初次提交

This commit is contained in:
2022-09-19 18:05:01 +08:00
commit 57051fc44b
5401 changed files with 325410 additions and 0 deletions

View File

@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="src"/>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-1.6"/>
<classpathentry kind="output" path="bin"/>
</classpath>

View File

@@ -0,0 +1,17 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>BezierExC</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

View File

@@ -0,0 +1,12 @@
#Fri Jun 24 15:22:54 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

View File

@@ -0,0 +1,15 @@
package com.bn.bezier;
//贝塞尔曲线上点的类
public class BNPosition
{
int x;
int y;
public BNPosition(float x,float y)
{
this.x=(int) x;
this.y=(int) y;
}
}

View File

@@ -0,0 +1,220 @@
package com.bn.bezier;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
import javax.swing.JCheckBox;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JScrollPane;
import javax.swing.JSpinner;
import javax.swing.JTextArea;
import javax.swing.SpinnerNumberModel;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
@SuppressWarnings("serial")
public class BezierExMain extends JFrame
{
public static void main(String args[])
{
new BezierExMain();
}
MyPanel mp;
JLabel jlfd=new JLabel("分段");
JSpinner jspfd;
JLabel jlbj=new JLabel("步进");
JSpinner jspbj;
JButton jbClear=new JButton("清空");
JButton jbFlush=new JButton("删除尾");
JButton jbLeft=new JButton("<-左移");
JButton jbRight=new JButton("右移->");
JButton jbUp=new JButton("上移");
JButton jbDown=new JButton("下移");
JTextArea jta=new JTextArea();
JScrollPane jsp=new JScrollPane(jta);
JCheckBox jcb =new JCheckBox("显示控制点");
public BezierExMain()
{
this.setTitle("Bezier曲线工具");
this.setLayout(null);
mp=new MyPanel(this);
mp.setBounds(10,10,400,Constant.HEIGHT);
this.add(mp);
jcb.setBounds(415,10,90,20);
this.add(jcb);
jcb.setSelected(true);
jcb.addChangeListener
(
new ChangeListener()
{
@Override
public void stateChanged(ChangeEvent arg0)
{
Constant.XSKZD=jcb.isSelected();
mp.repaint();
}
}
);
jlfd.setBounds(420,40,50,20);
this.add(jlfd);
Integer value = new Integer(20);
Integer min = new Integer(0);
Integer max = new Integer(100);
Integer step = new Integer(1);
SpinnerNumberModel model = new SpinnerNumberModel(value, min, max, step);
jspfd=new JSpinner(model);
jspfd.setBounds(450,40,50,20);
this.add(jspfd);
jspfd.addChangeListener
(
new ChangeListener()
{
@Override
public void stateChanged(ChangeEvent arg0)
{
Constant.FD=(Integer)jspfd.getValue();
mp.repaint();
}
}
);
jbClear.setBounds(420,70,80,20);
this.add(jbClear);
jbClear.addActionListener
(
new ActionListener()
{
@Override
public void actionPerformed(ActionEvent arg0)
{
BezierUtil.al.clear();
mp.repaint();
}
}
);
jbFlush.setBounds(420,100,80,20);
this.add(jbFlush);
jbFlush.addActionListener
(
new ActionListener()
{
@Override
public void actionPerformed(ActionEvent arg0)
{
BezierUtil.al.remove(BezierUtil.al.size()-1);
mp.repaint();
}
}
);
jlbj.setBounds(420,130,50,20);
this.add(jlbj);
value = new Integer(1);
min = new Integer(1);
max = new Integer(20);
step = new Integer(1);
model = new SpinnerNumberModel(value, min, max, step);
jspbj=new JSpinner(model);
jspbj.setBounds(450,130,50,20);
this.add(jspbj);
jspbj.addChangeListener
(
new ChangeListener()
{
@Override
public void stateChanged(ChangeEvent arg0)
{
Constant.ZYBJ=(Integer)jspbj.getValue();
mp.repaint();
}
}
);
jbLeft.setBounds(420,160,80,20);
this.add(jbLeft);
jbLeft.addActionListener
(
new ActionListener()
{
@Override
public void actionPerformed(ActionEvent arg0)
{
for(BNPosition bnp:BezierUtil.al)
{
bnp.x-=Constant.ZYBJ;
}
mp.repaint();
}
}
);
jbRight.setBounds(420,190,80,20);
this.add(jbRight);
jbRight.addActionListener
(
new ActionListener()
{
@Override
public void actionPerformed(ActionEvent arg0)
{
for(BNPosition bnp:BezierUtil.al)
{
bnp.x+=Constant.ZYBJ;
}
mp.repaint();
}
}
);
jbUp.setBounds(420,220,80,20);
this.add(jbUp);
jbUp.addActionListener
(
new ActionListener()
{
@Override
public void actionPerformed(ActionEvent arg0)
{
for(BNPosition bnp:BezierUtil.al)
{
bnp.y+=Constant.ZYBJ;
}
mp.repaint();
}
}
);
jbDown.setBounds(420,250,80,20);
this.add(jbDown);
jbDown.addActionListener
(
new ActionListener()
{
@Override
public void actionPerformed(ActionEvent arg0)
{
for(BNPosition bnp:BezierUtil.al)
{
bnp.y-=Constant.ZYBJ;
}
mp.repaint();
}
}
);
jsp.setBounds(510,10,210,360);
this.add(jsp);
this.setBounds(10,10,730,400);
this.setVisible(true);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mp.requestFocus();
}
}

