||||
public void setStart(Point3 start){
|
||||
this.start.x = start.x;
|
||||
this.start.y = start.y;
|
||||
this.start.z = start.z;
|
||||
}
|
||||
//设置光线发射方向的方法
|
||||
public void setDir(Vector3 dir){
|
||||
this.dir.x = dir.x;
|
||||
this.dir.y = dir.y;
|
||||
this.dir.z = dir.z;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
package com.bn.Sample15_9;
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample15_9_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 +1,127 @@
|
||||
package com.bn.Sample15_9;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import static com.bn.Sample15_9.Constant.*;
|
||||
//场景类
|
||||
public class Scene {
|
||||
Camera cam;
|
||||
Light light;
|
||||
Ray feeler = new Ray();//阴影探测器
|
||||
List<HitObject> hitObjects;//物体列表
|
||||
|
||||
Ball ball1;//球1
|
||||
Ball ball2;//球2
|
||||
Square sqare;//矩形平面
|
||||
|
||||
public Scene(Camera cam, Light light){
|
||||
this.cam=cam;
|
||||
this.light = light;
|
||||
hitObjects = new ArrayList<HitObject>();
|
||||
//创建一个红色的球
|
||||
ball1 = new Ball(cam, new Color3f(BALL1_COLOR));
|
||||
//创建一个蓝色的球
|
||||
ball2 = new Ball(cam, new Color3f(BALL2_COLOR));
|
||||
//创建一个绿色平面
|
||||
sqare = new Square(cam, new Color3f(PLANE_COLOR));
|
||||
|
||||
//将物体加入场景中
|
||||
hitObjects.add(ball1);
|
||||
hitObjects.add(ball2);
|
||||
hitObjects.add(sqare);
|
||||
|
||||
}
|
||||
|
||||
//场景中的物体进行变换的方法
|
||||
public void transform(){
|
||||
//为所有物体初始化变换矩阵
|
||||
for(HitObject pObj:hitObjects){
|
||||
pObj.initMyMatrix();
|
||||
}
|
||||
|
||||
//设置平面的变换
|
||||
sqare.rotate(-90, 1, 0, 0);
|
||||
sqare.scale(PLANE_WIDTH/2.0f, PLANE_HEIGHT/2.0f, 1);
|
||||
|
||||
//设置球1的变换
|
||||
ball1.translate(-CENTER_DIS, R, 0);
|
||||
ball1.scale(R, R, R);
|
||||
|
||||
//设置球2的变换
|
||||
ball2.translate(CENTER_DIS, R, 0);
|
||||
ball2.scale(R, R, R);
|
||||
}
|
||||
|
||||
/*
|
||||
* 返回光线对应的像素各信息,
|
||||
*
|
||||
* 返回值:
|
||||
* -1表示没有交点,
|
||||
* 0表示有交点,且最佳碰撞点不在阴影中
|
||||
* 1表示有交点,且最佳碰撞点在阴影中
|
||||
*/
|
||||
public int shade(
|
||||
Ray ray, //光线
|
||||
Color3f color, //物体颜色
|
||||
Point3 vetex, //变换后的顶点位置
|
||||
Vector3 normal//变换后的法向量
|
||||
){
|
||||
Intersection best = new Intersection();//用于保存目前为止最佳的碰撞记录
|
||||
getFirstHit(ray, best);//填充最佳碰撞记录
|
||||
if(best.numHits==0){//如果没有物体与光线相交
|
||||
return -1;
|
||||
}
|
||||
//如果有物体与光线相交返回碰撞点的各信息
|
||||
color.set(best.hit[0].hitObject.getColor());//物体颜色
|
||||
vetex.set(best.hit[0].hitPoint);//顶点位置
|
||||
//通过逆转置变换,求变换之后的法向量
|
||||
float[] inverTranspM = best.hit[0].hitObject.getInvertTransposeMatrix();//逆转置矩阵
|
||||
Vector3 preN = best.hit[0].hitNormal;//变换前的法向量
|
||||
best.hit[0].hitObject.xfrmNormal(normal, inverTranspM, preN);//求变换后的法向量
|
||||
|
||||
//探测是否在阴影中
|
||||
Point3 hitPoint = best.hit[0].hitPoint;
|
||||
//阴影探测器的起点为,碰撞点朝人眼方向移动一个微小的距离
|
||||
feeler.start.set(hitPoint.minus(ray.dir.multiConst(MNIMUM)));
|
||||
//阴影探测器的方向,从碰撞点指向光源
|
||||
