初次提交
This commit is contained in:
@@ -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>
|
||||
@@ -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>
|
||||
@@ -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
|
||||
@@ -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>
|
||||
@@ -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
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
@@ -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.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -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
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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.
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 |
@@ -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>
|
||||
@@ -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>
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
};
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user