初次提交
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="src" path="gen"/>
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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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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Sample8_6</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>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>org.eclipse.jdt.core.javabuilder</name>
|
||||
<arguments>
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||||
</arguments>
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||||
</buildCommand>
|
||||
<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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@@ -0,0 +1,12 @@
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#Thu Nov 17 19:08:48 CST 2011
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eclipse.preferences.version=1
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org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
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org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
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org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
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org.eclipse.jdt.core.compiler.compliance=1.6
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org.eclipse.jdt.core.compiler.debug.lineNumber=generate
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org.eclipse.jdt.core.compiler.debug.localVariable=generate
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org.eclipse.jdt.core.compiler.debug.sourceFile=generate
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org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
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org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
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org.eclipse.jdt.core.compiler.source=1.6
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@@ -0,0 +1,18 @@
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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_6"
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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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|
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</application>
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</manifest>
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@@ -0,0 +1,12 @@
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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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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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@@ -0,0 +1,11 @@
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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# To customize properties used by the Ant build system use,
|
||||
# "build.properties", and override values to adapt the script to your
|
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# project structure.
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||||
# Project target.
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target=android-8
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@@ -0,0 +1,20 @@
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||||
/* AUTO-GENERATED FILE. DO NOT MODIFY.
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*
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||||
* This class was automatically generated by the
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||||
* aapt tool from the resource data it found. It
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||||
* should not be modified by hand.
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*/
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||||
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package com.bn.Sample8_6;
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public final class R {
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public static final class attr {
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}
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public static final class drawable {
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public static final int icon=0x7f020000;
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}
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public static final class string {
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public static final int app_name=0x7f030001;