feeler.dir = light.pos.minus(hitPoint);
|
||||
if(isInShadow(feeler)){
|
||||
return 1;//有交点,且最佳碰撞点在阴影中
|
||||
}
|
||||
return 0;//有交点,且最佳碰撞点不在阴影中
|
||||
}
|
||||
|
||||
public void getFirstHit(Ray ray, Intersection best){
|
||||
Intersection inter = new Intersection();//实例化相交记录
|
||||
best.numHits=0;//还没有交点
|
||||
/*
|
||||
* 此处检测光线与每个物体是否相交,
|
||||
* 与每个物体相交的信息都会存储在best中。
|
||||
* 由于光线与单个物体相交时,
|
||||
* 总会将光线与该物体的最近相交点保存在best.hit[0]中(由每个物体的hit方法决定),
|
||||
* 因此只要将所有物体的“最近点”信息做比较,并将最终结果存入best.hit[0]中,
|
||||
* 即可得出光线与所有物体的最近的交点信息
|
||||
*/
|
||||
for(HitObject pObj:hitObjects){//检查场景中的每一个物体
|
||||
if(!pObj.hit(ray, inter)){//光线是否和pObj相交?(此处已经调用hit方法,如果有相交,会将相交信息记录在inter中)
|
||||
continue;//无交点:检测下一个物体
|
||||
}
|
||||
if(best.numHits==0 || //best中还没有交点信息,或best中的交点不是最近点
|
||||
inter.hit[0].hitTime<best.hit[0].hitTime){
|
||||
/*
|
||||
* 注意这里一定是复制一份,而不能直接给其引用,
|
||||
* 否则里面的值一变会导致best的值也变!
|
||||
*/
|
||||
best.set(inter);//复制inter到best
|
||||
}
|
||||
}
|
||||
}
|
||||
//检测是否在阴影中的方法,参数为光线跟踪器
|
||||
public boolean isInShadow(Ray feeler){
|
||||
for(HitObject pObj:hitObjects){
|
||||
if(pObj.hit(feeler)){//光线与任何物体相交,在阴影中
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;//没有相交的物化,不在阴影中
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample15_9;
|
||||
|
||||
import java.io.ByteArrayOutputStream;
|
||||
import java.io.InputStream;
|
||||
|
||||
import android.content.res.Resources;
|
||||
import android.opengl.GLES20;
|
||||
import android.util.Log;
|
||||
|
||||
//加载顶点Shader与片元Shader的工具类
|
||||
public class ShaderUtil
|
||||
{
|
||||
//加载制定shader的方法
|
||||
public static int loadShader
|
||||
(
|
||||
int shaderType, //shader的类型 GLES20.GL_VERTEX_SHADER GLES20.GL_FRAGMENT_SHADER
|
||||
String source //shader的脚本字符串
|
||||
)
|
||||
{
|
||||
//创建一个新shader
|
||||
int shader = GLES20.glCreateShader(shaderType);
|
||||
//若创建成功则加载shader
|
||||
if (shader != 0)
|
||||
{
|
||||
//加载shader的源代码
|
||||
GLES20.glShaderSource(shader, source);
|
||||
//编译shader
|
||||
GLES20.glCompileShader(shader);
|
||||
//存放编译成功shader数量的数组
|
||||
int[] compiled = new int[1];
|
||||
//获取Shader的编译情况
|
||||
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
|
||||
if (compiled[0] == 0)
|
||||
{//若编译失败则显示错误日志并删除此shader
|
||||
Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
|
||||
Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
|
||||
GLES20.glDeleteShader(shader);
|
||||
shader = 0;
|
||||
}
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
//创建shader程序的方法
|
||||
public static int createProgram(String vertexSource, String fragmentSource)
|
||||
{
|
||||
//加载顶点着色器
|
||||
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
|
||||
if (vertexShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//加载片元着色器
|
||||
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
|
||||
if (pixelShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//创建程序
|
||||
int program = GLES20.glCreateProgram();
