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7
第9章 3D模型加载/Sample9_2/.classpath
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第9章 3D模型加载/Sample9_2/.classpath
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="src" path="gen"/>
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<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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33
第9章 3D模型加载/Sample9_2/.project
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第9章 3D模型加载/Sample9_2/.project
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Sample9_2</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>org.eclipse.jdt.core.javabuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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<buildCommand>
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<name>com.android.ide.eclipse.adt.ApkBuilder</name>
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<arguments>
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</arguments>
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</buildCommand>
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</buildSpec>
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<natures>
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<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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12
第9章 3D模型加载/Sample9_2/.settings/org.eclipse.jdt.core.prefs
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第9章 3D模型加载/Sample9_2/.settings/org.eclipse.jdt.core.prefs
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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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15
第9章 3D模型加载/Sample9_2/AndroidManifest.xml
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第9章 3D模型加载/Sample9_2/AndroidManifest.xml
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="1"
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android:versionName="1.0" package="com.bn.Sample9_2">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".Sample9_2_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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3444
第9章 3D模型加载/Sample9_2/assets/ch.obj
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第9章 3D模型加载/Sample9_2/assets/ch.obj
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Load Diff
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第9章 3D模型加载/Sample9_2/assets/frag.sh
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第9章 3D模型加载/Sample9_2/assets/frag.sh
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precision mediump float;
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varying vec4 ambient;
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varying vec4 diffuse;
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varying vec4 specular;
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void main()
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{
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//将计算出的颜色给此片元
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vec4 finalColor=vec4(0.9,0.9,0.9,1.0);
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gl_FragColor = finalColor*ambient+finalColor*specular+finalColor*diffuse;//给此片元颜色值
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}
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51
第9章 3D模型加载/Sample9_2/assets/vertex.sh
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第9章 3D模型加载/Sample9_2/assets/vertex.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uLightLocation; //光源位置
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uniform vec3 uCamera; //摄像机位置
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //顶点法向量
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varying vec4 ambient;
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varying vec4 diffuse;
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varying vec4 specular;
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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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vec4 ambientTemp, diffuseTemp, specularTemp; //存放环境光、散射光、镜面反射光的临时变量
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pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.1,0.1,0.1,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0));
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ambient=ambientTemp;
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diffuse=diffuseTemp;
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specular=specularTemp;
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}
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BIN
第9章 3D模型加载/Sample9_2/bin/Sample9_2.apk
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第9章 3D模型加载/Sample9_2/bin/Sample9_2.apk
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第9章 3D模型加载/Sample9_2/bin/classes.dex
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第9章 3D模型加载/Sample9_2/bin/classes.dex
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/LoadUtil.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/LoadUtil.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/MatrixState.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/MatrixState.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/MySurfaceView.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/MySurfaceView.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R$attr.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R$attr.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R$drawable.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R$drawable.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R$string.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R$string.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/R.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/ShaderUtil.class
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第9章 3D模型加载/Sample9_2/bin/com/bn/Sample9_2/ShaderUtil.class
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第9章 3D模型加载/Sample9_2/bin/resources.ap_
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第9章 3D模型加载/Sample9_2/bin/resources.ap_
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13
第9章 3D模型加载/Sample9_2/default.properties
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第9章 3D模型加载/Sample9_2/default.properties
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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,
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||||
# "build.properties", and override values to adapt the script to your
|
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# 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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19
第9章 3D模型加载/Sample9_2/gen/com/bn/Sample9_2/R.java
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第9章 3D模型加载/Sample9_2/gen/com/bn/Sample9_2/R.java
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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.Sample9_2;