View File

@@ -0,0 +1,71 @@
package com.bn.bezier;
import java.util.ArrayList;
public class BezierUtil
{
static ArrayList<BNPosition> al=new ArrayList<BNPosition>(); //贝塞尔曲线基于的点的列表
public static ArrayList<BNPosition> getBezierData(float span)//求贝塞尔曲线上点的类
{
ArrayList<BNPosition> result=new ArrayList<BNPosition>(); //存放贝塞尔曲线上点的结果列表
int n=al.size()-1;
if(n<1) //基于的点的数少于1无贝塞尔曲线
{
return result;
}
int steps=(int) (1.0f/span); //总得步进数
long[] jiechengNA=new long[n+1]; //声明一个长度为n+1的阶乘数组
for(int i=0;i<=n;i++){ //求0到n的阶乘
jiechengNA[i]=jiecheng(i);
}
for(int i=0;i<=steps;i++)
{
float t=i*span;
if(t>1) //t的值在0-1之间
{
t=1;
}
float xf=0;
float yf=0;
float[] tka=new float[n+1];
float[] otka=new float[n+1];
for(int j=0;j<=n;j++)
{
tka[j]=(float) Math.pow(t, j); //计算t的j次幂
otka[j]=(float) Math.pow(1-t, j); //计算1-t的j次幂
}
for(int k=0;k<=n;k++)
{
float xs=(jiechengNA[n]/(jiechengNA[k]*jiechengNA[n-k]))*tka[k]*otka[n-k];
xf=xf+al.get(k).x*xs;
yf=yf+al.get(k).y*xs;
}
result.add(new BNPosition(xf,yf));
}
return result;
}
//求阶乘的方法
public static long jiecheng(int n){
long result=1; //声明一个long型的变量
if(n==0) //0的阶乘为1
{
return 1;
}
for(int i=2;i<=n;i++){ //求大于等于2的数的阶乘
result=result*i;
}
return result; //返回结果
}
}

View File

@@ -0,0 +1,9 @@
package com.bn.bezier;
public class Constant
{
public static int HEIGHT=350;
public static int FD=20;//分段
public static int ZYBJ=1;//左移步进
public static boolean XSKZD=true;//是否显示控制点
}

View File

@@ -0,0 +1,155 @@
package com.bn.bezier;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
import java.awt.event.MouseMotionListener;
import java.util.ArrayList;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class MyPanel extends JPanel implements MouseListener,MouseMotionListener
{
BezierExMain father;
public MyPanel(BezierExMain father)
{
this.father=father;
this.addMouseListener(this);
this.addMouseMotionListener(this);
}
public void paint(Graphics g)
{
g.setColor(new Color(0,0,0)); //黑色背景
g.fillRect(0, 0, 1000, 1000);
father.jta.setText("以下为控制点列表:\n");
father.jta.append(" x\t y\n");
for(int i=0;i<BezierUtil.al.size()-1;i++)
{
BNPosition start=BezierUtil.al.get(i);
BNPosition end=BezierUtil.al.get(i+1);
if(Constant.XSKZD)
{
g.setColor(new Color(255,0,255));
g.drawLine(start.x, Constant.HEIGHT-start.y, end.x, Constant.HEIGHT-end.y);
g.setColor(new Color(255,255,255));
g.drawRect(start.x-3, Constant.HEIGHT-start.y-3, 7, 7);
}
father.jta.append(start.x+"\t"+start.y+"\n");
}
if(BezierUtil.al.size()>0)
{
BNPosition yilou=BezierUtil.al.get(BezierUtil.al.size()-1);
father.jta.append(yilou.x+"\t"+yilou.y+"\n");
if(Constant.XSKZD)
{
g.setColor(new Color(255,255,255));
g.drawRect(yilou.x-3, Constant.HEIGHT-yilou.y-3, 7, 7);
}
}
father.jta.append("=========================\n");
father.jta.append("以下为Bezier曲线中点列表(分段"+Constant.FD+")\n");
father.jta.append(" x\t y\n");
g.setColor(new Color(0,255,0));
ArrayList<BNPosition> list=BezierUtil.getBezierData(1.0f/Constant.FD);
for(int i=0;i<list.size()-1;i++)
{
BNPosition start=list.get(i);
BNPosition end=list.get(i+1);
g.drawLine(start.x, Constant.HEIGHT-start.y, end.x, Constant.HEIGHT-end.y);
father.jta.append(start.x+"\t"+start.y+"\n");
}
if(list.size()>0)
{
BNPosition yilou=list.get(list.size()-1);
father.jta.append(yilou.x+"\t"+yilou.y+"\n");
}
father.jta.append("=========================\n");
father.jta.append("以下为自动生成的代码:\n");
father.jta.append("//加入数据点\n");
for(BNPosition pos:BezierUtil.al)
{
father.jta.append("BezierUtil.al.add(new BNPosition("+pos.x+", "+pos.y+"));\n");
}
father.jta.setCaretPosition(0);
}
int state=0;//0-初始态 1-抓住
int currIndex=-1;
@Override
public void mouseClicked(MouseEvent arg0)
{
}
@Override
public void mouseEntered(MouseEvent arg0){}
@Override
public void mouseExited(MouseEvent arg0) {}
@Override
public void mousePressed(MouseEvent arg0)
{
int x=arg0.getX();
int y=arg0.getY();
//判断有没有按下控制点
for(int i=0;i<BezierUtil.al.size();i++)
{
BNPosition bnp=BezierUtil.al.get(i);
if(Math.abs(x-bnp.x)<=3&&Math.abs(y-(Constant.HEIGHT-bnp.y))<=3)
{
currIndex=i;
state=1;
break;
}
}
}
@Override
public void mouseReleased(MouseEvent arg0)
{
if(state==1)
{
state=0;
currIndex=-1;
}
else
{
BezierUtil.al.add(new BNPosition(arg0.getX(),Constant.HEIGHT-arg0.getY()));
this.repaint();
}
}
@Override
public void mouseDragged(MouseEvent arg0)
{
if(state==1)
{
BezierUtil.al.get(currIndex).x=arg0.getX();
BezierUtil.al.get(currIndex).y=Constant.HEIGHT-arg0.getY();
this.repaint();
}
}
@Override
public void mouseMoved(MouseEvent arg0)
{
}
}