|
||||
//若程序创建成功则向程序中加入顶点着色器与片元着色器
|
||||
if (program != 0)
|
||||
{
|
||||
//向程序中加入顶点着色器
|
||||
GLES20.glAttachShader(program, vertexShader);
|
||||
checkGlError("glAttachShader");
|
||||
//向程序中加入片元着色器
|
||||
GLES20.glAttachShader(program, pixelShader);
|
||||
checkGlError("glAttachShader");
|
||||
//链接程序
|
||||
GLES20.glLinkProgram(program);
|
||||
//存放链接成功program数量的数组
|
||||
int[] linkStatus = new int[1];
|
||||
//获取program的链接情况
|
||||
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
||||
//若链接失败则报错并删除程序
|
||||
if (linkStatus[0] != GLES20.GL_TRUE)
|
||||
{
|
||||
Log.e("ES20_ERROR", "Could not link program: ");
|
||||
Log.e("ES20_ERROR", GLES20.glGetProgramInfoLog(program));
|
||||
GLES20.glDeleteProgram(program);
|
||||
program = 0;
|
||||
}
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
//检查每一步操作是否有错误的方法
|
||||
public static void checkGlError(String op)
|
||||
{
|
||||
int error;
|
||||
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR)
|
||||
{
|
||||
Log.e("ES20_ERROR", op + ": glError " + error);
|
||||
throw new RuntimeException(op + ": glError " + error);
|
||||
}
|
||||
}
|
||||
|
||||
//从sh脚本中加载shader内容的方法
|
||||
public static String loadFromAssetsFile(String fname,Resources r)
|
||||
{
|
||||
String result=null;
|
||||
try
|
||||
{
|
||||
InputStream in=r.getAssets().open(fname);
|
||||
int ch=0;
|
||||
ByteArrayOutputStream baos = new ByteArrayOutputStream();
|
||||
while((ch=in.read())!=-1)
|
||||
{
|
||||
baos.write(ch);
|
||||
}
|
||||
byte[] buff=baos.toByteArray();
|
||||
baos.close();
|
||||
in.close();
|
||||
result=new String(buff,"UTF-8");
|
||||
result=result.replaceAll("\\r\\n","\n");
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
package com.bn.Sample15_9;
|
||||
|
||||
/*
|
||||
* 位于xoy平面中心,边长为2的正方形
|
||||
*/
|
||||
public class Square extends HitObject {
|
||||
public Square(Camera cam, Color3f color){
|
||||
this.cam = cam;
|
||||
this.color = color;
|
||||
}
|
||||
@Override
|
||||
public boolean hit(Ray r,Intersection inter) {
|
||||
/*
|
||||
* 求解光线S+ct与变换后物体的交点需要以下步骤:
|
||||
* 1、求出逆变换光线S'+c't
|
||||
* 2、求出逆变换光线与通用物体的碰撞时间t
|
||||
* 3、把碰撞时间t代入等式S+ct得到实际的交点坐标
|
||||
*
|
||||
*
|
||||
* 因此,genRay只是变换后的光线,
|
||||
* 只用于求解碰撞时间t,
|
||||
* 用t求交点时用变换前的光线r
|
||||
*/
|
||||
Ray genRay=new Ray();//用于生产变换后的光线
|
||||
xfrmRay(genRay, getInvertMatrix(), r);//获取变换后的光线(将r按逆变换矩阵变换后赋值给genRay)
|
||||
double denom = genRay.dir.z;//分母
|
||||
|
||||
if(Math.abs(denom)<0.0001){//光线和平面平行:无交点
|
||||
return false;
|
||||
}
|
||||
double time=-genRay.start.z/denom;//相交时间
|
||||
if(time<=0.0){//交点落在视点后方
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
double hx=genRay.start.x+genRay.dir.x*time;//交点的x坐标
|
||||
double hy=genRay.start.y+genRay.dir.y*time;//交点的y坐标
|
||||
if (hx > 1.0 || hx < -1.0) {//x不在范围内
|
||||
return false;
|
||||
}
|
||||
if (hy > 1.0 || hy < -1.0) {//y不在范围内
|
||||
return false;
|
||||
}