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public static final int hello=0x7f030000;
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}
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}
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@@ -0,0 +1,40 @@
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-optimizationpasses 5
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-dontusemixedcaseclassnames
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-dontskipnonpubliclibraryclasses
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||||
-dontpreverify
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-verbose
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||||
-optimizations !code/simplification/arithmetic,!field/*,!class/merging/*
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-keep public class * extends android.app.Activity
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-keep public class * extends android.app.Application
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-keep public class * extends android.app.Service
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-keep public class * extends android.content.BroadcastReceiver
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-keep public class * extends android.content.ContentProvider
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-keep public class * extends android.app.backup.BackupAgentHelper
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-keep public class * extends android.preference.Preference
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-keep public class com.android.vending.licensing.ILicensingService
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-keepclasseswithmembernames class * {
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native <methods>;
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}
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-keepclasseswithmembers class * {
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public <init>(android.content.Context, android.util.AttributeSet);
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}
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-keepclasseswithmembers class * {
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public <init>(android.content.Context, android.util.AttributeSet, int);
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}
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-keepclassmembers class * extends android.app.Activity {
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public void *(android.view.View);
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}
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-keepclassmembers enum * {
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public static **[] values();
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public static ** valueOf(java.lang.String);
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}
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-keep class * implements android.os.Parcelable {
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public static final android.os.Parcelable$Creator *;
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}
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After Width: | Height: | Size: 1.7 KiB |
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|
After Width: | Height: | Size: 2.5 KiB |
@@ -0,0 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="hello">Hello World, Sample9_1Activity!</string>
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<string name="app_name">Sample8_6</string>
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</resources>
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@@ -0,0 +1,212 @@
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package com.bn.Sample8_6;
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import static com.bn.Sample8_6.ShaderUtil.createProgram;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.util.ArrayList;
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import android.opengl.GLES20;
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/*
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* 球体
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*/
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public class Ball
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{
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int mProgram;//自定义渲染管线着色器程序id
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int muMVPMatrixHandle;//总变换矩阵引用