View File

@@ -0,0 +1,7 @@
<?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>

View File

@@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>Sample8_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>

View File

@@ -0,0 +1,5 @@
#Wed Nov 09 11:58:24 CST 2011
eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.5
org.eclipse.jdt.core.compiler.compliance=1.5
org.eclipse.jdt.core.compiler.source=1.5

View File

@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.bn.Sample8_1"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="8" />
<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>
</manifest>

View File

@@ -0,0 +1,12 @@
precision mediump float;
varying vec4 vaaColor; //接收从顶点着色器过来的参数
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
void main()
{
//将颜色给此片元
vec4 finalColor = vaaColor;
//给此片元颜色值
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}

View File

@@ -0,0 +1,13 @@
precision mediump float;
uniform sampler2D sTexture;//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;
void main()
{
//将计算出的颜色给此片元
vec4 finalColor=texture2D(sTexture, vTextureCoord);
//给此片元颜色值
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}

View File

@@ -0,0 +1,48 @@
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
attribute vec4 aColor; //顶点颜色
varying vec4 vaaColor; //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
pointLight(normalize(aNormal),vambient,vdiffuse,vspecular,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));
vaaColor = aColor;//将接收的颜色传递给片元着色器
}

View File

@@ -0,0 +1,48 @@
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
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;
//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
pointLight(normalize(aNormal),vambient,vdiffuse,vspecular,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));
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -0,0 +1,11 @@
# 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

View File

@@ -0,0 +1,31 @@
/* 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.Sample8_1;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int android_robot0=0x7f020000;
public static final int icon=0x7f020001;
}
public static final class id {
public static final int RadioButton01=0x7f050003;
public static final int RadioButton02=0x7f050004;
public static final int RadioGroup01=0x7f050001;
public static final int main_liner=0x7f050000;
public static final int textView1=0x7f050002;
}
public static final class layout {
public static final int main=0x7f030000;
}
public static final class string {
public static final int app_name=0x7f040001;
public static final int hello=0x7f040000;
}
}

View File

@@ -0,0 +1,40 @@
-optimizationpasses 5
-dontusemixedcaseclassnames
-dontskipnonpubliclibraryclasses
-dontpreverify
-verbose
-optimizations !code/simplification/arithmetic,!field/*,!class/merging/*
-keep public class * extends android.app.Activity
-keep public class * extends android.app.Application
-keep public class * extends android.app.Service
-keep public class * extends android.content.BroadcastReceiver
-keep public class * extends android.content.ContentProvider
-keep public class * extends android.app.backup.BackupAgentHelper
-keep public class * extends android.preference.Preference
-keep public class com.android.vending.licensing.ILicensingService
-keepclasseswithmembernames class * {
native <methods>;
}
-keepclasseswithmembers class * {
public <init>(android.content.Context, android.util.AttributeSet);
}
-keepclasseswithmembers class * {
public <init>(android.content.Context, android.util.AttributeSet, int);
}
-keepclassmembers class * extends android.app.Activity {
public void *(android.view.View);
}
-keepclassmembers enum * {
public static **[] values();
public static ** valueOf(java.lang.String);
}
-keep class * implements android.os.Parcelable {
public static final android.os.Parcelable$Creator *;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.5 KiB

View File

@@ -0,0 +1,34 @@
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:id="@+id/main_liner"
>
<RadioGroup
android:id="@+id/RadioGroup01"
android:orientation="horizontal"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
<TextView
android:text="填充方式:"
android:id="@+id/textView1"
android:textSize="16dip"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
</TextView>
<RadioButton
android:text="面填充"
android:id="@+id/RadioButton01"
android:checked="true"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
</RadioButton>
<RadioButton
android:text="线填充"
android:id="@+id/RadioButton02"
android:layout_width="wrap_content"
android:layout_height="wrap_content">
</RadioButton>
</RadioGroup>
</LinearLayout>

View File

@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="hello">Hello World, Sample9_1Activity!</string>
<string name="app_name">Sample8_1</string>
</resources>

