初次提交
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<?xml version="1.0" encoding="UTF-8"?>
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||||
<classpath>
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||||
<classpathentry kind="src" path="src"/>
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||||
<classpathentry kind="src" path="gen"/>
|
||||
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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@@ -0,0 +1,33 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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||||
<name>Sample5_5</name>
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<comment></comment>
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||||
<projects>
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||||
</projects>
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||||
<buildSpec>
|
||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
|
||||
<name>org.eclipse.jdt.core.javabuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
</buildSpec>
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||||
<natures>
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||||
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
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||||
<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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@@ -0,0 +1,12 @@
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#Wed Jan 05 21:56:15 CST 2011
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eclipse.preferences.version=1
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org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
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org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
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org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
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org.eclipse.jdt.core.compiler.compliance=1.6
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||||
org.eclipse.jdt.core.compiler.debug.lineNumber=generate
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||||
org.eclipse.jdt.core.compiler.debug.localVariable=generate
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||||
org.eclipse.jdt.core.compiler.debug.sourceFile=generate
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||||
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
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||||
org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
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org.eclipse.jdt.core.compiler.source=1.6
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@@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="1"
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android:versionName="1.0" package="com.bn.Sample5_4">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".Sample5_4_Activity"
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android:label="@string/app_name">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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<uses-sdk android:targetSdkVersion="8"></uses-sdk>
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</manifest>
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@@ -0,0 +1,6 @@
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precision mediump float;
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varying vec4 vColor; //接收从顶点着色器过来的参数
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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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void main() {
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gl_FragColor = vColor;//给此片元颜色值
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}
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uniform mat4 uMVPMatrix; //总变换矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec4 aColor; //顶点颜色
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varying vec4 vColor; //用于传递给片元着色器的变量
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void main() {
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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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vColor = aColor;//将接收的颜色传递给片元着色器
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}
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@@ -0,0 +1,13 @@
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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||||
# To customize properties used by the Ant build system use,
|
||||
# "build.properties", and override values to adapt the script to your
|
||||
# project structure.
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||||
|
||||
# Indicates whether an apk should be generated for each density.
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split.density=false
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||||
# Project target.
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target=android-8
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@@ -0,0 +1,25 @@
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||||
/* AUTO-GENERATED FILE. DO NOT MODIFY.
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||||
*
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||||
* This class was automatically generated by the
|
||||
* aapt tool from the resource data it found. It
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||||
* should not be modified by hand.
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*/
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package com.bn.Sample5_4;
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public final class R {
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public static final class attr {
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}
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public static final class drawable {
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public static final int icon=0x7f020000;
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}
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public static final class id {
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public static final int main_liner=0x7f050000;
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}
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public static final class layout {
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public static final int main=0x7f030000;
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}
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public static final class string {
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public static final int app_name=0x7f040000;
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}
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}
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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 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
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android:orientation="vertical"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent"
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android:id="@+id/main_liner"
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>
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</LinearLayout>
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@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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||||
<string name="app_name">Sample5_4</string>
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</resources>
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@@ -0,0 +1,9 @@
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package com.bn.Sample5_4;
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public class Constant
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{
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//单位尺寸
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public static final float UNIT_SIZE=1f;
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//计算GLSurfaceView的宽高比
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public static float ratio;
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}
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@@ -0,0 +1,268 @@
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package com.bn.Sample5_4;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import android.opengl.GLES20;
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//颜色立方体
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public class Cube
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{
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int mProgram;//自定义渲染管线着色器程序id
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int muMVPMatrixHandle;//总变换矩阵引用
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int maPositionHandle; //顶点位置属性引用
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int maColorHandle; //顶点颜色属性引用
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String mVertexShader;//顶点着色器代码脚本
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String mFragmentShader;//片元着色器代码脚本
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FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
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FloatBuffer mColorBuffer;//顶点着色数据缓冲
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int vCount=0;
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public Cube(MySurfaceView mv)
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{
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//初始化顶点坐标与着色数据
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initVertexData();
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//初始化shader
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initShader(mv);
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}
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//初始化顶点坐标与着色数据的方法
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public void initVertexData()
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{
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//顶点坐标数据的初始化================begin============================
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vCount=12*6;
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float vertices[]=new float[]
