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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>Sample5_1</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.Sample5_1">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name="com.bn.Sample5_1.Sample5_1_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:targetSdkVersion="8"></uses-sdk>
</manifest>

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precision mediump float;
varying vec4 aaColor; //接收从顶点着色器过来的参数
void main()
{
gl_FragColor = aaColor;//给此片元颜色值
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec4 aColor; //顶点颜色
varying vec4 aaColor; //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
aaColor = aColor;//将接收的颜色传递给片元着色器
}

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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.
# 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.Sample5_1;
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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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Sample5_1</string>
</resources>

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package com.bn.Sample5_1;
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[] mMVPMatrix;//最后起作用的总变换矩阵
//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
);
}
//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[] spec)
{
mMVPMatrix=new float[16];
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, spec, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
return mMVPMatrix;
}
}

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package com.bn.Sample5_1;
import android.opengl.GLSurfaceView;
import android.view.MotionEvent;
import android.opengl.GLES20;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
class MySurfaceView extends GLSurfaceView
{
private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度缩放比例
private SceneRenderer mRenderer;//场景渲染器
private float mPreviousY;//上次的触控位置Y坐标
private float mPreviousX;//上次的触控位置X坐标
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
}
//触摸事件回调方法
@Override
public boolean onTouchEvent(MotionEvent e) {
float y = e.getY();
float x = e.getX();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dy = y - mPreviousY;//计算触控笔Y位移
float dx = x - mPreviousX;//计算触控笔X位移
for(SixPointedStar h:mRenderer.ha)
{
h.yAngle += dx * TOUCH_SCALE_FACTOR;//设置六角星数组中的各个六角星绕y轴旋转角度
h.xAngle+= dy * TOUCH_SCALE_FACTOR;//设置六角星数组中的各个六角星绕x轴旋转角度
}
}
mPreviousY = y;//记录触控笔位置
mPreviousX = x;//记录触控笔位置
return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
SixPointedStar[] ha=new SixPointedStar[6];//六角星数组
public void onDrawFrame(GL10 gl)
{
//清除深度缓冲与颜色缓冲
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
//绘制六角星数组中的各个六角星
for(SixPointedStar h:ha)
{
h.drawSelf();
}
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
//设置视窗大小及位置
GLES20.glViewport(0, 0, width, height);
//计算GLSurfaceView的宽高比
float ratio= (float) width / height;
//设置平行投影
MatrixState.setProjectOrtho(-ratio, ratio, -1, 1, 1, 10);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(
0, 0, 3f,
0, 0, 0f,
0f, 1.0f, 0.0f
);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//设置屏幕背景色RGBA
GLES20.glClearColor(0.5f,0.5f,0.5f, 1.0f);
//创建六角星数组中的各个对象
for(int i=0;i<ha.length;i++)
{
ha[i]=new SixPointedStar(MySurfaceView.this,0.2f,0.5f,-0.3f*i);
}
//打开深度检测
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
}
}
}

