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2022-09-19 18:05:01 +08:00
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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>Sample16_4</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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#Wed Jan 05 21:56:15 CST 2011
eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
org.eclipse.jdt.core.compiler.compliance=1.6
org.eclipse.jdt.core.compiler.debug.lineNumber=generate
org.eclipse.jdt.core.compiler.debug.localVariable=generate
org.eclipse.jdt.core.compiler.debug.sourceFile=generate
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
org.eclipse.jdt.core.compiler.source=1.6

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
android:versionCode="1"
android:versionName="1.0" package="com.bn.Sample16_4">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name="com.bn.Sample16_4.Sample16_4Activity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<uses-sdk android:targetSdkVersion="8"></uses-sdk>
</manifest>

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//焰火粒子着色器
precision mediump float;
uniform vec3 uColor;//粒子颜色
void main()
{
//给此片元颜色值
gl_FragColor = vec4(uColor,1.0);
}

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//焰火粒子着色器
uniform mat4 uMVPMatrix; //总变换矩阵
uniform float uPointSize;//点尺寸
attribute vec3 aPosition; //顶点位置
void main()
{
//根据总变换矩阵计算此次绘制此顶点位置
gl_Position = uMVPMatrix * vec4(aPosition,1);
//设置粒子尺寸
gl_PointSize=uPointSize;
}

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

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/* AUTO-GENERATED FILE. DO NOT MODIFY.
*
* This class was automatically generated by the
* aapt tool from the resource data it found. It
* should not be modified by hand.
*/
package com.bn.Sample16_4;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int fu=0x7f020000;
public static final int icon=0x7f020001;
}
public static final class string {
public static final int app_name=0x7f030000;
}
}

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Sample16_4</string>
</resources>

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package com.bn.Sample16_4;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
//用户绘制单个粒子的类
public class GrainForDraw
{
private FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
private FloatBuffer mColorBuffer;//顶点颜色数据缓冲
float scale;//星星尺寸
String mVertexShader;//顶点着色器
String mFragmentShader;//片元着色器
int mProgram;//自定义渲染管线程序id
int muMVPMatrixHandle;//总变换矩阵引用id
int maPositionHandle; //顶点位置属性引用id
int uPointSizeHandle;//顶点尺寸参数引用
int uColorHandle;//顶点颜色参数引用
public GrainForDraw(float scale,float red,float green,float blue,MySurfaceView mv)
{
this.scale=scale;
initVertexData(red,green,blue);
initShader(mv);
}
//初始化顶点坐标的方法
public void initVertexData(float red,float green,float blue)
{
//顶点坐标数据的初始化
float vertices[]={0,0,0};
//创建顶点坐标数据缓冲
//vertices.length*4是因为一个Float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
//顶点坐标数据的初始化
float colors[]={red,green,blue};
//创建顶点坐标数据缓冲
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
mColorBuffer = cbb.asFloatBuffer();//转换为int型缓冲
mColorBuffer.put(colors);//向缓冲区中放入顶点坐标数据
mColorBuffer.position(0);//设置缓冲区起始位置
}
//初始化shader
public void initShader(MySurfaceView mv)
{
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_xk.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_xk.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id
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//获取顶点尺寸参数引用
uPointSizeHandle = GLES20.glGetUniformLocation(mProgram, "uPointSize");
//获取顶点颜色参数引用
uColorHandle = GLES20.glGetUniformLocation(mProgram, "uColor");
}
public void drawSelf()
{
//指定使用某套shader程序
GLES20.glUseProgram(mProgram);
//将最终变换矩阵传入shader程序
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
//将顶点尺寸传入Shader程序
GLES20.glUniform1f(uPointSizeHandle, scale);
//将顶点颜色传入Shader程序
GLES20.glUniform3fv(uColorHandle, 1,mColorBuffer);
//为画笔指定顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//允许顶点位置数据数组
GLES20.glEnableVertexAttribArray(maPositionHandle);
//绘制星星点
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
}
}

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package com.bn.Sample16_4;
import java.util.ArrayList;
//代表粒子系统的类
public class GrainGroup {
//用于绘制的粒子
static GrainForDraw gfd;
//所有粒子的列表
ArrayList<SingleGrain> al=new ArrayList<SingleGrain>();
static final float SPEED_SPAN=(float) (1.5f+1.5f*Math.random());//粒子初速度
static final float SPEED=0.02f;//粒子移动每一步的模拟时延,也就是时间戳间隔
public GrainGroup(MySurfaceView mv)
{
//初始化用于绘制的六个不同颜色的粒子
gfd=new GrainForDraw(4,1,1,1,mv);
//随机添加粒子
for(int i=0;i<400;i++)
{
//随机产生粒子的方位角及仰角
double elevation=0.35f*Math.random()*Math.PI+Math.PI*0.15f;//仰角
double direction=Math.random()*Math.PI*2;//方位角
//计算出粒子在XYZ轴方向的速度分量
float vy=(float)(SPEED_SPAN*Math.sin(elevation));
float vx=(float)(SPEED_SPAN*Math.cos(elevation)*Math.cos(direction));
float vz=(float)(SPEED_SPAN*Math.cos(elevation)*Math.sin(direction));
//创建粒子对像并添加进粒子列表
al.add(new SingleGrain(vx,vy,vz));
}
}
long timeStamp=0;
public void drawSelf()
{
long currTimeStamp=System.nanoTime()/1000000;
if(currTimeStamp-timeStamp>10)
{
for(SingleGrain sp:al)
{//扫描粒子列表,并修改粒子时间戳
sp.timeSpan=sp.timeSpan+SPEED;
if(sp.timeSpan>10)
{
sp.timeSpan=0;
}
}
timeStamp=currTimeStamp;
}
int size=al.size();
//循环扫描所有粒子的列表并绘制各个粒子
for(int i=0;i<size;i++)
{
try
{
al.get(i).drawSelf();
}
catch(Exception e){}
}
}
}

