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"/>
|
||||
<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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@@ -0,0 +1,33 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Sample9_1</name>
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<comment></comment>
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||||
<projects>
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</projects>
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||||
<buildSpec>
|
||||
<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>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</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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#Wed Jan 05 21:56:15 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 +1,15 @@
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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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android:versionCode="1"
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android:versionName="1.0" package="com.bn.Sample9_1">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".Sample9_1_Activity"
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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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<uses-sdk android:targetSdkVersion="8"></uses-sdk>
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</manifest>
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Load Diff
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precision mediump float;
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varying vec3 vPosition; //顶点位置
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void main() {
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vec4 bColor=vec4(0.678,0.231,0.129,0);//砖块的颜色
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vec4 mColor=vec4(0.763,0.657,0.614,0);//间隔的颜色
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float y=vPosition.y;
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y=mod((y+100.0)*4.0,4.0);
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if(y>1.8) {
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gl_FragColor = bColor;//给此片元颜色值
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} else {
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gl_FragColor = mColor;//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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attribute vec3 aPosition; //顶点位置
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varying vec3 vPosition; //顶点位置
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void main() {
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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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vPosition=aPosition;//将顶点的原始位置传递给片元着色器
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}
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@@ -0,0 +1,13 @@
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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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||||
# To customize properties used by the Ant build system use,
|
||||
# "build.properties", and override values to adapt the script to your
|
||||
# project structure.
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||||
|
||||
# Indicates whether an apk should be generated for each density.
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||||
split.density=false
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||||
# Project target.
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target=android-8
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@@ -0,0 +1,19 @@
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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
|
||||
* 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.Sample9_1;
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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=0x7f030000;
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}
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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 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">Sample9_1</string>
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</resources>
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@@ -0,0 +1,72 @@
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package com.bn.Sample9_1;
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import java.io.BufferedReader;
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import java.io.InputStream;
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import java.io.InputStreamReader;
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import java.util.ArrayList;
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import android.content.res.Resources;
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import android.util.Log;
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public class LoadUtil
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{
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//从obj文件中加载仅携带顶点信息的物体
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public static LoadedObjectVertexOnly loadFromFile(String fname, Resources r,MySurfaceView mv)
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{
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LoadedObjectVertexOnly lo=null;
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ArrayList<Float> alv=new ArrayList<Float>();//原始顶点坐标列表
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ArrayList<Float> alvResult=new ArrayList<Float>();//结果顶点坐标列表
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try
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{
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InputStream in=r.getAssets().open(fname);
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InputStreamReader isr=new InputStreamReader(in);
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BufferedReader br=new BufferedReader(isr);
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String temps=null;
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while((temps=br.readLine())!=null)
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{
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String[] tempsa=temps.split("[ ]+");
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if(tempsa[0].trim().equals("v"))
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{//此行为顶点坐标
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alv.add(Float.parseFloat(tempsa[1]));
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alv.add(Float.parseFloat(tempsa[2]));
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alv.add(Float.parseFloat(tempsa[3]));
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}
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else if(tempsa[0].trim().equals("f"))