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int maPositionHandle; //顶点位置属性引用
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int maColorHandle; //顶点颜色属性引用
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int muMMatrixHandle;
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int maCameraHandle; //摄像机位置属性引用
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int maNormalHandle; //顶点法向量属性引用
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int maLightLocationHandle;//光源位置属性引用
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String mVertexShader;//顶点着色器
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String mFragmentShader;//片元着色器
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FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
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FloatBuffer mColorBuffer; //顶点颜色数据缓冲
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FloatBuffer mNormalBuffer;//顶点法向量数据缓冲
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int vCount=0;
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float xAngle=0;//绕x轴旋转的角度
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float yAngle=0;//绕y轴旋转的角度
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float zAngle=0;//绕z轴旋转的角度
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float bHalf=0;//黄金长方形的宽
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float r=0;//球的半径
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public Ball(MySurfaceView mv,float r,float[] colorValue)
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{
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//调用初始化顶点数据的initVertexData方法
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initVertexData(r,colorValue);
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//调用初始化着色器的intShader方法
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initShader(mv);
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}
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//自定义的初始化顶点数据的方法
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public void initVertexData(float r,float[] colorValue)
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{
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//顶点坐标数据的初始化================begin============================
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final float UNIT_SIZE=0.4f;
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ArrayList<Float> alVertix=new ArrayList<Float>();//存放顶点坐标的ArrayList
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final float angleSpan=15f;//将球进行单位切分的角度
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for(float vAngle=-90;vAngle<90;vAngle=vAngle+angleSpan)//垂直方向angleSpan度一份
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{
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for(float hAngle=0;hAngle<=360;hAngle=hAngle+angleSpan)//水平方向angleSpan度一份
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{//纵向横向各到一个角度后计算对应的此点在球面上的坐标
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float x0=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle))*Math.cos(Math.toRadians(hAngle)));
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float y0=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle))*Math.sin(Math.toRadians(hAngle)));
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float z0=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
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float x1=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle))*Math.cos(Math.toRadians(hAngle+angleSpan)));
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float y1=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle))*Math.sin(Math.toRadians(hAngle+angleSpan)));
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float z1=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
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float x2=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle+angleSpan))*Math.cos(Math.toRadians(hAngle+angleSpan)));
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float y2=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle+angleSpan))*Math.sin(Math.toRadians(hAngle+angleSpan)));
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float z2=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle+angleSpan)));
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float x3=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle+angleSpan))*Math.cos(Math.toRadians(hAngle)));
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float y3=(float)(r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle+angleSpan))*Math.sin(Math.toRadians(hAngle)));