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{
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//前面
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0,0,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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0,0,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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0,0,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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0,0,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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//后面
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0,0,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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0,0,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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0,0,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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0,0,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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//左面
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-Constant.UNIT_SIZE,0,0,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,0,0,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,0,0,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,0,0,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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//右面
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Constant.UNIT_SIZE,0,0,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,0,0,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,0,0,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,0,0,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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//上面
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0,Constant.UNIT_SIZE,0,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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0,Constant.UNIT_SIZE,0,
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||||
Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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||||
-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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||||
0,Constant.UNIT_SIZE,0,
|
||||
-Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
|
||||
-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
|
||||
0,Constant.UNIT_SIZE,0,
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||||
-Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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//下面
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0,-Constant.UNIT_SIZE,0,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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0,-Constant.UNIT_SIZE,0,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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0,-Constant.UNIT_SIZE,0,
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-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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0,-Constant.UNIT_SIZE,0,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
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Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
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};
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//创建顶点坐标数据缓冲
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//vertices.length*4是因为一个整数四个字节
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ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
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vbb.order(ByteOrder.nativeOrder());//设置字节顺序
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mVertexBuffer = vbb.asFloatBuffer();//转换为Float型缓冲
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mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
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mVertexBuffer.position(0);//设置缓冲区起始位置
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//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
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//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
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//顶点坐标数据的初始化================end============================
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//顶点颜色值数组,每个顶点4个色彩值RGBA
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float colors[]=new float[]{
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//前面
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1,1,1,0,//中间为白色
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1,0,0,0,
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1,0,0,0,
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1,1,1,0,//中间为白色
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1,0,0,0,
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1,0,0,0,
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1,1,1,0,//中间为白色
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1,0,0,0,
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1,0,0,0,
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1,1,1,0,//中间为白色
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1,0,0,0,
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1,0,0,0,
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//后面
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1,1,1,0,//中间为白色
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0,0,1,0,
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0,0,1,0,
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1,1,1,0,//中间为白色
|
||||
0,0,1,0,
|
||||
0,0,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,0,1,0,
|
||||
0,0,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,0,1,0,
|
||||
0,0,1,0,
|
||||
//左面
|
||||
1,1,1,0,//中间为白色
|
||||
1,0,1,0,
|
||||
1,0,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
1,0,1,0,
|
||||
1,0,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
1,0,1,0,
|
||||
1,0,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
1,0,1,0,
|
||||
1,0,1,0,
|
||||
//右面
|
||||
1,1,1,0,//中间为白色
|
||||
1,1,0,0,
|
||||
1,1,0,0,
|
||||
1,1,1,0,//中间为白色
|
||||
1,1,0,0,
|
||||
1,1,0,0,
|
||||
1,1,1,0,//中间为白色
|
||||
1,1,0,0,
|
||||
1,1,0,0,
|
||||
1,1,1,0,//中间为白色
|
||||
1,1,0,0,
|
||||
1,1,0,0,
|
||||
//上面
|
||||
1,1,1,0,//中间为白色
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||||
0,1,0,0,
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||||
0,1,0,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,1,0,0,
|
||||
0,1,0,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,1,0,0,
|
||||
0,1,0,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,1,0,0,
|
||||
0,1,0,0,
|
||||
//下面
|
||||
1,1,1,0,//中间为白色
|
||||
0,1,1,0,
|
||||
0,1,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,1,1,0,
|
||||
0,1,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,1,1,0,
|
||||
0,1,1,0,
|
||||
1,1,1,0,//中间为白色
|
||||
0,1,1,0,
|
||||
0,1,1,0,
|
||||
};
|
||||
//创建顶点着色数据缓冲
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mColorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mColorBuffer.put(colors);//向缓冲区中放入顶点着色数据
|
||||
mColorBuffer.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
|
||||
//顶点着色数据的初始化================end============================
|
||||
}
|
||||
//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.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);
|
||||
//将最终变换矩阵传入shader程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 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);
|
||||
//绘制立方体
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES,0, vCount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,123 @@
|
||||
package com.bn.Sample5_4;
|
||||
import java.nio.ByteBuffer;
|
||||
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
|
||||
|
||||
//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);
|
||||
}
|
||||
|
||||
//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
|
||||
);
|
||||
}
|
||||
|
||||
//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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
package com.bn.Sample5_4;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.GLSurfaceView;
|
||||
|
||||
class MySurfaceView extends GLSurfaceView
|
||||
{
|
||||
private SceneRenderer mRenderer;//场景渲染器
|
||||
public MySurfaceView(Context context) {
|
||||
super(context);
|
||||
this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0
|
||||
mRenderer = new SceneRenderer(); //创建场景渲染器
|
||||
setRenderer(mRenderer); //设置渲染器
|
||||
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
|
||||
}
|
||||
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
Cube cube;//立方体
|
||||
|
||||
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);
|
||||
//绘制原立方体
|
||||
MatrixState.pushMatrix();
|
||||
cube.drawSelf();
|
||||
MatrixState.popMatrix();
|
||||
|
||||
//绘制变换后的立方体
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(4, 0, 0);//沿x方向平移3
|
||||
MatrixState.rotate(30, 0, 0, 1);// 绕z轴旋转30度
|
||||
cube.drawSelf();
|
||||
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
|
||||
Constant.ratio = (float) width / height;
|
||||
// 调用此方法计算产生透视投影矩阵
|
||||
MatrixState.setProjectFrustum(-Constant.ratio*0.8f, Constant.ratio*1.2f, -1, 1, 20, 100);
|
||||
// 调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(-16f, 8f, 45, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
||||
|
||||
//初始化变换矩阵
|
||||
MatrixState.setInitStack();
|
||||
}
|
||||
|
||||
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);
|
||||
//创建立方体对象
|
||||
cube=new Cube(MySurfaceView.this);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
//打开背面剪裁
|
||||
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
package com.bn.Sample5_4;
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample5_4_Activity extends Activity {
|
||||
private MySurfaceView mGLSurfaceView;
|
||||
@Override
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
// 设置为全屏
|
||||
requestWindowFeature(Window.FEATURE_NO_TITLE);
|
||||
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
|
||||
WindowManager.LayoutParams.FLAG_FULLSCREEN);
|
||||
// 设置为横屏模式
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
|
||||
// 初始化GLSurfaceView
|
||||
mGLSurfaceView = new MySurfaceView(this);
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample5_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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user