View File

@@ -0,0 +1,196 @@
package com.bn.Sample8_1;
import static com.bn.Sample8_1.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
//圆面
public class Circle
{
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 maTexCoorHandle; //顶点纹理坐标属性引用
int muMMatrixHandle;
int maCameraHandle; //摄像机位置属性引用
int maNormalHandle; //顶点法向量属性引用
int maLightLocationHandle;//光源位置属性引用
String mVertexShader;//顶点着色器代码脚本
String mFragmentShader;//片元着色器代码脚本
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
FloatBuffer mNormalBuffer;//顶点法向量数据缓冲
int vCount=0;
float xAngle=0;//绕x轴旋转的角度
float yAngle=0;//绕y轴旋转的角度
float zAngle=0;//绕z轴旋转的角度
public Circle(MySurfaceView mv,float scale,float r,int n)
{
//调用初始化顶点数据的initVertexData方法
initVertexData(scale,r,n);
//调用初始化着色器的intShader方法
initShader(mv);
}
//自定义的初始化顶点数据的方法
public void initVertexData(
float scale, //大小
float r, //半径
int n) //切分的份数
{
r=r*scale;
float angdegSpan=360.0f/n; //顶角的度数
vCount=3*n;//顶点个数共有n个三角形每个三角形都有三个顶点
float[] vertices=new float[vCount*3];//坐标数据
float[] textures=new float[vCount*2];//顶点纹理S、T坐标值数组
//坐标数据初始化
int count=0;
int stCount=0;
for(float angdeg=0;Math.ceil(angdeg)<360;angdeg+=angdegSpan)
{
double angrad=Math.toRadians(angdeg);//当前弧度
double angradNext=Math.toRadians(angdeg+angdegSpan);//下一弧度
//中心点
vertices[count++]=0;//顶点坐标
vertices[count++]=0;
vertices[count++]=0;
textures[stCount++]=0.5f;//st坐标
textures[stCount++]=0.5f;
//当前点
vertices[count++]=(float) (-r*Math.sin(angrad));//顶点坐标
vertices[count++]=(float) (r*Math.cos(angrad));
vertices[count++]=0;
textures[stCount++]=(float) (0.5f-0.5f*Math.sin(angrad));//st坐标
textures[stCount++]=(float) (0.5f-0.5f*Math.cos(angrad));
//下一点
vertices[count++]=(float) (-r*Math.sin(angradNext));//顶点坐标
vertices[count++]=(float) (r*Math.cos(angradNext));
vertices[count++]=0;
textures[stCount++]=(float) (0.5f-0.5f*Math.sin(angradNext));//st坐标
textures[stCount++]=(float) (0.5f-0.5f*Math.cos(angradNext));
}
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);//创建顶点坐标数据缓冲
vbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mVertexBuffer = vbb.asFloatBuffer();//转换为float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
//法向量数据初始化
float[] normals=new float[vertices.length];
for(int i=0;i<normals.length;i+=3){
normals[i]=0;
normals[i+1]=0;
normals[i+2]=1;
}
ByteBuffer nbb = ByteBuffer.allocateDirect(normals.length*4);//创建顶点法向量数据缓冲
nbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mNormalBuffer = nbb.asFloatBuffer();//转换为float型缓冲
mNormalBuffer.put(normals);//向缓冲区中放入顶点法向量数据
mNormalBuffer.position(0);//设置缓冲区起始位置
//纹理坐标数据初始化
ByteBuffer cbb = ByteBuffer.allocateDirect(textures.length*4);//创建顶点纹理数据缓冲
cbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mTexCoorBuffer = cbb.asFloatBuffer();//转换为float型缓冲
mTexCoorBuffer.put(textures);//向缓冲区中放入顶点纹理数据
mTexCoorBuffer.position(0);//设置缓冲区起始位置
}
//自定义初始化着色器initShader方法
public void initShader(MySurfaceView mv){
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_tex_light.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_tex_light.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");
//获取程序中顶点纹理坐标属性引用id
maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//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
maLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
//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(maLightLocationHandle, 1, MatrixState.lightPositionFB);
//传送顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//传送顶点纹理坐标数据
GLES20.glVertexAttribPointer
(
maTexCoorHandle,
2,
GLES20.GL_FLOAT,
false,
2*4,
mTexCoorBuffer
);
//传送顶点法向量数据
GLES20.glVertexAttribPointer
(
maNormalHandle,
4,
GLES20.GL_FLOAT,
false,
3*4,
mNormalBuffer
);
//启用顶点位置数据
GLES20.glEnableVertexAttribArray(maPositionHandle);
//启用顶点纹理数据
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
//启用顶点法向量数据
GLES20.glEnableVertexAttribArray(maNormalHandle);
//绑定纹理
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
//绘制纹理矩形
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, vCount);
}
}

View File

@@ -0,0 +1,207 @@
package com.bn.Sample8_1;
import static com.bn.Sample8_1.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
//圆面骨架
public class CircleL
{
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
int muMMatrixHandle;
int maCameraHandle; //摄像机位置属性引用
int maNormalHandle; //顶点法向量属性引用
int maLightLocationHandle;//光源位置属性引用
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 mColorBuffer; //顶点颜色数据缓冲
FloatBuffer mNormalBuffer;//顶点法向量数据缓冲
int vCount=0;
float xAngle=0;//绕x轴旋转的角度
float yAngle=0;//绕y轴旋转的角度
float zAngle=0;//绕z轴旋转的角度
public CircleL(MySurfaceView mv,float scale,float r,int n)
{
//调用初始化顶点数据的initVertexData方法
initVertexData(scale,r,n);
//调用初始化着色器的intShader方法
initShader(mv);
}
//自定义的初始化顶点数据的方法
public void initVertexData(
float scale, //大小
float r, //半径
int n) //切分的份数
{
r=r*scale;
float angdegSpan=360.0f/n; //顶角的度数
vCount=3*n;//顶点个数共有n个三角形每个三角形都有三个顶点
float[] vertices=new float[vCount*3];//坐标数据
float[] colors=new float[vCount*4];//顶点颜色数组
//坐标数据初始化
int count=0;
int colorCount=0;
for(float angdeg=0;Math.ceil(angdeg)<360;angdeg+=angdegSpan)
{
double angrad=Math.toRadians(angdeg);//当前弧度
double angradNext=Math.toRadians(angdeg+angdegSpan);//下一弧度
//中心点
vertices[count++]=0;//顶点坐标
vertices[count++]=0;
vertices[count++]=0;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
//当前点
vertices[count++]=(float) (-r*Math.sin(angrad));//顶点坐标
vertices[count++]=(float) (r*Math.cos(angrad));
vertices[count++]=0;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
//下一点
vertices[count++]=(float) (-r*Math.sin(angradNext));//顶点坐标
vertices[count++]=(float) (r*Math.cos(angradNext));
vertices[count++]=0;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
}
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);//创建顶点坐标数据缓冲
vbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mVertexBuffer = vbb.asFloatBuffer();//转换为float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
//法向量数据初始化
float[] normals=new float[vertices.length];
for(int i=0;i<normals.length;i+=3){
normals[i]=0;
normals[i+1]=0;
normals[i+2]=1;
}
ByteBuffer nbb = ByteBuffer.allocateDirect(normals.length*4);//创建顶点法向量数据缓冲
nbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mNormalBuffer = nbb.asFloatBuffer();//转换为float型缓冲
mNormalBuffer.put(normals);//向缓冲区中放入顶点法向量数据
mNormalBuffer.position(0);//设置缓冲区起始位置
//创建顶点着色数据缓冲
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
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
}
//初始化着色器
public void initShader(MySurfaceView mv)
{
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_color_light.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_color_light.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");
//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
maLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
//获取位置、旋转变换矩阵引用id
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
}
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);
//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(maLightLocationHandle, 1, MatrixState.lightPositionFB);
//传送顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//传送顶点颜色数据
GLES20.glVertexAttribPointer
(
maColorHandle,
4,
GLES20.GL_FLOAT,
false,
4*4,
mColorBuffer
);
//传送顶点法向量数据
GLES20.glVertexAttribPointer
(
maNormalHandle,
4,
GLES20.GL_FLOAT,
false,
3*4,
mNormalBuffer
);
//启用顶点位置数据
GLES20.glEnableVertexAttribArray(maPositionHandle);
//启用顶点颜色数据
GLES20.glEnableVertexAttribArray(maColorHandle);
//启用顶点法向量数据
GLES20.glEnableVertexAttribArray(maNormalHandle);
//绘制线条的粗细
GLES20.glLineWidth(2);
//绘制
GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, vCount);
}
}

