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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>Sample8_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.Sample7_4">
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name=".MyActivity"
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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//地球着色器
precision mediump float;
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;
uniform sampler2D sTextureDay;//纹理内容数据
uniform sampler2D sTextureNight;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 finalColorDay;
vec4 finalColorNight;
finalColorDay= texture2D(sTextureDay, vTextureCoord);
finalColorDay = finalColorDay*vAmbient+finalColorDay*vSpecular+finalColorDay*vDiffuse;
finalColorNight = texture2D(sTextureNight, vTextureCoord);
finalColorNight = finalColorNight*vec4(0.5,0.5,0.5,1.0);
if(vDiffuse.x>0.21)
{
gl_FragColor=finalColorDay;
}
else if(vDiffuse.x<0.05)
{
gl_FragColor=finalColorNight;
}
else
{
float t=(vDiffuse.x-0.05)/0.16;
gl_FragColor=t*finalColorDay+(1.0-t)*finalColorNight;
}
}

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//月球着色器
precision mediump float;
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;
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 finalColor = texture2D(sTexture, vTextureCoord);
//给此片元颜色值
gl_FragColor = finalColor*vAmbient+finalColor*vSpecular+finalColor*vDiffuse;
}

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//星空着色器
precision mediump float;
void main()
{
//给此片元颜色值
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
}

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//地球着色器
uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uCamera; //摄像机位置
uniform vec3 uLightLocationSun; //太阳光源位置
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
attribute vec3 aNormal; //法向量
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;
//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 ambient, //环境光最终强度
inout vec4 diffuse, //散射光最终强度
inout vec4 specular, //镜面光最终强度
in vec3 lightLocation, //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
){
ambient=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(lightLocation-(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
diffuse=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
specular=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,uLightLocationSun,vec4(0.05,0.05,0.05,1.0),vec4(1.0,1.0,1.0,1.0),vec4(0.3,0.3,0.3,1.0));
vAmbient=ambientTemp;
vDiffuse=diffuseTemp;
vSpecular=specularTemp;
//将顶点的纹理坐标传给片元着色器
vTextureCoord=aTexCoor;
}

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//月球着色器
uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uCamera; //摄像机位置
uniform vec3 uLightLocationSun; //太阳光源位置
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
attribute vec3 aNormal; //法向量
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;
//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 ambient, //环境光最终强度
inout vec4 diffuse, //散射光最终强度
inout vec4 specular, //镜面光最终强度
in vec3 lightLocation, //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
){
ambient=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(lightLocation-(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
diffuse=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
specular=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,uLightLocationSun,vec4(0.05,0.05,0.025,1.0),vec4(1.0,1.0,0.5,1.0),vec4(0.3,0.3,0.15,1.0));
vAmbient=ambientTemp;
vDiffuse=diffuseTemp;
vSpecular=specularTemp;
//将顶点的纹理坐标传给片元着色器
vTextureCoord=aTexCoor;
}

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//星空着色器
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);
//
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.Sample7_4;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int earth=0x7f020000;
public static final int earthn=0x7f020001;
public static final int icon=0x7f020002;
public static final int moon=0x7f020003;
}
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">Sample7_4</string>
</resources>

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package com.bn.Sample7_4;
import static com.bn.Sample7_4.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
public class Celestial { //表示星空天球的类
final float UNIT_SIZE=10.0f;//天球半径
private FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
int vCount=0;//星星数量
float yAngle;//天球绕Y轴旋转的角度
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
public Celestial(float scale,float yAngle,int vCount,MySurfaceView mv){
this.yAngle=yAngle;
this.scale=scale;
this.vCount=vCount;
initVertexData();
intShader(mv);
}
public void initVertexData(){ //初始化顶点坐标的方法
//顶点坐标数据的初始化
float vertices[]=new float[vCount*3];
for(int i=0;i<vCount;i++){
//随机产生每个星星的xyz坐标
double angleTempJD=Math.PI*2*Math.random();
double angleTempWD=Math.PI*(Math.random()-0.5f);
vertices[i*3]=(float)(UNIT_SIZE*Math.cos(angleTempWD)*Math.sin(angleTempJD));
vertices[i*3+1]=(float)(UNIT_SIZE*Math.sin(angleTempWD));
vertices[i*3+2]=(float)(UNIT_SIZE*Math.cos(angleTempWD)*Math.cos(angleTempJD));
}
//创建顶点坐标数据缓冲
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
}
public void intShader(MySurfaceView mv){ //初始化着色器
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_xk.sh", mv.getResources());
ShaderUtil.checkGlError("==ss==");
//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
ShaderUtil.checkGlError("==ss==");
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");
}
public void drawSelf(){
GLES20.glUseProgram(mProgram); //制定使用某套着色器程序
//将最终变换矩阵传入着色器程序
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
GLES20.glUniform1f(uPointSizeHandle, scale); //将顶点尺寸传入着色器程序
GLES20.glVertexAttribPointer( //为画笔指定顶点位置数据
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//允许顶点位置数据数组
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, vCount); //绘制星星点
}}