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package com.bn.Sample16_4;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.*;
import android.opengl.Matrix;
//存储系统矩阵状态的类
public class MatrixState
{
private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
private static float[] currMatrix;//当前变换矩阵
public static FloatBuffer cameraFB;
public static Stack<float[]> mStack=new Stack<float[]>();//保护变换矩阵的栈
public static void setInitStack()//获取不变换初始矩阵
{
currMatrix=new float[16];
Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
}
public static void pushMatrix()//保护变换矩阵
{
mStack.push(currMatrix.clone());
}
public static void popMatrix()//恢复变换矩阵
{
currMatrix=mStack.pop();
}
public static void translate(float x,float y,float z)//设置沿xyz轴移动
{
Matrix.translateM(currMatrix, 0, x, y, z);
}
public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴移动
{
Matrix.rotateM(currMatrix,0,angle,x,y,z);
}
//设置摄像机
public static void setCamera
(
float cx, //摄像机位置x
float cy, //摄像机位置y
float cz, //摄像机位置z
float tx, //摄像机目标点x
float ty, //摄像机目标点y
float tz, //摄像机目标点z
float upx, //摄像机UP向量X分量
float upy, //摄像机UP向量Y分量
float upz //摄像机UP向量Z分量
)
{
Matrix.setLookAtM
(
mVMatrix,
0,
cx,
cy,
cz,
tx,
ty,
tz,
upx,
upy,
upz
);
float[] cameraLocation=new float[3];//摄像机位置
cameraLocation[0]=cx;
cameraLocation[1]=cy;
cameraLocation[2]=cz;
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
cameraFB=llbb.asFloatBuffer();
cameraFB.put(cameraLocation);
cameraFB.position(0);
}
//设置透视投影参数
public static void setProjectFrustum
(
float left, //near面的left
float right, //near面的right
float bottom, //near面的bottom
float top, //near面的top
float near, //near面距离
float far //far面距离
)
{
Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
}
//设置正交投影参数
public static void setProjectOrtho
(
float left, //near面的left
float right, //near面的right
float bottom, //near面的bottom
float top, //near面的top
float near, //near面距离
float far //far面距离
)
{
Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
}
//获取具体物体的总变换矩阵
public static float[] getFinalMatrix()
{
float[] mMVPMatrix=new float[16];
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
return mMVPMatrix;
}
//获取具体物体的变换矩阵
public static float[] getMMatrix()
{
return currMatrix;
}
}

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package com.bn.Sample16_4;
import android.opengl.GLSurfaceView;
import android.opengl.GLES20;
import android.util.Log;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
class MySurfaceView extends GLSurfaceView
{
private SceneRenderer mRenderer;//场景渲染器
long olds;
long currs;
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
{
GrainGroup grainGroup;//焰火粒子系统
public void onDrawFrame(GL10 gl)
{
currs=System.nanoTime();
Log.d("FPS", (1000000000.0/(currs-olds)+"FPS"));
olds=currs;
//清除深度缓冲与颜色缓冲
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
//保护现场
MatrixState.pushMatrix();
MatrixState.translate(0, -2, 0);
grainGroup.drawSelf();
//恢复现场
MatrixState.popMatrix();
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
//设置视窗大小及位置
GLES20.glViewport(0, 0, width, height);
//计算GLSurfaceView的宽高比
float ratio = (float) width / height;
//调用此方法计算产生透视投影矩阵
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 1, 100);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(0,2,7,0,0,0,0f,1.0f,0.0f);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//设置屏幕背景色RGBA
GLES20.glClearColor(0.0f,0.0f,0.0f,1.0f);
//创建焰火粒子系统
grainGroup=new GrainGroup(MySurfaceView.this);
//打开深度检测
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
//关闭背面剪裁
GLES20.glEnable(GLES20.GL_CULL_FACE);
//初始化变换矩阵
MatrixState.setInitStack();
}
}
}

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package com.bn.Sample16_4;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class Sample16_4Activity 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);
//设置为竖屏模式
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
//切换到主界面
//初始化GLSurfaceView
mGLSurfaceView = new MySurfaceView(this);
setContentView(mGLSurfaceView);
mGLSurfaceView.requestFocus();//获取焦点
mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
}
@Override
protected void onResume() {
super.onResume();
mGLSurfaceView.onResume();
}
@Override
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
}
}

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package com.bn.Sample16_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;
}
}

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package com.bn.Sample16_4;
//存储粒子系统中的某个粒子物理信息的类
public class SingleGrain {
float vx;//x轴速度分量
float vy;//y轴速度分量
float vz;//z轴速度分量
float timeSpan=0;//累计时间
public SingleGrain(float vx,float vy,float vz)
{
this.vx=vx;
this.vy=vy;
this.vz=vz;
}
public void drawSelf()
{
MatrixState.pushMatrix();
//根据当前时间戳计算出粒子位置
float x=vx*timeSpan;
float z=vz*timeSpan;
float y=vy*timeSpan-0.5f*timeSpan*timeSpan*1.5f+3.0f;
MatrixState.translate(x, y, z);
//绘制粒子
GrainGroup.gfd.drawSelf();
MatrixState.popMatrix();
}
}