View File

@@ -0,0 +1,58 @@
package com.bn.Sample8_1;
//圆柱类
public class Cylinder
{
Circle bottomCircle;//底圆
Circle topCircle;//顶圆
CylinderSide cylinderSide;//侧面
float xAngle=0;//绕x轴旋转的角度
float yAngle=0;//绕y轴旋转的角度
float zAngle=0;//绕z轴旋转的角度
float h;
float scale;
int topTexId; //顶面纹理
int BottomTexId; //底面纹理
int sideTexId; //侧面纹理
public Cylinder(MySurfaceView mySurfaceView,float scale,float r, float h,int n,
int topTexId, int BottomTexId, int sideTexId)
{
this.h=h;
this.scale=scale;
this.topTexId=topTexId;
this.BottomTexId=BottomTexId;
this.sideTexId=sideTexId;
topCircle=new Circle(mySurfaceView,scale,r,n); //创建顶面圆对象
bottomCircle=new Circle(mySurfaceView,scale,r,n); //创建底面圆对象
cylinderSide=new CylinderSide(mySurfaceView,scale,r,h,n); //创建侧面无顶圆柱对象
}
public void drawSelf()
{
MatrixState.rotate(xAngle, 1, 0, 0);
MatrixState.rotate(yAngle, 0, 1, 0);
MatrixState.rotate(zAngle, 0, 0, 1);
//顶面
MatrixState.pushMatrix();
MatrixState.translate(0, h/2*scale, 0);
MatrixState.rotate(-90, 1, 0, 0);
topCircle.drawSelf(topTexId);
MatrixState.popMatrix();
//底面
MatrixState.pushMatrix();
MatrixState.translate(0, -h/2*scale, 0);
MatrixState.rotate(90, 1, 0, 0);
MatrixState.rotate(180, 0, 0, 1);
bottomCircle.drawSelf(BottomTexId);
MatrixState.popMatrix();
//侧面
MatrixState.pushMatrix();
MatrixState.translate(0, -h/2*scale, 0);
cylinderSide.drawSelf(sideTexId);
MatrixState.popMatrix();
}
}

View File

@@ -0,0 +1,48 @@
package com.bn.Sample8_1;
//骨架圆柱类
public class CylinderL
{
CircleL bottomCircle;//底圆的骨架类的引用
CircleL topCircle;//顶圆的骨架类的引用
CylinderSideL cylinderSide;//侧面的骨架类的引用
float xAngle=0;//绕x轴旋转的角度
float yAngle=0;//绕y轴旋转的角度
float zAngle=0;//绕z轴旋转的角度
float h;
float scale;
public CylinderL(MySurfaceView mySurfaceView,float scale,float r, float h,int n)
{
this.scale=scale;
this.h=h;
topCircle=new CircleL(mySurfaceView,scale,r,n); //创建顶面骨架圆的对象
bottomCircle=new CircleL(mySurfaceView,scale,r,n); //创建底面骨架圆的对象
cylinderSide=new CylinderSideL(mySurfaceView,scale,r,h,n); //创建侧面无顶圆柱骨架的对象
}
public void drawSelf()
{
MatrixState.rotate(xAngle, 1, 0, 0);
MatrixState.rotate(yAngle, 0, 1, 0);
MatrixState.rotate(zAngle, 0, 0, 1);
//顶面
MatrixState.pushMatrix();
MatrixState.translate(0, h/2*scale, 0);
MatrixState.rotate(-90, 1, 0, 0);
topCircle.drawSelf();
MatrixState.popMatrix();
//底面
MatrixState.pushMatrix();
MatrixState.translate(0, -h/2*scale, 0);
MatrixState.rotate(90, 1, 0, 0);
MatrixState.rotate(180, 0, 0, 1);
bottomCircle.drawSelf();
MatrixState.popMatrix();
//侧面
MatrixState.pushMatrix();
MatrixState.translate(0, -h/2*scale, 0);
cylinderSide.drawSelf();
MatrixState.popMatrix();
}
}