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package com.bn.Sample5_1;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class Sample5_1_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_PORTRAIT);
//初始化GLSurfaceView
mGLSurfaceView = new MySurfaceView(this);
//切换到主界面
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.Sample5_1;
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.Sample5_1;
import static com.bn.Sample5_1.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.List;
import android.opengl.GLES20;
import android.opengl.Matrix;
//六角星
public class SixPointedStar
{
int mProgram;//自定义渲染管线着色器程序id
int muMVPMatrixHandle;//总变换矩阵引用
int maPositionHandle; //顶点位置属性引用
int maColorHandle; //顶点颜色属性引用
String mVertexShader; //顶点着色器代码脚本
String mFragmentShader; //片元着色器代码脚本
static float[] mMMatrix = new float[16]; //具体物体的3D变换矩阵包括旋转、平移、缩放
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
FloatBuffer mColorBuffer;//顶点着色数据缓冲
int vCount=0;
float yAngle=0;//绕y轴旋转的角度
float xAngle=0;//绕z轴旋转的角度
final float UNIT_SIZE=1;
public SixPointedStar(MySurfaceView mv,float r,float R,float z)
{
//调用初始化顶点数据的initVertexData方法
initVertexData(R,r,z);
//调用初始化着色器的intShader方法
initShader(mv);
}
//自定义初始化顶点数据的initVertexData方法
public void initVertexData(float R,float r,float z)
{
List<Float> flist=new ArrayList<Float>();
float tempAngle=360/6;
for(float angle=0;angle<360;angle+=tempAngle)
{
//第一个三角形
//第一个中心点
flist.add(0f);
flist.add(0f);
flist.add(z);
//第二个点
flist.add((float) (R*UNIT_SIZE*Math.cos(Math.toRadians(angle))));
flist.add((float) (R*UNIT_SIZE*Math.sin(Math.toRadians(angle))));
flist.add(z);
//第三个点
flist.add((float) (r*UNIT_SIZE*Math.cos(Math.toRadians(angle+tempAngle/2))));
flist.add((float) (r*UNIT_SIZE*Math.sin(Math.toRadians(angle+tempAngle/2))));
flist.add(z);
//第二个三角形
//第一个中心点
flist.add(0f);
flist.add(0f);
flist.add(z);
//第二个点
flist.add((float) (r*UNIT_SIZE*Math.cos(Math.toRadians(angle+tempAngle/2))));
flist.add((float) (r*UNIT_SIZE*Math.sin(Math.toRadians(angle+tempAngle/2))));
flist.add(z);
//第三个点
flist.add((float) (R*UNIT_SIZE*Math.cos(Math.toRadians(angle+tempAngle))));
flist.add((float) (R*UNIT_SIZE*Math.sin(Math.toRadians(angle+tempAngle))));
flist.add(z);
}
vCount=flist.size()/3;
float[] vertexArray=new float[flist.size()];
for(int i=0;i<vCount;i++)
{
vertexArray[i*3]=flist.get(i*3);
vertexArray[i*3+1]=flist.get(i*3+1);
vertexArray[i*3+2]=flist.get(i*3+2);
}
ByteBuffer vbb=ByteBuffer.allocateDirect(vertexArray.length*4);
vbb.order(ByteOrder.nativeOrder()); //设置字节顺序为本地操作系统顺序
mVertexBuffer=vbb.asFloatBuffer();
mVertexBuffer.put(vertexArray);
mVertexBuffer.position(0);
//顶点着色数据的初始化================begin============================
float[] colorArray=new float[vCount*4];
for(int i=0;i<vCount;i++)
{
if(i%3==0){//中心点为白色
colorArray[i*4]=1;
colorArray[i*4+1]=1;
colorArray[i*4+2]=1;
colorArray[i*4+3]=0;
}
else{//边上的点为淡蓝色
colorArray[i*4]=0.45f;
colorArray[i*4+1]=0.75f;
colorArray[i*4+2]=0.75f;
colorArray[i*4+3]=0;
}
}
ByteBuffer cbb=ByteBuffer.allocateDirect(colorArray.length*4);
cbb.order(ByteOrder.nativeOrder()); //设置字节顺序为本地操作系统顺序
mColorBuffer=cbb.asFloatBuffer();
mColorBuffer.put(colorArray);
mColorBuffer.position(0);
//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
//顶点着色数据的初始化================end============================
}
//自定义初始化着色器的intShader方法
public void initShader(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 = createProgram(mVertexShader, mFragmentShader);
//获取程序中顶点位置属性引用id
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
//获取程序中顶点颜色属性引用id
maColorHandle= GLES20.glGetAttribLocation(mProgram, "aColor");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
}
public void drawSelf()
{
//制定使用某套shader程序
GLES20.glUseProgram(mProgram);
//初始化变换矩阵
Matrix.setRotateM(mMMatrix,0,0,0,1,0);
//设置沿Z轴正向位移1
Matrix.translateM(mMMatrix,0,0,0,1);
//设置绕y轴旋转
Matrix.rotateM(mMMatrix,0,yAngle,0,1,0);
//设置绕z轴旋转
Matrix.rotateM(mMMatrix,0,xAngle,1,0,0);
//将最终变换矩阵传入shader程序
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(mMMatrix), 0);
//为画笔指定顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//为画笔指定顶点着色数据
GLES20.glVertexAttribPointer
(
maColorHandle,
4,
GLES20.GL_FLOAT,
false,
4*4,
mColorBuffer
);
//允许顶点位置数据数组
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maColorHandle);
//绘制六角星
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
}