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This commit is contained in:
2022-09-19 18:05:01 +08:00
commit 57051fc44b
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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="lib" path="lib/jbullet.jar"/>
<classpathentry kind="lib" path="lib/vecmath.jar"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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

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

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 cTemp=texture2D(sTexture, vTextureCoord);
gl_FragColor = cTemp;
}

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 cTemp=texture2D(sTexture, vTextureCoord);
if(cTemp.r==0.0&&cTemp.g==0.0&&cTemp.b==0.0||cTemp.a==0.0)
{
gl_FragColor=vec4(0.3,0.3,0.3,0.0);
}
else
{
gl_FragColor = cTemp;
}
}

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 cTemp=texture2D(sTexture, vTextureCoord);
if(cTemp.r==0.0&&cTemp.g==0.0&&cTemp.b==0.0||cTemp.a==0.0)
{
gl_FragColor=vec4(0.3,0.3,0.3,0.0);
}
else
{
gl_FragColor = cTemp;
}
}

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precision mediump float;
uniform int uisShadowFrag;//是否绘制阴影
uniform int uisLanbanFrag;//是否绘制球在篮板上的阴影
uniform sampler2D usTextureBall;//桌球纹理内容数据
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
varying vec4 vfragLosition;
void main()
{
//将计算出的颜色给此片元
vec4 finalColor;
if(uisShadowFrag==1)
{//绘制阴影,纹理从桌面纹理采样
finalColor=vec4(0.3,0.3,0.3,0.2);
if(uisLanbanFrag==1)
{
if(vfragLosition.x<-9.6||vfragLosition.x>9.6||vfragLosition.y<4.24||vfragLosition.y>10.5)
{
finalColor=vec4(0.3,0.3,0.3,0.0);
}
}
gl_FragColor = finalColor;//给此片元颜色值
}
else
{//绘制球本身,纹理从球纹理采样
finalColor=texture2D(usTextureBall, vTextureCoord);
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}
}

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precision mediump float;
//接收从顶点着色器过来的参数
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
void main()
{
//将计算出的颜色给此片元
vec4 finalColor=vec4(0.9,0.01,0.01,1.0);
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}

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uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uLightLocation; //光源位置
uniform vec3 uCamera; //摄像机位置
attribute vec3 aPosition; //顶点位置
attribute vec3 aNormal; //顶点法向量
//用于传递给片元着色器的变量
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 vambient, //环境光最终强度
inout vec4 vdiffuse, //散射光最终强度
inout vec4 vspecular, //镜面光最终强度
in vec3 ulightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
vambient=lightAmbient; //直接得出环境光的最终强度
vec3 normalTarget=aPosition+normal; //计算变换后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //对法向量规格化
//计算从表面点到摄像机的向量
vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
//计算从表面点到光源位置的向量vp
vec3 vp= normalize(ulightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp);//格式化vp
vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
float shininess=50.0; //粗糙度,越小越光滑
float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
vdiffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
vspecular=lightSpecular*powerFactor; //计算镜面光的最终强度
}
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.1,0.1,0.1,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0));
vambient=ambientTemp;
vdiffuse=diffuseTemp;
vspecular=specularTemp;
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
uniform int uraodon;//扰动值
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
void main()
{
vec4 rPosition=vec4(aPosition,1);
float raodonR=0.0;
if(uraodon==1)
{
if(rPosition.y<0.46)
{
raodonR=sqrt(rPosition.y)/4.0;
rPosition.x=rPosition.x+raodonR;
}
else
{
raodonR=sqrt(1.12-rPosition.y)/4.0;
rPosition.x=rPosition.x+raodonR;
}
}
else if(uraodon==3)
{
if(rPosition.y<0.46)
{
raodonR=sqrt(rPosition.y)/4.0;
rPosition.x=rPosition.x-raodonR;
}
else
{
raodonR=sqrt(1.12-rPosition.y)/4.0;
rPosition.x=rPosition.x-raodonR;
}
}
gl_Position =uMVPMatrix * rPosition; //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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uniform int uisShadow;//是否绘制阴影
uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform mat4 uMCameraMatrix; //摄像机矩阵
uniform mat4 uMProjMatrix; //投影矩阵
uniform vec3 uLightLocation; //光源位置
uniform vec3 uCamera; //摄像机位置
uniform vec3 uplaneN;//需要影子平面的法向量
uniform vec3 uplaneA;//需要影子平面的一个点
attribute vec3 aPosition; //顶点位置
attribute vec3 aNormal; //顶点法向量
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
varying vec4 vfragLosition;
//定位光光照计算的方法
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 vambient, //环境光最终强度
inout vec4 vdiffuse, //散射光最终强度
inout vec4 vspecular, //镜面光最终强度
in vec3 ulightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
vambient=lightAmbient; //直接得出环境光的最终强度
vec3 normalTarget=aPosition+normal; //计算变换后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //对法向量规格化
//计算从表面点到摄像机的向量
vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
//计算从表面点到光源位置的向量vp
vec3 vp= normalize(ulightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp);//格式化vp
vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
float shininess=50.0; //粗糙度,越小越光滑
float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
vdiffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
vspecular=lightSpecular*powerFactor; //计算镜面光的最终强度
}
void main()
{
if(uisShadow==1)
{//若为阴影绘制则根据公式进行投影计算
vec3 A=uplaneA;//vec3(0.0,0.05,0.0);
vec3 n=uplaneN;//vec3(0.0,1.0,0.0);
vec3 S=uLightLocation;
vec3 V=(uMMatrix*vec4(aPosition,1)).xyz;
vec3 VL=S+(V-S)*(dot(n,(A-S))/dot(n,(V-S)));
vfragLosition= uMProjMatrix*uMCameraMatrix*vec4(VL,1); //根据总变换矩阵计算此次绘制此顶点位置
gl_Position=vfragLosition;
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,0.3),vec4(0.7,0.7,0.7,0.3),vec4(0.3,0.3,0.3,0.3));
vambient=ambientTemp;
vdiffuse=diffuseTemp;
vspecular=specularTemp;
}
else
{
vfragLosition= uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
gl_Position =vfragLosition;
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0));
vambient=ambientTemp;
vdiffuse=diffuseTemp;
vspecular=specularTemp;
}
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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