View File

@@ -0,0 +1,225 @@
package com.bn.Sample8_1;
import static com.bn.Sample8_1.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
//圆柱侧面
public class CylinderSide
{
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 maTexCoorHandle; //顶点纹理坐标属性引用
int muMMatrixHandle;//位置、旋转、缩放变换矩阵
int maCameraHandle; //摄像机位置属性引用
int maNormalHandle; //顶点法向量属性引用
int maLightLocationHandle;//光源位置属性引用
String mVertexShader;//顶点着色器代码脚本
String mFragmentShader;//片元着色器代码脚本
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
FloatBuffer mNormalBuffer;//顶点法向量数据缓冲
int vCount=0;
float xAngle=0;//绕x轴旋转的角度
float yAngle=0;//绕y轴旋转的角度
float zAngle=0;//绕z轴旋转的角度
public CylinderSide(MySurfaceView mv,float scale,float r,float h,int n)
{
//调用初始化顶点数据的initVertexData方法
initVertexData(scale,r,h,n);
//调用初始化着色器的intShader方法
initShader(mv);
}
//自定义初始化顶点坐标数据的方法
public void initVertexData(
float scale, //大小
float r, //半径
float h, //高度
int n //切分的份数
)
{
r=scale*r;
h=scale*h;
float angdegSpan=360.0f/n;
vCount=3*n*4;//顶点个数共有3*n*4个三角形每个三角形都有三个顶点
//坐标数据初始化
float[] vertices=new float[vCount*3];
float[] textures=new float[vCount*2];//顶点纹理S、T坐标值数组
//坐标数据初始化
int count=0;
int stCount=0;
for(float angdeg=0;Math.ceil(angdeg)<360;angdeg+=angdegSpan)//侧面
{
double angrad=Math.toRadians(angdeg);//当前弧度
double angradNext=Math.toRadians(angdeg+angdegSpan);//下一弧度
//底圆当前点---0
vertices[count++]=(float) (-r*Math.sin(angrad));
vertices[count++]=0;
vertices[count++]=(float) (-r*Math.cos(angrad));
textures[stCount++]=(float) (angrad/(2*Math.PI));//st坐标
textures[stCount++]=1;
//顶圆下一点---3
vertices[count++]=(float) (-r*Math.sin(angradNext));
vertices[count++]=h;
vertices[count++]=(float) (-r*Math.cos(angradNext));
textures[stCount++]=(float) (angradNext/(2*Math.PI));//st坐标
textures[stCount++]=0;
//顶圆当前点---2
vertices[count++]=(float) (-r*Math.sin(angrad));
vertices[count++]=h;
vertices[count++]=(float) (-r*Math.cos(angrad));
textures[stCount++]=(float) (angrad/(2*Math.PI));//st坐标
textures[stCount++]=0;
//底圆当前点---0
vertices[count++]=(float) (-r*Math.sin(angrad));
vertices[count++]=0;
vertices[count++]=(float) (-r*Math.cos(angrad));
textures[stCount++]=(float) (angrad/(2*Math.PI));//st坐标
textures[stCount++]=1;
//底圆下一点---1
vertices[count++]=(float) (-r*Math.sin(angradNext));
vertices[count++]=0;
vertices[count++]=(float) (-r*Math.cos(angradNext));
textures[stCount++]=(float) (angradNext/(2*Math.PI));//st坐标
textures[stCount++]=1;
//顶圆下一点---3
vertices[count++]=(float) (-r*Math.sin(angradNext));
vertices[count++]=h;
vertices[count++]=(float) (-r*Math.cos(angradNext));
textures[stCount++]=(float) (angradNext/(2*Math.PI));//st坐标
textures[stCount++]=0;
}
//法向量数据初始化
float[] normals=new float[vertices.length];
for(int i=0;i<vertices.length;i++){
if(i%3==1){
normals[i]=0;
}else{
normals[i]=vertices[i];
}
}
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);//创建顶点坐标数据缓冲
vbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mVertexBuffer = vbb.asFloatBuffer();//转换为float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
ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4);//创建顶点法向量数据缓冲
nbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mNormalBuffer = nbb.asFloatBuffer();//转换为float型缓冲
mNormalBuffer.put(normals);//向缓冲区中放入顶点法向量数据
mNormalBuffer.position(0);//设置缓冲区起始位置
//st坐标数据初始化
ByteBuffer cbb = ByteBuffer.allocateDirect(textures.length*4);//创建顶点纹理数据缓冲
cbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mTexCoorBuffer = cbb.asFloatBuffer();//转换为float型缓冲
mTexCoorBuffer.put(textures);//向缓冲区中放入顶点纹理数据
mTexCoorBuffer.position(0);//设置缓冲区起始位置
}
//自定义初始化着色器的initShader方法
public void initShader(MySurfaceView mv)
{
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_tex_light.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_tex_light.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");
//获取程序中顶点纹理坐标属性引用id
maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
//获取程序中总变换矩阵引用id
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//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
maLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
//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(maLightLocationHandle, 1, MatrixState.lightPositionFB);
//传送顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//传送顶点纹理坐标数据
GLES20.glVertexAttribPointer
(
maTexCoorHandle,
2,
GLES20.GL_FLOAT,
false,
2*4,
mTexCoorBuffer
);
//传送顶点法向量数据
GLES20.glVertexAttribPointer
(
maNormalHandle,
4,
GLES20.GL_FLOAT,
false,
3*4,
mNormalBuffer
);
//启用顶点位置数据
GLES20.glEnableVertexAttribArray(maPositionHandle);
//启用顶点纹理数据
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
//启用顶点法向量数据
GLES20.glEnableVertexAttribArray(maNormalHandle);
//绑定纹理
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
//绘制纹理矩形
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
}