|
||||
|
||||
inter.numHits=1;//有一个有效交点
|
||||
|
||||
//将光线和物体的相交信息存入inter中
|
||||
inter.hit[0].hitTime=time;
|
||||
inter.hit[0].hitObject=this;
|
||||
inter.hit[0].isEntering=true;
|
||||
inter.hit[0].surface=0;
|
||||
Point3 P = rayPos(r,time);//交点坐标(使用变换前的光线)
|
||||
inter.hit[0].hitPoint.set(P);//变换后的顶点位置
|
||||
inter.hit[0].hitNormal.set(0,0,1);//变换前的法向量
|
||||
return true;
|
||||
}
|
||||
@Override
|
||||
public boolean hit(Ray r) {
|
||||
Ray genRay=new Ray();//用于生产变换后的光线
|
||||
xfrmRay(genRay, getInvertMatrix(), r);//获取变换后的光线(将r按逆变换矩阵变换后赋值给genRay)
|
||||
double denom = genRay.dir.z;//分母
|
||||
|
||||
if(Math.abs(denom)<0.0001){//光线和平面平行:无交点
|
||||
return false;
|
||||
}
|
||||
double time=-genRay.start.z/denom;//相交时间
|
||||
//只接受从0到1之间的碰撞,因为在光源另外一侧不会产生阴影
|
||||
if(time<0.0 ||time>1){//交点落在视点后方
|
||||
return false;
|
||||
}
|
||||
|
||||
double hx=genRay.start.x+genRay.dir.x*time;//交点的x坐标
|
||||
double hy=genRay.start.y+genRay.dir.y*time;//交点的y坐标
|
||||
if (hx > 1.0 || hx < -1.0) {//x不在范围内
|
||||
return false;
|
||||
}
|
||||
if (hy > 1.0 || hy < -1.0) {//y不在范围内
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,77 @@
|
||||
package com.bn.Sample15_9;
|
||||
|
||||
public class Vector3 {
|
||||
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
|
||||
public Vector3(){};
|
||||
|
||||
public Vector3(float x, float y, float z) {
|
||||
super();
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
public void set(Vector3 vec){
|
||||
this.x=vec.x;
|
||||
this.y=vec.y;
|
||||
this.z=vec.z;
|
||||
}
|
||||
public void set(Point3 p){
|
||||
this.x=p.x;
|
||||
this.y=p.y;
|
||||
this.z=p.z;
|
||||
}
|
||||
public void set(float vec[]){
|
||||
this.x=vec[0];
|
||||
this.y=vec[1];
|
||||
this.z=vec[2];
|
||||
}
|
||||
public void set(float x, float y, float z){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
//与常量相乘
|
||||
public Vector3 multiConst(float constant){
|
||||
return new Vector3(this.x*constant,this.y*constant,this.z*constant);
|
||||
}
|
||||
|
||||
//点积
|
||||
public static float dot(Vector3 v1,Vector3 v2){
|
||||
|
||||
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
|
||||
}
|
||||
|
||||
//点积
|
||||
public static float dot(Point3 p1,Vector3 v2){
|
||||
return p1.x*v2.x + p1.y*v2.y + p1.z*v2.z;
|
||||
}
|
||||
|
||||
//点积
|
||||
public static float dot(Point3 p1,Point3 p2){
|
||||
return p1.x*p2.x + p1.y*p2.y + p1.z*p2.z;
|
||||
}
|
||||
|
||||
//加法
|
||||
public Vector3 add(Vector3 v){
|
||||
return new Vector3(this.x+v.x,this.y+v.y,this.z+v.z);
|
||||
}
|
||||
|
||||
public String toString(){
|
||||
return "vector:["+this.x+","+this.y+","+this.z+"]";
|
||||
}
|
||||
|
||||
/*
|
||||
* 齐次坐标:
|
||||
* 若增加第四个分量1,以表示该四元组为点
|
||||
* 若增加第四个分量0,以表示该四元组为向量
|
||||
*/
|
||||
//将向量转换成齐次坐标表示的方法
|
||||
public float[] toQici4(){
|
||||
return new float[]{this.x,this.y,this.z,0};
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user