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float z3=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle+angleSpan)));
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//将计算出来的XYZ坐标加入存放顶点坐标的ArrayList
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alVertix.add(x1);alVertix.add(y1);alVertix.add(z1);
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alVertix.add(x3);alVertix.add(y3);alVertix.add(z3);
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alVertix.add(x0);alVertix.add(y0);alVertix.add(z0);
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alVertix.add(x1);alVertix.add(y1);alVertix.add(z1);
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alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);
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alVertix.add(x3);alVertix.add(y3);alVertix.add(z3);
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}
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}
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vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标
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//将alVertix中的坐标值转存到一个float数组中
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float vertices[]=new float[vCount*3];
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for(int i=0;i<alVertix.size();i++)
|
||||
{
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vertices[i]=alVertix.get(i);
|
||||
}
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||||
|
||||
//创建顶点坐标数据缓冲
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||||
//vertices.length*4是因为一个整数四个字节
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
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mVertexBuffer = vbb.asFloatBuffer();//转换为int型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
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mVertexBuffer.position(0);//设置缓冲区起始位置
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||||
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||||
//顶点颜色数据的初始化
|
||||
float colors[]=new float[vCount*4];
|
||||
for(int i=0;i<vCount;i++){
|
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colors[4*i]=colorValue[0];
|
||||
colors[4*i+1]=colorValue[1];
|
||||
colors[4*i+2]=colorValue[2];
|
||||
colors[4*i+3]=colorValue[3];
|
||||
}
|
||||
/*
|
||||
* 在指定颜色时,发生了顶点颜色融合
|
||||
*/
|
||||
//创建顶点着色数据缓冲
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mColorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
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||||
mColorBuffer.put(colors);//向缓冲区中放入顶点着色数据
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||||
mColorBuffer.position(0);//设置缓冲区起始位置
|
||||
}
|
||||
|
||||
//初始化着色器
|
||||
public void initShader(MySurfaceView mv)
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||||
{
|
||||
//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
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||||
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()
|
||||
{
|
||||
|
||||
MatrixState.rotate(xAngle, 1, 0, 0);
|
||||
MatrixState.rotate(yAngle, 0, 1, 0);
|
||||
MatrixState.rotate(zAngle, 0, 0, 1);
|
||||
|
||||
//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,
|
||||
mVertexBuffer
|
||||
);
|
||||
|
||||
//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_TRIANGLES, 0, vCount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
package com.bn.Sample8_6;
|
||||
|
||||
public class Constant
|
||||
{
|
||||
//边长
|
||||
public static final float LENGTH = 0.8f;
|
||||
//球半径
|
||||
public static final float BALL_R=0.5f;
|
||||
//圆柱半径
|
||||
public static final float R=0.05f;
|
||||
//切分角度
|
||||
public static final float ANGLE_SPAN=18;
|
||||
}
|
||||
@@ -0,0 +1,182 @@
|
||||
package com.bn.Sample8_6;
|
||||
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[36];
|
||||
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 +1,52 @@
|
||||
package com.bn.Sample8_6;
|
||||
|
||||
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;
|
||||
|
||||
|
||||
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);
|
||||
//设置为横屏模式
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
|
||||
//初始化GLSurfaceView
|
||||
mySurfaceView = new MySurfaceView(this);
|
||||
mySurfaceView.requestFocus();//获取焦点
|
||||
mySurfaceView.setFocusableInTouchMode(true);//设置为可触控
|
||||
//切换到主界面
|
||||
setContentView(mySurfaceView);
|
||||
}
|
||||
@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 +1,164 @@
|
||||
package com.bn.Sample8_6;
|
||||
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLES20;
|
||||
import android.view.MotionEvent;