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{//此行为三角形面
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int index=Integer.parseInt(tempsa[1].split("/")[0])-1;
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alvResult.add(alv.get(3*index));
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alvResult.add(alv.get(3*index+1));
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alvResult.add(alv.get(3*index+2));
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index=Integer.parseInt(tempsa[2].split("/")[0])-1;
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alvResult.add(alv.get(3*index));
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alvResult.add(alv.get(3*index+1));
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alvResult.add(alv.get(3*index+2));
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index=Integer.parseInt(tempsa[3].split("/")[0])-1;
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alvResult.add(alv.get(3*index));
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alvResult.add(alv.get(3*index+1));
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alvResult.add(alv.get(3*index+2));
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}
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}
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//生成顶点数组
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int size=alvResult.size();
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float[] vXYZ=new float[size];
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for(int i=0;i<size;i++)
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{
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vXYZ[i]=alvResult.get(i);
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}
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//创建物体对象
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lo=new LoadedObjectVertexOnly(mv,vXYZ);
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}
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catch(Exception e)
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{
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Log.d("load error", "load error");
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e.printStackTrace();
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}
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return lo;
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}
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}
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@@ -0,0 +1,81 @@
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package com.bn.Sample9_1;
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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 android.opengl.GLES20;
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//加载后的物体——仅携带顶点信息
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public class LoadedObjectVertexOnly
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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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String mVertexShader;//顶点着色器代码脚本
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String mFragmentShader;//片元着色器代码脚本
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FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
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int vCount=0;
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public LoadedObjectVertexOnly(MySurfaceView mv,float[] vertices)
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{
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//初始化顶点坐标与着色数据
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initVertexData(vertices);
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//初始化shader
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initShader(mv);
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}
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//初始化顶点坐标的方法
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public void initVertexData(float[] vertices)
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{
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//顶点坐标数据的初始化================begin============================
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vCount=vertices.length/3;
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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
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ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
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vbb.order(ByteOrder.nativeOrder());//设置字节顺序
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mVertexBuffer = vbb.asFloatBuffer();//转换为Float型缓冲
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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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//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
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//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
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//顶点坐标数据的初始化================end============================
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}
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//初始化shader
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public void initShader(MySurfaceView mv)
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{
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//加载顶点着色器的脚本内容
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mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_color.sh", mv.getResources());
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//加载片元着色器的脚本内容
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mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_color.sh", mv.getResources());
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//基于顶点着色器与片元着色器创建程序
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mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
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//获取程序中顶点位置属性引用
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maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
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//获取程序中总变换矩阵引用
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muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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}
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public void drawSelf()
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{
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//制定使用某套着色器程序
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GLES20.glUseProgram(mProgram);
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//将最终变换矩阵传入着色器程序
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GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
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// 将顶点位置数据传入渲染管线
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GLES20.glVertexAttribPointer
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(