View File

@@ -0,0 +1,234 @@
package com.bn.Sample8_1;
import static com.bn.Sample8_1.ShaderUtil.createProgram;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
//圆柱侧面骨架类
public class CylinderSideL
{
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
int muMMatrixHandle;//位置、旋转、缩放变换矩阵
int maCameraHandle; //摄像机位置属性引用
int maNormalHandle; //顶点法向量属性引用
int maLightLocationHandle;//光源位置属性引用
String mVertexShader;//顶点着色器代码脚本
String mFragmentShader;//片元着色器代码脚本
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
FloatBuffer mColorBuffer; //顶点颜色数据缓冲
FloatBuffer mNormalBuffer;//顶点法向量数据缓冲
int vCount=0;
float xAngle=0;//绕x轴旋转的角度
float yAngle=0;//绕y轴旋转的角度
float zAngle=0;//绕z轴旋转的角度
public CylinderSideL(MySurfaceView mv,float scale,float r,float h,int n)
{
//调用初始化顶点数据的initVertexData方法
initVertexData(scale,r,h,n);
//调用初始化着色器的intShader方法
initShader(mv);
}
//自定义初始化顶点坐标数据的方法
public void initVertexData(
float scale, //大小
float r, //半径
float h, //高度
int n //切分的份数
)
{
r=scale*r;
h=scale*h;
float angdegSpan=360.0f/n;
vCount=3*n*4;//顶点个数共有3*n*4个三角形每个三角形都有三个顶点
//坐标数据初始化
float[] vertices=new float[vCount*3];
float[] colors=new float[vCount*4];//顶点颜色值数组
//坐标数据初始化
int count=0;
int colorCount=0;
for(float angdeg=0;Math.ceil(angdeg)<360;angdeg+=angdegSpan)//侧面
{
double angrad=Math.toRadians(angdeg);//当前弧度
double angradNext=Math.toRadians(angdeg+angdegSpan);//下一弧度
//底圆当前点---0
vertices[count++]=(float) (-r*Math.sin(angrad));
vertices[count++]=0;
vertices[count++]=(float) (-r*Math.cos(angrad));
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
//顶圆下一点---3
vertices[count++]=(float) (-r*Math.sin(angradNext));
vertices[count++]=h;
vertices[count++]=(float) (-r*Math.cos(angradNext));
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
//顶圆当前点---2
vertices[count++]=(float) (-r*Math.sin(angrad));
vertices[count++]=h;
vertices[count++]=(float) (-r*Math.cos(angrad));
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
//底圆当前点---0
vertices[count++]=(float) (-r*Math.sin(angrad));
vertices[count++]=0;
vertices[count++]=(float) (-r*Math.cos(angrad));
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
//底圆下一点---1
vertices[count++]=(float) (-r*Math.sin(angradNext));
vertices[count++]=0;
vertices[count++]=(float) (-r*Math.cos(angradNext));
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
//顶圆下一点---3
vertices[count++]=(float) (-r*Math.sin(angradNext));
vertices[count++]=h;
vertices[count++]=(float) (-r*Math.cos(angradNext));
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
colors[colorCount++]=1;
}
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);//创建顶点坐标数据缓冲
vbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mVertexBuffer = vbb.asFloatBuffer();//转换为float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
//法向量数据初始化
for(int i=0;i<vertices.length;i++){
if(i%3==1){
vertices[i]=0;
}
}
ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4);//创建顶点法向量数据缓冲
nbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
mNormalBuffer = nbb.asFloatBuffer();//转换为float型缓冲
mNormalBuffer.put(vertices);//向缓冲区中放入顶点法向量数据
mNormalBuffer.position(0);//设置缓冲区起始位置
//创建顶点着色数据缓冲
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());//设置字节顺序为本地操作系统顺序
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
}
//初始化着色器
public void initShader(MySurfaceView mv)
{
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_color_light.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_color_light.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");
//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
maLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
//获取位置、旋转变换矩阵引用id
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
}
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);
//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(maLightLocationHandle, 1, MatrixState.lightPositionFB);
//传送顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer
);
//传送顶点坐标数据
GLES20.glVertexAttribPointer
(
maColorHandle,
4,
GLES20.GL_FLOAT,
false,
4*4,
mColorBuffer
);
//传送顶点法向量数据
GLES20.glVertexAttribPointer
(
maNormalHandle,
4,
GLES20.GL_FLOAT,
false,
3*4,
mNormalBuffer
);
//启用顶点位置数据
GLES20.glEnableVertexAttribArray(maPositionHandle);
//启用顶点颜色数据
GLES20.glEnableVertexAttribArray(maColorHandle);
//启用顶点法向量数据
GLES20.glEnableVertexAttribArray(maNormalHandle);
//绘制线条的粗细
GLES20.glLineWidth(2);
//绘制
GLES20.glDrawArrays(GLES20.GL_LINES, 0, vCount);
}
}

View File

@@ -0,0 +1,182 @@
package com.bn.Sample8_1;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
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[] lightLocation=new float[]{0,0,0};//定位光光源位置
public static FloatBuffer cameraFB;
public static FloatBuffer lightPositionFB;
//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);
}
public static void scale(float x,float y,float z)
{
Matrix.scaleM(currMatrix,0, x, y, z);
}
//插入自带矩阵
public static void matrix(float[] self)
{
float[] result=new float[16];
Matrix.multiplyMM(result,0,currMatrix,0,self,0);
currMatrix=result;
}
//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
);
cameraLocation[0]=cx;
cameraLocation[1]=cy;
cameraLocation[2]=cz;
llbb.clear();
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
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;
}
//获取投影矩阵
public static float[] getProjMatrix()
{
return mProjMatrix;
}
//获取摄像机朝向的矩阵
public static float[] getCaMatrix()
{
return mVMatrix;
}
//设置灯光位置的方法
static ByteBuffer llbbL = ByteBuffer.allocateDirect(3*4);
public static void setLightLocation(float x,float y,float z)
{
llbbL.clear();
lightLocation[0]=x;
lightLocation[1]=y;
lightLocation[2]=z;
llbbL.order(ByteOrder.nativeOrder());//设置字节顺序
lightPositionFB=llbbL.asFloatBuffer();
lightPositionFB.put(lightLocation);
lightPositionFB.position(0);
}
}