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
|
||||
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
|
||||
|
||||
boolean lightFlag=true; //光照旋转的标志位
|
||||
|
||||
float yAngle=0;//绕y轴旋转的角度
|
||||
float xAngle=0;//绕x轴旋转的角度
|
||||
float zAngle=0;//绕z轴旋转的角度
|
||||
|
||||
Ball ball;
|
||||
Stick stick;
|
||||
|
||||
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
|
||||
yAngle += dx * TOUCH_SCALE_FACTOR;//设置绕y轴旋转角度
|
||||
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
|
||||
{
|
||||
|
||||
RegularPolygon first;
|
||||
|
||||
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);
|
||||
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, 0, -6f);
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.rotate(xAngle, 1, 0, 0);
|
||||
MatrixState.rotate(yAngle, 0, 1, 0);
|
||||
MatrixState.rotate(zAngle, 0, 0, 1);
|
||||
for(int i=0;i<5;i++){ //五部分循环
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.rotate(72*i,0,0,1); //根据绘制的为第几部分,旋转72*i度
|
||||
first.drawSelf(0, 0); //绘制足球碳的五分之一部分,最后的五边形由五部分组合形成,所以不用绘制
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
MatrixState.popMatrix();
|
||||
MatrixState.popMatrix();
|
||||
Utils.drawnVertices.clear();
|
||||
|
||||
}
|
||||
|
||||
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(0.9f,0.9f,0.9f, 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();
|
||||
|
||||
float[] colorValue = {1,0,0,1}; //创建颜色数组
|
||||
ball = new Ball(MySurfaceView.this,Constant.BALL_R,colorValue);//创建球对象
|
||||
colorValue = new float[]{1,1,0,1};
|
||||
stick = new Stick(MySurfaceView.this,Constant.LENGTH,Constant.R,Constant.ANGLE_SPAN,colorValue);//创建圆管对象
|
||||
|
||||
|
||||
double[] initPoint = Utils.getFirstPoint(Constant.LENGTH);//得到第一个五边形左下点的坐标
|
||||
double[] initVector={1,0,0,1}; //初始化方向向量
|
||||
double[] zPivot = {0,0,1,1}; //以z轴为旋转轴
|
||||
int[] vertices = {0,1,2,3,4}; //球的索引
|
||||
int[] borders = {0,1,2,3,4}; //圆管的索引
|
||||
first = new RegularPolygon(MySurfaceView.this, 5,72 ,
|
||||
Constant.LENGTH, initPoint, initVector,zPivot,vertices,borders);//1
|
||||
|
||||
vertices = new int[]{2,3,4}; //球的索引
|
||||
borders = new int[]{1,2,3,4}; //圆管的索引
|
||||
RegularPolygon rp2 = first.buildChild( 6, -60,1,vertices,borders);//2
|
||||
|
||||
vertices = new int[]{2,3,4,5};
|
||||
borders = new int[]{1,2,3,4,5};
|
||||
RegularPolygon rp4 = rp2.buildChild( 6, 60,3,vertices,borders);//4
|
||||
|
||||
|
||||
vertices = new int[]{};
|
||||
borders = new int[]{1,5};
|
||||
rp4.buildChild( 6, -60,2,vertices,borders);//5
|
||||
|
||||
vertices = new int[]{2};
|
||||
borders = new int[]{1,2};
|
||||
RegularPolygon rp6 = rp4.buildChild( 5, -72,3,vertices,borders);//6
|
||||
|
||||
vertices = new int[]{3,4,5};
|
||||
borders = new int[]{2,3,4,5};
|
||||
rp6.buildChild( 6, 60,2,vertices,borders);//7
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,113 @@
|
||||
package com.bn.Sample8_6;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
public class RegularPolygon {
|
||||
|
||||
int vCount=0;
|
||||
int iCount=0;
|
||||
|
||||
float length;
|
||||
int borderCount;
|
||||
List<Float> verticesList;//多边形的顶点数据
|
||||
double[][] vectors;//每条便的方向向量,每条边的起点的索引与该边方向向量的索引一致
|
||||
double[] initVector;//保存初始的方向向量
|
||||
double[] pivot;//旋转轴
|
||||
|
||||
int[] vertices;//记录要绘制的球的索引
|
||||
int[] borders;//记录要绘制的圆管的索引
|
||||
|
||||
List<RegularPolygon> children;
|
||||
MySurfaceView mv;
|
||||
|
||||
public RegularPolygon(MySurfaceView mv,
|
||||
int borderCount, //圆管的编号
|
||||
double angle, //旋转的角度
|
||||
float length, //长度
|
||||
double[] initPoint, //初始的点
|
||||
double[] initVector,//初始向量
|
||||
double[] pivot, //旋转轴
|
||||
int[] vertices, //绘制球的索引
|
||||
int[] borders //绘制圆管的索引
|
||||
){
|
||||
this.mv=mv;
|
||||
this.borderCount=borderCount;
|
||||
this.length=length;
|
||||
this.vectors = new double[borderCount][3];
|
||||
this.initVector=initVector;
|
||||
this.vertices=vertices;
|
||||
this.borders=borders;
|
||||
this.pivot = pivot;//父对象的旋转轴,本对象的旋转轴在父对象的旋转轴的基础上旋转得到
|
||||
children = new ArrayList<RegularPolygon>();
|
||||
this.verticesList = Utils.getRegularPentagonVertexData(
|
||||
initPoint, initVector, length,angle,vectors,borderCount,pivot);
|
||||
|
||||
}
|
||||
|
||||
public void drawSelf(float xOffset,float yOffset)
|
||||
{
|
||||
//绘制顶点
|
||||
for(int i=0;i<vertices.length;i++){
|
||||
int index = vertices[i];
|
||||
float x = verticesList.get(3*index);
|
||||
float y = verticesList.get(3*index+1);
|
||||
float z = verticesList.get(3*index+2);
|
||||
MatrixState.pushMatrix();
|
||||
//移动到顶点的位置,绘制球
|
||||
MatrixState.translate(x, y, z);
|
||||
mv.ball.drawSelf();
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