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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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第9章 3D模型加载/Sample9_2/res/drawable-hdpi/icon.png
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第9章 3D模型加载/Sample9_2/res/drawable-hdpi/icon.png
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After Width: | Height: | Size: 4.0 KiB |
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第9章 3D模型加载/Sample9_2/res/drawable-ldpi/icon.png
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第9章 3D模型加载/Sample9_2/res/drawable-ldpi/icon.png
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After Width: | Height: | Size: 1.7 KiB |
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第9章 3D模型加载/Sample9_2/res/drawable-mdpi/icon.png
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第9章 3D模型加载/Sample9_2/res/drawable-mdpi/icon.png
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After Width: | Height: | Size: 2.5 KiB |
4
第9章 3D模型加载/Sample9_2/res/values/strings.xml
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第9章 3D模型加载/Sample9_2/res/values/strings.xml
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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_2</string>
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</resources>
|
||||
155
第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/LoadUtil.java
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第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/LoadUtil.java
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package com.bn.Sample9_2;
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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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//用于从obj文件中加载3D模型的工具类
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public class LoadUtil
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{
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//求两个向量的叉积
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public static float[] getCrossProduct(float x1,float y1,float z1,float x2,float y2,float z2)
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{
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//求出两个矢量叉积矢量在XYZ轴的分量ABC
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float A=y1*z2-y2*z1;
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float B=z1*x2-z2*x1;
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float C=x1*y2-x2*y1;
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return new float[]{A,B,C};
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}
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//向量规格化
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public static float[] vectorNormal(float[] vector)
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{
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//求向量的模
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float module=(float)Math.sqrt(vector[0]*vector[0]+vector[1]*vector[1]+vector[2]*vector[2]);
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return new float[]{vector[0]/module,vector[1]/module,vector[2]/module};
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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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//首先加载顶点信息,再根据顶点组成三角形面的情况自动计算出每个面的法向量
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//然后将这个面的法向量分配给这个面上的顶点
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public static LoadedObjectVertexNormal loadFromFile(String fname, Resources r,MySurfaceView mv)
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{
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//加载后3D对象的引用
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LoadedObjectVertexNormal lo=null;
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//原始顶点坐标列表--按顺序从obj文件中加载的
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ArrayList<Float> alv=new ArrayList<Float>();
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//结果顶点坐标列表 --根据组成面的情况组织好的
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ArrayList<Float> alvResult=new ArrayList<Float>();
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//结果法向量列表--根据组成面的情况组织好的
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ArrayList<Float> alnResult=new ArrayList<Float>();
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||||
try
|
||||
{
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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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||||
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//循环不断从文件中读取行,根据行类型的不同执行
|
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//不同的处理逻辑
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||||
while((temps=br.readLine())!=null)
|
||||
{
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String[] tempsa=temps.split("[ ]+");
|
||||
if(tempsa[0].trim().equals("v"))
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||||
{//此行为顶点坐标
|
||||
//若为顶点坐标行则提取出此顶点的XYZ坐标添加到原始顶点坐标列表中
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alv.add(Float.parseFloat(tempsa[1]));
|
||||
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"))
|
||||
{//此行为三角形面
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||||
/*
|
||||
*若为三角形面行则根据 组成面的顶点的索引从原始顶点坐标列表中
|
||||
*提取相应的顶点坐标值添加到结果顶点坐标列表中,同时根据三个
|
||||
*顶点的坐标计算出法向量并添加到结果法向量列表中
|
||||
*/
|
||||
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||||
//提取三角形第一个顶点的坐标
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||||
int index=Integer.parseInt(tempsa[1].split("/")[0])-1;
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float x0=alv.get(3*index);
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float y0=alv.get(3*index+1);
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||||
float z0=alv.get(3*index+2);
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alvResult.add(x0);
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alvResult.add(y0);
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||||
alvResult.add(z0);
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||||
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||||
//提取三角形第二个顶点的坐标
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||||
index=Integer.parseInt(tempsa[2].split("/")[0])-1;
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||||
float x1=alv.get(3*index);
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||||
float y1=alv.get(3*index+1);
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||||
float z1=alv.get(3*index+2);
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||||
alvResult.add(x1);
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||||
alvResult.add(y1);
|
||||
alvResult.add(z1);
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||||
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||||
//提取三角形第三个顶点的坐标
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||||
index=Integer.parseInt(tempsa[3].split("/")[0])-1;
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||||
float x2=alv.get(3*index);
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||||
float y2=alv.get(3*index+1);
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||||