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/* AUTO-GENERATED FILE. DO NOT MODIFY.
*
* This class was automatically generated by the
* aapt tool from the resource data it found. It
* should not be modified by hand.
*/
package com.bn.tl;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int about1=0x7f020000;
public static final int background=0x7f020001;
public static final int baisefangge=0x7f020002;
public static final int baisewaikuang=0x7f020003;
public static final int bangzuwelcome=0x7f020004;
public static final int basketball=0x7f020005;
public static final int basketnet=0x7f020006;
public static final int begin=0x7f020007;
public static final int beijingyinyu=0x7f020008;
public static final int changjinyinyu=0x7f020009;
public static final int d0=0x7f02000a;
public static final int d1=0x7f02000b;
public static final int d2=0x7f02000c;
public static final int d3=0x7f02000d;
public static final int d4=0x7f02000e;
public static final int d5=0x7f02000f;
public static final int d6=0x7f020010;
public static final int d7=0x7f020011;
public static final int d8=0x7f020012;
public static final int d9=0x7f020013;
public static final int dialog=0x7f020014;
public static final int dott=0x7f020015;
public static final int fanhuianniu=0x7f020016;
public static final int fanhuicaidan=0x7f020017;
public static final int floor=0x7f020018;
public static final int guanyuwenzitu=0x7f020019;
public static final int gundontiao=0x7f02001a;
public static final int help1=0x7f02001b;
public static final int hengxian=0x7f02001c;
public static final int honsegou=0x7f02001d;
public static final int icon=0x7f02001e;
public static final int jilu=0x7f02001f;
public static final int lanban=0x7f020020;
public static final int maohao=0x7f020021;
public static final int number=0x7f020022;
public static final int pause=0x7f020023;
public static final int play=0x7f020024;
public static final int quedinganniu=0x7f020025;
public static final int retry=0x7f020026;
public static final int shezhi=0x7f020027;
public static final int shijianbeijing2=0x7f020028;
public static final int shou=0x7f020029;
public static final int shut=0x7f02002a;
public static final int stop=0x7f02002b;
public static final int swall1=0x7f02002c;
public static final int swall2=0x7f02002d;
public static final int swall3=0x7f02002e;
public static final int timegradebeijing=0x7f02002f;
public static final int welcome=0x7f020030;
public static final int yibiaoban=0x7f020031;
}
public static final class id {
public static final int FrameLayout01=0x7f070000;
public static final int main_liner=0x7f070003;
public static final int ok=0x7f070002;
public static final int ok_button=0x7f070001;
}
public static final class layout {
public static final int checkversion=0x7f030000;
public static final int currandroidversion=0x7f030001;
public static final int main=0x7f030002;
}
public static final class raw {
public static final int beijingyingyu=0x7f040000;
public static final int levelend=0x7f040001;
public static final int pengzhuang=0x7f040002;
public static final int shoot=0x7f040003;
}
public static final class string {
public static final int app_name=0x7f050001;
public static final int hello=0x7f050000;
}
public static final class style {
public static final int FullHeightDialog=0x7f060000;
}
}

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