//绘制圆管
|
||||
for(int i=0;i<borders.length;i++){
|
||||
int index = borders[i];
|
||||
//获取圆管的起点坐标
|
||||
float x = verticesList.get(3*index);
|
||||
float y = verticesList.get(3*index+1);
|
||||
float z = verticesList.get(3*index+2);
|
||||
//获取圆管的向量
|
||||
double[] vector = vectors[index];
|
||||
MatrixState.pushMatrix();
|
||||
//首先移动到起点
|
||||
MatrixState.translate(x, y, z);
|
||||
MatrixState.pushMatrix();
|
||||
Utils.moveXToSomeVector(vector); //x轴变换到指定向量的坐标系
|
||||
MatrixState.translate(Constant.LENGTH/2, 0, 0);
|
||||
mv.stick.drawSelf(); //绘制木棒
|
||||
MatrixState.popMatrix();
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
drawChildren( xOffset, yOffset); //绘制
|
||||
|
||||
|
||||
}
|
||||
|
||||
public RegularPolygon buildChild(
|
||||
int borderCount, //圆管的数量
|
||||
double angle, //旋转角度
|
||||
int position,
|
||||
int[] vertices, //球索引
|
||||
int[] borders //圆管索引
|
||||
){
|
||||
double[] initPoint = new double[3];
|
||||
for(int i=0;i<3;i++){
|
||||
initPoint[i]=verticesList.get(3*position+i);
|
||||
}
|
||||
double[] initVector = vectors[position];
|
||||
double[] tempPivot = Utils.copyVecor(this.pivot);
|
||||
RegularPolygon child = new RegularPolygon(this.mv,
|
||||
borderCount, angle, length, initPoint, initVector,tempPivot,vertices,borders);
|
||||
children.add(child);
|
||||
return child;
|
||||
}
|
||||
|
||||
private void drawChildren(float xOffset,float yOffset){
|
||||
for(int i=0;i<children.size();i++){
|
||||
RegularPolygon child = children.get(i);
|
||||
MatrixState.pushMatrix();
|
||||
child.drawSelf(xOffset, yOffset);
|
||||
MatrixState.popMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample8_6;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
package com.bn.Sample8_6;
|
||||
|
||||
import static com.bn.Sample8_6.ShaderUtil.createProgram;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.util.ArrayList;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
/*
|
||||
* 连接两个球之间的圆柱
|
||||
*/
|
||||
public class Stick
|
||||
{
|
||||
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
|
||||
|
||||
float length=10f;//圆柱长度
|
||||
float circle_radius=2f;//圆截环半径
|
||||
float degreespan=18f; //圆截环每一份的度数大小
|
||||
|
||||
public Stick(MySurfaceView mv,float length,float circle_radius,float degreespan,float[] colorValue)
|
||||
{
|
||||
//调用初始化顶点数据的initVertexData方法
|
||||
initVertexData( length, circle_radius, degreespan,colorValue);
|
||||
//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 length,float circle_radius,float degreespan,float[] colorValue)
|
||||
{
|
||||
//顶点坐标数据的初始化
|
||||
ArrayList<Float> val=new ArrayList<Float>();//顶点存放列表
|
||||
ArrayList<Float> ial=new ArrayList<Float>();//法向量存放列表
|
||||
|
||||
this.length = length;
|
||||
this.circle_radius = circle_radius;
|
||||
this.degreespan = degreespan;
|
||||
|
||||
for(float circle_degree=360.0f;circle_degree>0.0f;circle_degree-=degreespan)//循环行
|
||||
{
|
||||
float x1 =(float)(-length/2);
|
||||
float y1=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
|
||||
float z1=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));
|
||||
|
||||
float a1=0;
|
||||
float b1=y1;
|
||||
float c1=z1;
|
||||
//向量规格化
|
||||
float[] result=Utils.normalizeVector(a1,b1,c1);
|
||||
a1=result[0];
|
||||
b1=result[1];
|
||||
c1=result[2];
|
||||
|
||||
float x2 =(float)(-length/2);
|
||||
float y2=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
|
||||
float z2=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));
|
||||
|
||||
float a2=0;
|
||||
float b2=y2;
|
||||
float c2=z2;
|
||||
//向量规格化
|
||||
result=Utils.normalizeVector(a2,b2,c2);
|
||||
a2=result[0];
|
||||
b2=result[1];
|
||||
c2=result[2];
|
||||
|
||||
float x3 =(float)(length/2);
|
||||
float y3=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
|
||||
float z3=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));
|
||||
|
||||
float a3=0;
|
||||
float b3=y3;
|
||||
float c3=z3;
|
||||
//向量规格化
|
||||
result=Utils.normalizeVector(a3,b3,c3);
|
||||
a3=result[0];
|
||||
b3=result[1];
|
||||
c3=result[2];
|
||||
|
||||
float x4 =(float)(length/2);
|
||||
float y4=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
|
||||
float z4=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));
|
||||
|
||||
float a4=0;
|
||||
float b4=y4;
|
||||
float c4=z4;
|
||||
//向量规格化
|
||||
result=Utils.normalizeVector(a4,b4,c4);
|
||||
a4=result[0];
|
||||
b4=result[1];
|
||||
c4=result[2];
|
||||
|
||||
val.add(x1);val.add(y1);val.add(z1);//两个三角形,共6个顶点的坐标
|
||||
val.add(x2);val.add(y2);val.add(z2);
|
||||
val.add(x4);val.add(y4);val.add(z4);
|
||||
|
||||
val.add(x2);val.add(y2);val.add(z2);