View File

@@ -0,0 +1,95 @@
package com.bn.Sample8_1;
import com.bn.Sample8_1.R;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.Window;
import android.view.WindowManager;
import android.widget.CompoundButton;
import android.widget.LinearLayout;
import android.widget.RadioButton;
import android.widget.CompoundButton.OnCheckedChangeListener;
public class MyActivity extends Activity {
MySurfaceView mySurfaceView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//设置为全屏
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN ,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
//设置为竖屏模式
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
//切换到主界面
setContentView(R.layout.main);
//初始化GLSurfaceView
mySurfaceView = new MySurfaceView(this);
mySurfaceView.requestFocus();//获取焦点
mySurfaceView.setFocusableInTouchMode(true);//设置为可触控
//将自定义的GLSurfaceView添加到外层LinearLayout中
LinearLayout ll=(LinearLayout)findViewById(R.id.main_liner);
ll.addView(mySurfaceView);
//为RadioButton添加监听器及SxT选择代码
RadioButton rab=(RadioButton)findViewById(R.id.RadioButton01);
rab.setOnCheckedChangeListener(
new OnCheckedChangeListener()
{
public void onCheckedChanged(CompoundButton buttonView,boolean isChecked)
{
//面填充
if(isChecked)
{
mySurfaceView.drawWhatFlag=true;
}
}
}
);
rab=(RadioButton)findViewById(R.id.RadioButton02);
rab.setOnCheckedChangeListener(
new OnCheckedChangeListener()
{
public void onCheckedChanged(CompoundButton buttonView,boolean isChecked)
{
//线填充
if(isChecked)
{
mySurfaceView.drawWhatFlag=false;
}
}
}
);
}
@Override
protected void onResume() {
super.onResume();
mySurfaceView.onResume();
mySurfaceView.lightFlag=true;
}
@Override
protected void onPause() {
super.onPause();
mySurfaceView.onPause();
mySurfaceView.lightFlag=false;
}
public boolean onKeyDown(int keyCode,KeyEvent e)
{
switch(keyCode)
{
case 4:
System.exit(0);
break;
}
return true;
};
}

View File

@@ -0,0 +1,188 @@
package com.bn.Sample8_1;
import java.io.IOException;
import java.io.InputStream;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.GLES20;
import android.view.MotionEvent;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import com.bn.Sample8_1.R;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
class MySurfaceView extends GLSurfaceView {
private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度缩放比例
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
private SceneRenderer mRenderer;//场景渲染器
int textureId; //系统分配的纹理id
boolean drawWhatFlag=true; //绘制线填充方式的标志位
boolean lightFlag=true;
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
mRenderer.cylinder.yAngle += dx * TOUCH_SCALE_FACTOR;//设置绕y轴旋转角度
mRenderer.cylinder.zAngle+= dy * TOUCH_SCALE_FACTOR;//设置绕z轴旋转角度
mRenderer.cylinderl.yAngle += dx * TOUCH_SCALE_FACTOR;//设置绕y轴旋转角度
mRenderer.cylinderl.zAngle+= dy * TOUCH_SCALE_FACTOR;//设置绕z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
{
Cylinder cylinder;
CylinderL cylinderl;
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();
MatrixState.translate(0, 0, -10);
if(drawWhatFlag)
{
cylinder.drawSelf();
}else
{
cylinderl.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
float ratio= (float) width / height;
//调用此方法计算产生透视投影矩阵
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 4f, 100);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(0,0,8.0f,0f,0f,0f,0f,1.0f,0.0f);
//初始化光源
MatrixState.setLightLocation(10 , 0 , -10);
//启动一个线程定时修改灯光的位置
new Thread()
{
public void run()
{
float redAngle = 0;
while(lightFlag)
{
//根据角度计算灯光的位置
redAngle=(redAngle+5)%360;
float rx=(float) (15*Math.sin(Math.toRadians(redAngle)));
float rz=(float) (15*Math.cos(Math.toRadians(redAngle)));
MatrixState.setLightLocation(rx, 0, rz);
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);
//启用深度测试
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
//设置为打开背面剪裁
GLES20.glEnable(GLES20.GL_CULL_FACE);
//初始化变换矩阵
MatrixState.setInitStack();
//加载纹理
textureId=initTexture(R.drawable.android_robot0);
//创建圆柱对象
cylinder = new Cylinder(MySurfaceView.this,1,1.2f,3.9f,36,textureId,textureId,textureId);
//创建圆柱骨架对象
cylinderl= new CylinderL(MySurfaceView.this,1,1.2f,3.9f,36);
}
}
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.Sample8_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;
}
}

View File

@@ -0,0 +1,7 @@
<?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>

View File

@@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>Sample8_2</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>

View File

@@ -0,0 +1,5 @@
#Wed Nov 09 11:58:24 CST 2011
eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.5
org.eclipse.jdt.core.compiler.compliance=1.5
org.eclipse.jdt.core.compiler.source=1.5

View File

@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.bn.Sample8_2"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="8" />
<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>
</manifest>

View File

@@ -0,0 +1,12 @@
precision mediump float;
varying vec4 vaaColor; //接收从顶点着色器过来的参数
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
void main()
{
//将颜色给此片元
vec4 finalColor = vaaColor;
//给此片元颜色值
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}

View File

@@ -0,0 +1,13 @@
precision mediump float;
uniform sampler2D sTexture;//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;
void main()
{
//将计算出的颜色给此片元
vec4 finalColor=texture2D(sTexture, vTextureCoord);
//给此片元颜色值
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}

View File

@@ -0,0 +1,48 @@
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
attribute vec4 aColor; //顶点颜色
varying vec4 vaaColor; //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
pointLight(normalize(aNormal),vambient,vdiffuse,vspecular,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));
vaaColor = aColor;//将接收的颜色传递给片元着色器
}

View File

@@ -0,0 +1,48 @@
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
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;
//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
pointLight(normalize(aNormal),vambient,vdiffuse,vspecular,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));
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

Binary file not shown.

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More