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package com.bn.Sample7_4;
public class Constant
{
//GLSurfaceView的宽高比
public static float ratio;
//旋转地月系线程的工作标志位
public static boolean threadFlag=true;
}

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package com.bn.Sample7_4;
import static com.bn.Sample7_4.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import android.opengl.GLES20;
//表示地球的类,采用多重纹理
public class Earth {
int mProgram;//自定义渲染管线程序id
int muMVPMatrixHandle;//总变换矩阵引用id
int muMMatrixHandle;//位置、旋转变换矩阵
int maCameraHandle; //摄像机位置属性引用id
int maPositionHandle; //顶点位置属性引用id
int maNormalHandle; //顶点法向量属性引用id
int maTexCoorHandle; //顶点纹理坐标属性引用id
int maSunLightLocationHandle;//光源位置属性引用id
int uDayTexHandle;//白天纹理属性引用id
int uNightTexHandle;//黑夜纹理属性引用id
String mVertexShader;//顶点着色器
String mFragmentShader;//片元着色器
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
int vCount=0;
public Earth(MySurfaceView mv,float r){
//初始化顶点坐标与着色数据
initVertexData(r);
//初始化着色器
initShader(mv);
}
//初始化顶点坐标与纹理数据的方法
public void initVertexData(float r){
//顶点坐标数据的初始化================begin============================
final float UNIT_SIZE=0.5f;
ArrayList<Float> alVertix=new ArrayList<Float>();//存放顶点坐标的ArrayList
final float angleSpan=10f;//将球进行单位切分的角度
for(float vAngle=90;vAngle>-90;vAngle=vAngle-angleSpan){//垂直方向angleSpan度一份
for(float hAngle=360;hAngle>0;hAngle=hAngle-angleSpan){//水平方向angleSpan度一份
//纵向横向各到一个角度后计算对应的此点在球面上的坐标
double xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
float x1=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));
float z1=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));
float y1=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));
float x2=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));
float z2=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));
float y2=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));
xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));
float x3=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));
float z3=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));
float y3=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));
xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
float x4=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));
float z4=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));
float y4=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
//构建第一三角形
alVertix.add(x1);alVertix.add(y1);alVertix.add(z1);
alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);
alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);
//构建第二三角形
alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);
alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);
alVertix.add(x3);alVertix.add(y3);alVertix.add(z3);
}}
vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3因为一个顶点有3个坐标
//将alVertix中的坐标值转存到一个float数组中
float vertices[]=new float[vCount*3];
for(int i=0;i<alVertix.size();i++){
vertices[i]=alVertix.get(i);
}
//创建顶点坐标数据缓冲
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
//将alTexCoor中的纹理坐标值转存到一个float数组中
float[] texCoor=generateTexCoor(//获取切分整图的纹理数组
(int)(360/angleSpan), //纹理图切分的列数
(int)(180/angleSpan) //纹理图切分的行数
);
ByteBuffer llbb = ByteBuffer.allocateDirect(texCoor.length*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
mTexCoorBuffer=llbb.asFloatBuffer();
mTexCoorBuffer.put(texCoor);
mTexCoorBuffer.position(0);
}
public void initShader(MySurfaceView mv){ //初始化着色器
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_earth.sh", mv.getResources());
ShaderUtil.checkGlError("==ss==");
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_earth.sh", mv.getResources());
//基于顶点着色器与片元着色器创建程序
ShaderUtil.checkGlError("==ss==");
mProgram = createProgram(mVertexShader, mFragmentShader);
//获取程序中顶点位置属性引用id
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
//获取程序中顶点纹理属性引用id
maTexCoorHandle=GLES20.glGetAttribLocation(mProgram, "aTexCoor");
//获取程序中顶点法向量属性引用id
maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//获取程序中摄像机位置引用id
maCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera");
//获取程序中光源位置引用id
maSunLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocationSun");
//获取白天、黑夜两个纹理引用
uDayTexHandle=GLES20.glGetUniformLocation(mProgram, "sTextureDay");
uNightTexHandle=GLES20.glGetUniformLocation(mProgram, "sTextureNight");
//获取位置、旋转变换矩阵引用id
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
}
public void drawSelf(int texId,int texIdNight) {
//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);
//将位置、旋转变换矩阵传入着色器程序
GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);
//将摄像机位置传入着色器程序
GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);
//将光源位置传入着色器程序
GLES20.glUniform3fv(maSunLightLocationHandle, 1, MatrixState.lightPositionFBSun);
GLES20.glVertexAttribPointer(//为画笔指定顶点位置数据
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
GLES20.glVertexAttribPointer( //为画笔指定顶点纹理数据
maTexCoorHandle,
2,
GLES20.GL_FLOAT,
false,
2*4,
mTexCoorBuffer
);
GLES20.glVertexAttribPointer //为画笔指定顶点法向量数据
(
maNormalHandle,
4,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//允许顶点位置数据数组
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
GLES20.glEnableVertexAttribArray(maNormalHandle);
//绑定纹理
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texIdNight);
GLES20.glUniform1i(uDayTexHandle, 0);
GLES20.glUniform1i(uNightTexHandle, 1);
//绘制三角形
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
//自动切分纹理产生纹理数组的方法
public float[] generateTexCoor(int bw,int bh){
float[] result=new float[bw*bh*6*2];
float sizew=1.0f/bw;//列数
float sizeh=1.0f/bh;//行数
int c=0;
for(int i=0;i<bh;i++){
for(int j=0;j<bw;j++){
//每行列一个矩形由两个三角形构成共六个点12个纹理坐标
float s=j*sizew;
float t=i*sizeh;
result[c++]=s;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t+sizeh;
}}
return result;
}}