|
||||
val.add(x3);val.add(y3);val.add(z3);
|
||||
val.add(x4);val.add(y4);val.add(z4);
|
||||
|
||||
ial.add(a1);ial.add(b1);ial.add(c1);//顶点对应的法向量
|
||||
ial.add(a2);ial.add(b2);ial.add(c2);
|
||||
ial.add(a4);ial.add(b4);ial.add(c4);
|
||||
|
||||
ial.add(a2);ial.add(b2);ial.add(c2);
|
||||
ial.add(a3);ial.add(b3);ial.add(c3);
|
||||
ial.add(a4);ial.add(b4);ial.add(c4);
|
||||
}
|
||||
|
||||
vCount=val.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标
|
||||
|
||||
//将alVertix中的坐标值转存到一个float数组中
|
||||
float vertices[]=new float[vCount*3];
|
||||
for(int i=0;i<val.size();i++)
|
||||
{
|
||||
vertices[i]=val.get(i);
|
||||
}
|
||||
|
||||
//创建顶点坐标数据缓冲
|
||||
//vertices.length*4是因为一个整数四个字节
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer = vbb.asFloatBuffer();//转换为int型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer.position(0);//设置缓冲区起始位置
|
||||
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
|
||||
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
|
||||
|
||||
//将alVertix中的坐标值转存到一个float数组中
|
||||
float normals[]=new float[ial.size()];
|
||||
for(int i=0;i<ial.size();i++)
|
||||
{
|
||||
normals[i]=ial.get(i);
|
||||
}
|
||||
|
||||
//创建顶点坐标数据缓冲
|
||||
//vertices.length*4是因为一个整数四个字节
|
||||
ByteBuffer nbb = ByteBuffer.allocateDirect(normals.length*4);
|
||||
nbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mNormalBuffer = nbb.asFloatBuffer();//转换为int型缓冲
|
||||
mNormalBuffer.put(normals);//向缓冲区中放入顶点坐标数据
|
||||
mNormalBuffer.position(0);//设置缓冲区起始位置
|
||||
|
||||
//顶点着色数据的初始化
|
||||
float colors[]=new float[vCount*4];
|
||||
for(int i=0;i<vCount;i++){
|
||||
colors[4*i]=colorValue[0];
|
||||
colors[4*i+1]=colorValue[1];
|
||||
colors[4*i+2]=colorValue[2];
|
||||
colors[4*i+3]=colorValue[3];
|
||||
}
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mColorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mColorBuffer.put(colors);//向缓冲区中放入顶点着色数据
|
||||
mColorBuffer.position(0);//设置缓冲区起始位置
|
||||
}
|
||||
|
||||
//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()
|
||||
{
|
||||
|
||||
MatrixState.rotate(xAngle, 1, 0, 0);
|
||||
MatrixState.rotate(yAngle, 0, 1, 0);
|
||||
MatrixState.rotate(zAngle, 0, 0, 1);
|
||||
|
||||
//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_TRIANGLES, 0, vCount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,207 @@
|
||||
package com.bn.Sample8_6;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
public class Utils {
|
||||
|
||||
static boolean first=true;
|
||||
|
||||
//将一个向量规格化的方法
|
||||
public static float[] normalizeVector(float x, float y, float z){
|
||||
float mod=module(x,y,z);
|
||||
return new float[]{x/mod, y/mod, z/mod};//返回规格化后的向量
|
||||
}
|
||||
//求向量的模的方法
|
||||
public static float module(float x, float y, float z){
|
||||
return (float) Math.sqrt(x*x+y*y+z*z);
|
||||
}
|
||||
public static double[] nRotate(
|
||||
double angle, //旋转角度
|
||||
double n[], //旋转轴
|
||||
double gVector[] //旋转向量
|
||||
){
|
||||
|
||||
angle = Math.toRadians(angle);
|
||||
double[][] matrix=//绕任意轴旋转变换矩阵
|
||||
{
|
||||
{n[0]*n[0]*(1-Math.cos(angle))+Math.cos(angle),n[0]*n[1]*(1-Math.cos(angle))+n[2]*Math.sin(angle),n[0]*n[2]*(1-Math.cos(angle))-n[1]*Math.sin(angle),0},
|
||||
{n[0]*n[1]*(1-Math.cos(angle))-n[2]*Math.sin(angle),n[1]*n[1]*(1-Math.cos(angle))+Math.cos(angle),n[1]*n[2]*(1-Math.cos(angle))+n[0]*Math.sin(angle),0},
|
||||
{n[0]*n[2]*(1-Math.cos(angle))+n[1]*Math.sin(angle),n[1]*n[2]*(1-Math.cos(angle))-n[0]*Math.sin(angle),n[2]*n[2]*(1-Math.cos(angle))+Math.cos(angle),0},
|
||||
{0,0,0,1}
|
||||
};
|
||||
double[] tempDot={gVector[0],gVector[1],gVector[2],gVector[3]};
|
||||
for(int j=0;j<4;j++)
|
||||
{
|
||||
gVector[j]=(tempDot[0]*matrix[0][j]+tempDot[1]*matrix[1][j]+
|
||||
tempDot[2]*matrix[2][j]+tempDot[3]*matrix[3][j]);
|
||||
}
|
||||
return gVector; //返回结果
|
||||
}
|
||||
//给出初始点,初始向量,边长,获取正多边形的顶点坐标
|
||||
public static List<Float> getRegularPentagonVertexData(
|
||||
double[] initPoint, //起点
|
||||
double[] initVector, //初始向量(方向向量)
|
||||
double length, //边长
|
||||
double angle, //旋转角度
|
||||
double[][] vectors, //保存上一条边的方向向量
|
||||
int borderCount,
|
||||
double[] pivot //旋转轴
|
||||
){
|
||||
List<Float> verticesList = new ArrayList<Float>(); //新建一个ArrayList
|
||||
|
||||
double[] startPoint=initPoint;//起点
|
||||
double[] endPoint; //终点坐标
|
||||
double[] vector = copyVecor(initVector);//复制第一条边的方向向量
|
||||
int index=0;
|
||||
|
||||
double[] vectorS = copyVecor(vector); //将向量复制一份
|
||||
vectors[index++]=vectorS; //将第一个向量保存
|
||||
|
||||
for(int i=0;i<initPoint.length;i++){ //将第一个点的坐标添加到list中
|
||||
verticesList.add((float) initPoint[i]);
