初次提交
This commit is contained in:
7
第8章 3D基本形状/Sample8_1/.classpath
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7
第8章 3D基本形状/Sample8_1/.classpath
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="src" path="gen"/>
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<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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33
第8章 3D基本形状/Sample8_1/.project
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第8章 3D基本形状/Sample8_1/.project
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Sample8_1</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>org.eclipse.jdt.core.javabuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.ApkBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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</buildSpec>
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<natures>
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<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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#Wed Nov 09 11:58:24 CST 2011
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eclipse.preferences.version=1
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org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.5
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org.eclipse.jdt.core.compiler.compliance=1.5
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org.eclipse.jdt.core.compiler.source=1.5
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18
第8章 3D基本形状/Sample8_1/AndroidManifest.xml
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第8章 3D基本形状/Sample8_1/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.bn.Sample8_1"
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android:versionCode="1"
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android:versionName="1.0">
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<uses-sdk android:minSdkVersion="8" />
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".MyActivity"
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android:label="@string/app_name">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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12
第8章 3D基本形状/Sample8_1/assets/frag_color_light.sh
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第8章 3D基本形状/Sample8_1/assets/frag_color_light.sh
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precision mediump float;
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varying vec4 vaaColor; //接收从顶点着色器过来的参数
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varying vec4 vambient;
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varying vec4 vdiffuse;
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varying vec4 vspecular;
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void main()
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{
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//将颜色给此片元
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vec4 finalColor = vaaColor;
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//给此片元颜色值
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gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
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}
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13
第8章 3D基本形状/Sample8_1/assets/frag_tex_light.sh
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第8章 3D基本形状/Sample8_1/assets/frag_tex_light.sh
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precision mediump float;
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uniform sampler2D sTexture;//纹理内容数据
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varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
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varying vec4 vambient;
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varying vec4 vdiffuse;
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varying vec4 vspecular;
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void main()
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{
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//将计算出的颜色给此片元
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vec4 finalColor=texture2D(sTexture, vTextureCoord);
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//给此片元颜色值
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gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
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}
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48
第8章 3D基本形状/Sample8_1/assets/vertex_color_light.sh
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第8章 3D基本形状/Sample8_1/assets/vertex_color_light.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uLightLocation; //光源位置
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uniform vec3 uCamera; //摄像机位置
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //顶点法向量
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attribute vec4 aColor; //顶点颜色
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varying vec4 vaaColor; //用于传递给片元着色器的变量
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varying vec4 vambient;
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varying vec4 vdiffuse;
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varying vec4 vspecular;
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp);//格式化vp
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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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));
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vaaColor = aColor;//将接收的颜色传递给片元着色器
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}
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48
第8章 3D基本形状/Sample8_1/assets/vertex_tex_light.sh
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第8章 3D基本形状/Sample8_1/assets/vertex_tex_light.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uLightLocation; //光源位置
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uniform vec3 uCamera; //摄像机位置
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //顶点法向量
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attribute vec2 aTexCoor; //顶点纹理坐标
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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varying vec4 vambient;
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varying vec4 vdiffuse;
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varying vec4 vspecular;
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp);//格式化vp
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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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));
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vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
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||||
}
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||||
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第8章 3D基本形状/Sample8_1/bin/Sample8_1.apk
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第8章 3D基本形状/Sample8_1/bin/Sample8_1.apk
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第8章 3D基本形状/Sample8_1/bin/classes.dex
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第8章 3D基本形状/Sample8_1/bin/classes.dex
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/Circle.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/Circle.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CircleL.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CircleL.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/Cylinder.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/Cylinder.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CylinderL.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CylinderL.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CylinderSide.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CylinderSide.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CylinderSideL.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/CylinderSideL.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MatrixState.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MatrixState.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MyActivity$1.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MyActivity$1.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MyActivity$2.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MyActivity$2.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MyActivity.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MyActivity.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MySurfaceView.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/MySurfaceView.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$attr.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$attr.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$drawable.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$drawable.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$id.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$id.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$layout.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$layout.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$string.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R$string.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/R.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/ShaderUtil.class
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第8章 3D基本形状/Sample8_1/bin/com/bn/Sample8_1/ShaderUtil.class
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第8章 3D基本形状/Sample8_1/bin/resources.ap_
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第8章 3D基本形状/Sample8_1/bin/resources.ap_
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第8章 3D基本形状/Sample8_1/default.properties
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第8章 3D基本形状/Sample8_1/default.properties