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package com.bn.Sample7_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 float[] lightLocationSun=new float[]{0,0,0};//太阳定位光光源位置
public static FloatBuffer cameraFB;
public static FloatBuffer lightPositionFBSun;
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 transtate(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;
}
//设置太阳光源位置的方法
public static void setLightLocationSun(float x,float y,float z)
{
lightLocationSun[0]=x;
lightLocationSun[1]=y;
lightLocationSun[2]=z;
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
lightPositionFBSun=llbb.asFloatBuffer();
lightPositionFBSun.put(lightLocationSun);
lightPositionFBSun.position(0);
}
}

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package com.bn.Sample7_4;
import static com.bn.Sample7_4.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import android.opengl.GLES20;
//表示月球的类,为普通纹理球,未采用多重纹理
public class Moon
{
int mProgram;//自定义渲染管线程序id
int muMVPMatrixHandle;//总变换矩阵引用id
int muMMatrixHandle;//位置、旋转变换矩阵
int maCameraHandle; //摄像机位置属性引用id
int maPositionHandle; //顶点位置属性引用id
int maNormalHandle; //顶点法向量属性引用id
int maTexCoorHandle; //顶点纹理坐标属性引用id
int maSunLightLocationHandle;//光源位置属性引用id
String mVertexShader;//顶点着色器
String mFragmentShader;//片元着色器
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
int vCount=0;
public Moon(MySurfaceView mv,float r)
{
//初始化顶点坐标与着色数据
initVertexData(r);
//初始化shader
initShader(mv);
}
//初始化顶点坐标与纹理数据的方法
public void initVertexData(float r)
{
//顶点坐标数据的初始化================begin============================
final float UNIT_SIZE=0.5f;
ArrayList<Float> alVertix=new ArrayList<Float>();//存放顶点坐标的ArrayList
final float angleSpan=10f;//将球进行单位切分的角度
for(float vAngle=90;vAngle>-90;vAngle=vAngle-angleSpan)//垂直方向angleSpan度一份
{
for(float hAngle=360;hAngle>0;hAngle=hAngle-angleSpan)//水平方向angleSpan度一份
{//纵向横向各到一个角度后计算对应的此点在球面上的坐标
double xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
float x1=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));
float z1=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));
float y1=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));
float x2=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));
float z2=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));
float y2=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));
xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));
float x3=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));
float z3=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));
float y3=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));
xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
float x4=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));
float z4=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));
float y4=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
//构建第一三角形
alVertix.add(x1);alVertix.add(y1);alVertix.add(z1);
alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);
alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);
//构建第二三角形
alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);
alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);