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maPositionHandle,
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3,
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GLES20.GL_FLOAT,
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false,
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3*4,
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mVertexBuffer
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);
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//启用顶点位置数据
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GLES20.glEnableVertexAttribArray(maPositionHandle);
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//绘制加载的物体
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GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
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}
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}
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@@ -0,0 +1,129 @@
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package com.bn.Sample9_1;
|
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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.*;
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import android.opengl.Matrix;
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//存储系统矩阵状态的类
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public class MatrixState
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{
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private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
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private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
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private static float[] currMatrix;//当前变换矩阵
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public static FloatBuffer cameraFB;
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|
||||
public static Stack<float[]> mStack=new Stack<float[]>();//保护变换矩阵的栈
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||||
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public static void setInitStack()//获取不变换初始矩阵
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||||
{
|
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currMatrix=new float[16];
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Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
|
||||
}
|
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|
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public static void pushMatrix()//保护变换矩阵
|
||||
{
|
||||
mStack.push(currMatrix.clone());
|
||||
}
|
||||
|
||||
public static void popMatrix()//恢复变换矩阵
|
||||
{
|
||||
currMatrix=mStack.pop();
|
||||
}
|
||||
|
||||
public static void 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);
|
||||
}
|
||||
|
||||
|
||||
//设置摄像机
|
||||
public static void setCamera
|
||||
(
|
||||
float cx, //摄像机位置x
|
||||
float cy, //摄像机位置y
|
||||
float cz, //摄像机位置z
|
||||
float tx, //摄像机目标点x
|
||||
float ty, //摄像机目标点y
|
||||
float tz, //摄像机目标点z
|
||||
float upx, //摄像机UP向量X分量
|
||||
float upy, //摄像机UP向量Y分量
|
||||
float upz //摄像机UP向量Z分量
|
||||
)
|
||||
{
|
||||
Matrix.setLookAtM
|
||||
(
|
||||
mVMatrix,
|
||||
0,
|
||||
cx,
|
||||
cy,
|
||||
cz,
|
||||
tx,
|
||||
ty,
|
||||
tz,
|
||||
upx,
|
||||
upy,
|
||||
upz
|
||||
);
|
||||
|
||||
float[] cameraLocation=new float[3];//摄像机位置
|
||||
cameraLocation[0]=cx;
|
||||
cameraLocation[1]=cy;
|
||||
cameraLocation[2]=cz;
|
||||
|
||||
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
cameraFB=llbb.asFloatBuffer();
|
||||
cameraFB.put(cameraLocation);
|
||||
cameraFB.position(0);
|
||||
}
|
||||
|
||||
//设置透视投影参数
|
||||
public static void setProjectFrustum
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
//设置正交投影参数
|
||||
public static void setProjectOrtho
|
||||
(
|
||||
float left, //near面的left
|
||||
float right, //near面的right
|
||||
float bottom, //near面的bottom
|
||||
float top, //near面的top
|
||||
float near, //near面距离
|
||||
float far //far面距离
|
||||
)
|
||||
{
|
||||
Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
|
||||
}
|
||||
|
||||
//获取具体物体的总变换矩阵
|
||||
public static float[] getFinalMatrix()
|
||||
{
|
||||
float[] mMVPMatrix=new float[16];
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
|
||||
return mMVPMatrix;
|
||||
}
|
||||
|
||||
//获取具体物体的变换矩阵
|
||||
public static float[] getMMatrix()
|
||||
{
|
||||
return currMatrix;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
package com.bn.Sample9_1;
|
||||
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 SceneRenderer mRenderer;//场景渲染器
|
||||
|
||||
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
|
||||
|
||||
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.yAngle += dx * TOUCH_SCALE_FACTOR;//设置绕y轴旋转角度
|
||||
mRenderer.xAngle+= dy * TOUCH_SCALE_FACTOR;//设置绕x轴旋转角度
|
||||
requestRender();//重绘画面
|
||||
}
|
||||
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
|
||||
{
|
||||
float yAngle;//绕Y轴旋转的角度
|
||||
float xAngle; //绕X轴旋转的角度
|
||||
//从指定的obj文件中加载对象
|
||||
LoadedObjectVertexOnly lovo;
|
||||
|
||||
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);
|
||||
|
||||
//坐标系推远
|
||||
MatrixState.pushMatrix();
|
||||
MatrixState.translate(0, -2f, -25f); //ch.obj
|
||||
//绕Y轴、Z轴旋转
|
||||
MatrixState.rotate(yAngle, 0, 1, 0);
|
||||
MatrixState.rotate(xAngle, 1, 0, 0);
|
||||
|
||||
//若加载的物体不为空则绘制物体
|
||||
if(lovo!=null)
|
||||
{
|
||||
lovo.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, 2, 100);
|
||||
//调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(0,0,0,0f,0f,-1f,0f,1.0f,0.0f);
|
||||
}
|
||||
|
||||
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);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
//打开背面剪裁
|
||||
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
||||
//初始化变换矩阵
|
||||
MatrixState.setInitStack();
|
||||
//加载要绘制的物体
|
||||
lovo=LoadUtil.loadFromFile("ch.obj", MySurfaceView.this.getResources(),MySurfaceView.this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
package com.bn.Sample9_1;
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample9_1_Activity extends Activity
|
||||
{
|
||||
private MySurfaceView mGLSurfaceView;
|
||||
@Override
|
||||
protected void onCreate(Bundle savedInstanceState)
|
||||
{
|
||||
super.onCreate(savedInstanceState);
|
||||
//设置为全屏
|
||||
requestWindowFeature(Window.FEATURE_NO_TITLE);
|
||||
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN ,
|
||||
WindowManager.LayoutParams.FLAG_FULLSCREEN);
|
||||
//设置为横屏模式
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
|
||||
|
||||
//初始化GLSurfaceView
|
||||
mGLSurfaceView = new MySurfaceView(this);
|
||||
setContentView(mGLSurfaceView);
|
||||
mGLSurfaceView.requestFocus();//获取焦点
|
||||
mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
super.onResume();
|
||||
mGLSurfaceView.onResume();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
super.onPause();
|
||||
mGLSurfaceView.onPause();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample9_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