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|
||||
# This file is automatically generated by Android Tools.
|
||||
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
|
||||
#
|
||||
# This file must be checked in Version Control Systems.
|
||||
#
|
||||
# To customize properties used by the Ant build system use,
|
||||
# "build.properties", and override values to adapt the script to your
|
||||
# project structure.
|
||||
|
||||
# Project target.
|
||||
target=android-8
|
||||
31
第8章 3D基本形状/Sample8_1/gen/com/bn/Sample8_1/R.java
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第8章 3D基本形状/Sample8_1/gen/com/bn/Sample8_1/R.java
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|
||||
/* AUTO-GENERATED FILE. DO NOT MODIFY.
|
||||
*
|
||||
* This class was automatically generated by the
|
||||
* aapt tool from the resource data it found. It
|
||||
* should not be modified by hand.
|
||||
*/
|
||||
|
||||
package com.bn.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;
|
||||
}
|
||||
}
|
||||
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第8章 3D基本形状/Sample8_1/proguard.cfg
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第8章 3D基本形状/Sample8_1/proguard.cfg
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|
||||
-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 *;
|
||||
}
|
||||
BIN
第8章 3D基本形状/Sample8_1/res/drawable-hdpi/Thumbs.db
Normal file
BIN
第8章 3D基本形状/Sample8_1/res/drawable-hdpi/Thumbs.db
Normal file
Binary file not shown.
BIN
第8章 3D基本形状/Sample8_1/res/drawable-hdpi/android_robot0.png
Normal file
BIN
第8章 3D基本形状/Sample8_1/res/drawable-hdpi/android_robot0.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 30 KiB |
BIN
第8章 3D基本形状/Sample8_1/res/drawable-hdpi/icon.png
Normal file
BIN
第8章 3D基本形状/Sample8_1/res/drawable-hdpi/icon.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 4.0 KiB |
BIN
第8章 3D基本形状/Sample8_1/res/drawable-ldpi/icon.png
Normal file
BIN
第8章 3D基本形状/Sample8_1/res/drawable-ldpi/icon.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.7 KiB |
BIN
第8章 3D基本形状/Sample8_1/res/drawable-mdpi/icon.png
Normal file
BIN
第8章 3D基本形状/Sample8_1/res/drawable-mdpi/icon.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.5 KiB |
34
第8章 3D基本形状/Sample8_1/res/layout/main.xml
Normal file
34
第8章 3D基本形状/Sample8_1/res/layout/main.xml
Normal 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>
|
||||
5
第8章 3D基本形状/Sample8_1/res/values/strings.xml
Normal file
5
第8章 3D基本形状/Sample8_1/res/values/strings.xml
Normal 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>
|
||||
196
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/Circle.java
Normal file
196
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/Circle.java
Normal 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);
|
||||
}
|
||||
}
|
||||
207
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CircleL.java
Normal file
207
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CircleL.java
Normal 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);
|
||||
}
|
||||
}
|
||||
58
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/Cylinder.java
Normal file
58
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/Cylinder.java
Normal 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();
|
||||
}
|
||||
}
|
||||
48
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CylinderL.java
Normal file
48
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CylinderL.java
Normal 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();
|
||||
}
|
||||
}
|
||||
225
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CylinderSide.java
Normal file
225
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CylinderSide.java
Normal 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);
|
||||
}
|
||||
}
|
||||
234
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CylinderSideL.java
Normal file
234
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/CylinderSideL.java
Normal 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);
|
||||
}
|
||||
}
|
||||
182
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/MatrixState.java
Normal file
182
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/MatrixState.java
Normal 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);
|
||||
}
|
||||
}
|
||||
95
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/MyActivity.java
Normal file
95
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/MyActivity.java
Normal 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;
|
||||
};
|
||||
}
|
||||
188
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/MySurfaceView.java
Normal file
188
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/MySurfaceView.java
Normal 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;
|
||||
}
|
||||
}
|
||||
126
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/ShaderUtil.java
Normal file
126
第8章 3D基本形状/Sample8_1/src/com/bn/Sample8_1/ShaderUtil.java
Normal 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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user