alVertix.add(x3);alVertix.add(y3);alVertix.add(z3);
}
}
vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3因为一个顶点有3个坐标
//将alVertix中的坐标值转存到一个float数组中
float vertices[]=new float[vCount*3];
for(int i=0;i<alVertix.size();i++)
{
vertices[i]=alVertix.get(i);
}
//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
//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
//将alTexCoor中的纹理坐标值转存到一个float数组中
float[] texCoor=generateTexCoor//获取切分整图的纹理数组
(
(int)(360/angleSpan), //纹理图切分的列数
(int)(180/angleSpan) //纹理图切分的行数
);
ByteBuffer llbb = ByteBuffer.allocateDirect(texCoor.length*4);
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
mTexCoorBuffer=llbb.asFloatBuffer();
mTexCoorBuffer.put(texCoor);
mTexCoorBuffer.position(0);
//顶点坐标数据的初始化================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_moon.sh", mv.getResources());
ShaderUtil.checkGlError("==ss==");
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_moon.sh", mv.getResources());
//基于顶点着色器与片元着色器创建程序
ShaderUtil.checkGlError("==ss==");
mProgram = createProgram(mVertexShader, mFragmentShader);
//获取程序中顶点位置属性引用id
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
//获取程序中顶点经纬度属性引用id
maTexCoorHandle=GLES20.glGetAttribLocation(mProgram, "aTexCoor");
//获取程序中顶点法向量属性引用id
maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//获取程序中摄像机位置引用id
maCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera");
//获取程序中光源位置引用id
maSunLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocationSun");
//获取位置、旋转变换矩阵引用id
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
}
public void drawSelf(int texId)
{
//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);
//将位置、旋转变换矩阵传入shader程序
GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);
//将摄像机位置传入shader程序
GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);
//将光源位置传入shader程序
GLES20.glUniform3fv(maSunLightLocationHandle, 1, MatrixState.lightPositionFBSun);
//为画笔指定顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//为画笔指定顶点经纬度数据
GLES20.glVertexAttribPointer
(
maTexCoorHandle,
2,
GLES20.GL_FLOAT,
false,
2*4,
mTexCoorBuffer
);
//为画笔指定顶点法向量数据
GLES20.glVertexAttribPointer
(
maNormalHandle,
4,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//允许顶点位置数据数组
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
GLES20.glEnableVertexAttribArray(maNormalHandle);
//绑定纹理
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
//绘制三角形
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
//自动切分纹理产生纹理数组的方法
public float[] generateTexCoor(int bw,int bh)
{
float[] result=new float[bw*bh*6*2];
float sizew=1.0f/bw;//列数
float sizeh=1.0f/bh;//行数
int c=0;
for(int i=0;i<bh;i++)
{
for(int j=0;j<bw;j++)
{
//每行列一个矩形由两个三角形构成共六个点12个纹理坐标
float s=j*sizew;
float t=i*sizeh;
result[c++]=s;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t+sizeh;
}
}
return result;
}
}

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package com.bn.Sample7_4;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MyActivity 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();
Constant.threadFlag=true;
}
@Override
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
Constant.threadFlag=false;
}
}