|
||||
}
|
||||
|
||||
while(index<borderCount){ //循环计算其余的点的坐标
|
||||
|
||||
endPoint = new double[3];//创建当前线段的终点
|
||||
//终点坐标等于起点加上长度与方向向量的点积
|
||||
endPoint[0]=startPoint[0]+length*vector[0];//计算终点x
|
||||
endPoint[1]=startPoint[1]+length*vector[1];//计算终点y
|
||||
endPoint[2]=startPoint[2]+length*vector[2];//计算终点z
|
||||
//如果计算出来的终点等于第一个点,则计算完毕,循环退出
|
||||
if(
|
||||
compare(endPoint[0],initPoint[0])==0 //调用compare方法进行比较
|
||||
&& compare(endPoint[1],initPoint[1])==0
|
||||
&& compare(endPoint[2],initPoint[2])==0
|
||||
){
|
||||
break;
|
||||
}
|
||||
for(int i=0;i<endPoint.length;i++){ //将终点的坐标添加到list中
|
||||
float value = (float) endPoint[i];
|
||||
if(Math.abs(value)<0.000001){
|
||||
verticesList.add(new Float(0.0f));
|
||||
continue;
|
||||
}else{
|
||||
verticesList.add((float) endPoint[i]);
|
||||
}
|
||||
}
|
||||
//计算下一条边的方向向量
|
||||
if(index==1){
|
||||
vector = nRotate(angle,pivot,vector);//绕父对象的旋转轴生成第二个向量,与父对象在同一平面的
|
||||
if(!first){//如果不是第一个多边形
|
||||
double tempAngle = 39*angle/Math.abs(angle);//getDihedralAngle()*(angle/Math.abs(angle));
|
||||
vector = nRotate(tempAngle,initVector,vector);//将第二个向量绕第一个向量旋转
|
||||
pivot = nRotate(tempAngle,initVector,pivot);//生成新的旋转轴
|
||||
}
|
||||
first=false;
|
||||
}else{
|
||||
vector = nRotate(angle,pivot,vector);//将当前的方向向量旋转得到新的方向向量
|
||||
}
|
||||
|
||||
vectorS = copyVecor(vector);//将向量复制一份
|
||||
|
||||
vectors[index++]=vectorS;//将新的向量保存
|
||||
|
||||
startPoint = endPoint;//将当前线段的终点作为下条线段的起点
|
||||
}
|
||||
|
||||
return verticesList;
|
||||
}
|
||||
|
||||
public static double[] copyVecor(double[] vector){ //复制数组中数组的方法
|
||||
double[] copy = new double[vector.length];
|
||||
for(int i=0;i<vector.length;i++){
|
||||
copy[i]=vector[i];
|
||||
}
|
||||
return copy;
|
||||
}
|
||||
|
||||
//比较两个数的方法
|
||||
public static int compare(double x,double y){
|
||||
if(Math.abs(x-y)<0.000001){
|
||||
return 0;
|
||||
}else if(x-y>0.000001){
|
||||
return 1;
|
||||
}else{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
//计算第一个点的坐标--五边形的左下角点,使第一个五边形中心为坐标原点
|
||||
public static double[] getFirstPoint(
|
||||
float length //正五边形的边长
|
||||
){
|
||||
double first[] = new double[3]; //正五边形坐下点坐标数组
|
||||
first[0]=-length/2; //x坐标值
|
||||
first[1]=-length/(2*Math.tan(Math.toRadians(36))); //y坐标值
|
||||
first[2]=0; //由于在xy平面上,z自然为0
|
||||
|
||||
return first;
|
||||
}
|
||||
//求二面角--套结果公式
|
||||
public static double getDihedralAngle(){
|
||||
|
||||
return Math.toDegrees(Math.acos(Math.sqrt(5)/3));
|
||||
}
|
||||
//计算两个向量的夹角--结果为度
|
||||
public static double getAngleBetweenTwoVector(double[] vector1,double[] vector2){
|
||||
double angle=0;
|
||||
double DJ = vector1[0]*vector2[0]+vector1[1]*vector2[1]+vector1[2]*vector2[2];//计算点积
|
||||
double mode = getMode(vector1)*getMode(vector2);//求向量模的积
|
||||
double cosa = DJ/mode;
|
||||
if(compare(cosa,1)==0){
|
||||
return 0;
|
||||
}
|
||||
angle = Math.toDegrees(Math.acos(cosa));
|
||||
return angle;
|
||||
}
|
||||
|
||||
//求向量的模
|
||||
public static double getMode(double[] vector){
|
||||
return Math.sqrt(vector[0]*vector[0]+vector[1]*vector[1]+vector[2]*vector[2]);
|
||||
}
|
||||
|
||||
public static double[] getCJ(double[] v1,double[] v2){//计算叉积--v1叉乘v2
|
||||
double[] result = new double[3];
|
||||
result[0]=v1[1]*v2[2]-v1[2]*v2[1];
|
||||
result[1]=v1[2]*v2[0]-v1[0]*v2[2];
|
||||
result[2]=v1[0]*v2[1]-v1[1]*v2[0];
|
||||
return result;
|
||||
}
|
||||
|
||||
//变换坐标系--是x轴变换到指定向量的位置
|
||||
public static void moveXToSomeVector(double[] vector){
|
||||
double x[]={1,0,0};
|
||||
double angle = getAngleBetweenTwoVector(x,vector);//vector与x轴的夹角
|
||||
//通过x与vector的叉积计算出旋转轴的向量
|
||||
double pivot[] = getCJ(x,vector); //调用求叉乘的方法
|
||||
MatrixState.rotate((float)angle, (float)pivot[0], (float)pivot[1],(float)pivot[2]);
|
||||
}
|
||||
|
||||
static List<Float> drawnVertices = new ArrayList<Float>();//已经绘制的点的坐标
|
||||
|
||||
public static boolean isExist(float x,float y,float z){
|
||||
|
||||
for(int i=0;i<drawnVertices.size()/3;i++){
|
||||
float tempx = drawnVertices.get(3*i);
|
||||
float tempy = drawnVertices.get(3*i+1);
|
||||
float tempz = drawnVertices.get(3*i+2);
|
||||
double[] tempp=new double[]{tempx,tempy,tempz};
|
||||
double[] p = new double[]{x,y,z};
|
||||
if(getDistanceSquare(tempp, p)<=0.2*0.2*4){
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static double getDistanceSquare(double[] p1,double[] p2){
|
||||
return getSquare(p1[0]-p2[0])+getSquare(p1[1]-p2[1])+getSquare(p1[2]-p2[2]);
|
||||
}
|
||||
public static double getSquare(double x){
|
||||
return x*x;
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user