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package com.bn.Sample7_4;
import java.io.IOException;
import java.io.InputStream;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.view.MotionEvent;
import android.opengl.GLES20;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import static com.bn.Sample7_4.Constant.*;
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 mPreviousX;//上次的触控位置X坐标
private float mPreviousY;//上次的触控位置Y坐标
int textureIdEarth;//系统分配的地球纹理id
int textureIdEarthNight;//系统分配的地球夜晚纹理id
int textureIdMoon;//系统分配的月球纹理id
float yAngle=0;//太阳灯光绕y轴旋转的角度
float xAngle=0;//摄像机绕X轴旋转的角度
float eAngle=0;//地球自转角度
float cAngle=0;//天球自转的角度
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 x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
//触控横向位移太阳绕y轴旋转
float dx = x - mPreviousX;//计算触控笔X位移
yAngle += dx * TOUCH_SCALE_FACTOR;//设置太阳绕y轴旋转的角度
float sunx=(float)(Math.cos(Math.toRadians(yAngle))*100);
float sunz=-(float)(Math.sin(Math.toRadians(yAngle))*100);
MatrixState.setLightLocationSun(sunx,5,sunz);
//触控纵向位移摄像机绕x轴旋转 -90+90
float dy = y - mPreviousY;//计算触控笔Y位移
xAngle += dy * TOUCH_SCALE_FACTOR;//设置太阳绕y轴旋转的角度
if(xAngle>90)
{
xAngle=90;
}
else if(xAngle<-90)
{
xAngle=-90;
}
float cy=(float) (7.2*Math.sin(Math.toRadians(xAngle)));
float cz=(float) (7.2*Math.cos(Math.toRadians(xAngle)));
float upy=(float) Math.cos(Math.toRadians(xAngle));
float upz=-(float) Math.sin(Math.toRadians(xAngle));
MatrixState.setCamera(0, cy, cz, 0, 0, 0, 0, upy, upz);
}
mPreviousX = x;//记录触控笔位置
mPreviousY = y;
return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
Earth earth;//地球
Moon moon;//月球
Celestial cSmall;//小星星天球
Celestial cBig;//大星星天球
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);
//保护现场
MatrixState.pushMatrix();
//地球自转
MatrixState.rotate(eAngle, 0, 1, 0);
//绘制纹理圆球
earth.drawSelf(textureIdEarth,textureIdEarthNight);
//推坐标系到月球位置
MatrixState.transtate(2f, 0, 0);
//月球自转
MatrixState.rotate(eAngle, 0, 1, 0);
//绘制月球
moon.drawSelf(textureIdMoon);
//恢复现场
MatrixState.popMatrix();
//保护现场
MatrixState.pushMatrix();
MatrixState.rotate(cAngle, 0, 1, 0);
cSmall.drawSelf();
cBig.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
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, 4f, 100);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(0,0,7.2f,0f,0f,0f,0f,1.0f,0.0f);
//打开背面剪裁
GLES20.glEnable(GLES20.GL_CULL_FACE);
//初始化纹理
textureIdEarth=initTexture(R.drawable.earth);
textureIdEarthNight=initTexture(R.drawable.earthn);
textureIdMoon=initTexture(R.drawable.moon);
//设置太阳灯光的初始位置
MatrixState.setLightLocationSun(100,5,0);
//启动一个线程定时旋转地球、月球
new Thread()
{
public void run()
{
while(threadFlag)
{
//地球自转角度
eAngle=(eAngle+2)%360;
//天球自转角度
cAngle=(cAngle+0.2f)%360;
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}.start();
}
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);
//创建地球对象
earth=new Earth(MySurfaceView.this,2.0f);
//创建月球对象
moon=new Moon(MySurfaceView.this,1.0f);
//创建小星星天球对象
cSmall=new Celestial(1,0,1000,MySurfaceView.this);
//创建大星星天球对象
cBig=new Celestial(2,0,500,MySurfaceView.this);
//打开深度检测
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
//初始化变换矩阵
MatrixState.setInitStack();
}
}
public int initTexture(int drawableId)//textureId
{
//生成纹理ID
int[] textures = new int[1];
GLES20.glGenTextures
(
1, //产生的纹理id的数量
textures, //纹理id的数组
0 //偏移量
);
int textureId=textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);
//通过输入流加载图片===============begin===================
InputStream is = this.getResources().openRawResource(drawableId);
Bitmap bitmapTmp;
try
{
bitmapTmp = BitmapFactory.decodeStream(is);
}
finally
{
try
{
is.close();
}
catch(IOException e)
{
e.printStackTrace();
}
}
//通过输入流加载图片===============end=====================
//实际加载纹理
GLUtils.texImage2D
(
GLES20.GL_TEXTURE_2D, //纹理类型在OpenGL ES中必须为GL10.GL_TEXTURE_2D
0, //纹理的层次0表示基本图像层可以理解为直接贴图
bitmapTmp, //纹理图像
0 //纹理边框尺寸
);
bitmapTmp.recycle(); //纹理加载成功后释放图片
return textureId;
}
}

View File

@@ -0,0 +1,126 @@
package com.bn.Sample7_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;
}
}