float z2=alv.get(3*index+2);
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||||
alvResult.add(x2);
|
||||
alvResult.add(y2);
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||||
alvResult.add(z2);
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||||
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||||
//通过三角形面两个边向量0-1,0-2求叉积得到此面的法向量
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||||
//求0号点到1号点的向量
|
||||
float vxa=x1-x0;
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||||
float vya=y1-y0;
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||||
float vza=z1-z0;
|
||||
//求0号点到2号点的向量
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||||
float vxb=x2-x0;
|
||||
float vyb=y2-y0;
|
||||
float vzb=z2-z0;
|
||||
|
||||
//通过球两个向量的叉积计算法向量
|
||||
float[] vNormal=vectorNormal
|
||||
(
|
||||
getCrossProduct
|
||||
(
|
||||
vxa,vya,vza,vxb,vyb,vzb
|
||||
)
|
||||
);
|
||||
//将计算出的法向量添加到结果法向量列表中
|
||||
for(int i=0;i<3;i++)
|
||||
{
|
||||
alnResult.add(vNormal[0]);
|
||||
alnResult.add(vNormal[1]);
|
||||
alnResult.add(vNormal[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//obj文件读取结束后生成顶点数组及生成法向量数组
|
||||
//生成顶点数组
|
||||
int size=alvResult.size();
|
||||
float[] vXYZ=new float[size];
|
||||
for(int i=0;i<size;i++)
|
||||
{
|
||||
vXYZ[i]=alvResult.get(i);
|
||||
}
|
||||
|
||||
//生成法向量数组
|
||||
size=alnResult.size();
|
||||
float[] nXYZ=new float[size];
|
||||
for(int i=0;i<size;i++)
|
||||
{
|
||||
nXYZ[i]=alnResult.get(i);
|
||||
}
|
||||
|
||||
//创建3D对象
|
||||
lo=new LoadedObjectVertexNormal(mv,vXYZ,nXYZ);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
Log.d("load error", "load error");
|
||||
e.printStackTrace();
|
||||
}
|
||||
return lo;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,121 @@
|
||||
package com.bn.Sample9_2;
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
//加载后的物体——携带顶点信息,自动计算面法向量
|
||||
public class LoadedObjectVertexNormal
|
||||
{
|
||||
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 muMMatrixHandle;//位置、旋转变换矩阵
|
||||
int maPositionHandle; //顶点位置属性引用
|
||||
int maNormalHandle; //顶点法向量属性引用
|
||||
int maLightLocationHandle;//光源位置属性引用
|
||||
int maCameraHandle; //摄像机位置属性引用
|
||||
String mVertexShader;//顶点着色器代码脚本
|
||||
String mFragmentShader;//片元着色器代码脚本
|
||||
|
||||
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mNormalBuffer;//顶点法向量数据缓冲
|
||||
int vCount=0;
|
||||
|
||||
public LoadedObjectVertexNormal(MySurfaceView mv,float[] vertices,float[] normals)
|
||||
{
|
||||
//初始化顶点坐标与着色数据
|
||||
initVertexData(vertices,normals);
|
||||
//初始化shader
|
||||
initShader(mv);
|
||||
}
|
||||
|
||||
//初始化顶点坐标与着色数据的方法
|
||||
public void initVertexData(float[] vertices,float[] normals)
|
||||
{
|
||||
//顶点坐标数据的初始化================begin============================
|
||||
vCount=vertices.length/3;
|
||||
|
||||
//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Float型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer.position(0);//设置缓冲区起始位置
|
||||
//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
|
||||
//顶点坐标数据的初始化================end============================
|
||||
|
||||
//顶点法向量数据的初始化================begin============================
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(normals.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mNormalBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mNormalBuffer.put(normals);//向缓冲区中放入顶点法向量数据
|
||||
mNormalBuffer.position(0);//设置缓冲区起始位置
|
||||
//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
|
||||
//顶点着色数据的初始化================end============================
|
||||
}
|
||||
|
||||
//初始化shader
|
||||
public void initShader(MySurfaceView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
|
||||
//加载片元着色器的脚本内容
|
||||
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());
|
||||
//基于顶点着色器与片元着色器创建程序
|
||||
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
|
||||
//获取程序中顶点位置属性引用
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中顶点颜色属性引用
|
||||
maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");
|
||||
//获取程序中总变换矩阵引用
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
//获取位置、旋转变换矩阵引用
|
||||
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
|
||||
//获取程序中光源位置引用
|
||||
maLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
|
||||
//获取程序中摄像机位置引用
|
||||
maCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera");
|
||||
}
|
||||
|
||||
public void drawSelf()
|
||||
{
|
||||
//制定使用某套着色器程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
//将最终变换矩阵传入着色器程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
|
||||
//将位置、旋转变换矩阵传入着色器程序
|
||||
GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);
|
||||
//将光源位置传入着色器程序
|
||||
GLES20.glUniform3fv(maLightLocationHandle, 1, MatrixState.lightPositionFB);
|
||||
//将摄像机位置传入着色器程序
|
||||
GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);
|
||||
// 将顶点位置数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//将顶点法向量数据传入渲染管线
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maNormalHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mNormalBuffer
|
||||
);
|
||||
//启用顶点位置、法向量数据
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maNormalHandle);
|
||||
//绘制被加载的物体
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
}
|
||||
144
第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/MatrixState.java
Normal file
144
第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/MatrixState.java
Normal file
@@ -0,0 +1,144 @@
|
||||
package com.bn.Sample9_2;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import java.util.*;
|
||||
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;
|
||||
|
||||
public static Stack<float[]> mStack=new Stack<float[]>();//保护变换矩阵的栈
|
||||
|
||||
public static void setInitStack()//获取不变换初始矩阵
|
||||
{
|
||||
currMatrix=new float[16];
|
||||
Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
|
||||
}
|
||||
|
||||
public static void pushMatrix()//保护变换矩阵
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
//设置灯光位置的方法
|
||||
public static void setLightLocation(float x,float y,float z)
|
||||
{
|
||||
lightLocation[0]=x;
|
||||
lightLocation[1]=y;
|
||||
lightLocation[2]=z;
|
||||
ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
|
||||
llbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
lightPositionFB=llbb.asFloatBuffer();
|
||||
lightPositionFB.put(lightLocation);
|
||||
lightPositionFB.position(0);
|
||||
}
|
||||
}
|
||||
97
第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/MySurfaceView.java
Normal file
97
第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/MySurfaceView.java
Normal file
@@ -0,0 +1,97 @@
|
||||
package com.bn.Sample9_2;
|
||||
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;//设置沿x轴旋转角度
|
||||
mRenderer.zAngle+= dy * TOUCH_SCALE_FACTOR;//设置沿z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 zAngle; //绕Z轴旋转的角度
|
||||
//从指定的obj文件中加载对象
|
||||
LoadedObjectVertexNormal 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(zAngle, 1, 0, 0);
|
||||
|
||||
//若加载的物体部位空则绘制物体
|
||||
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();
|
||||
//初始化光源位置
|
||||
MatrixState.setLightLocation(40, 10, 20);
|
||||
//加载要绘制的物体
|
||||
lovo=LoadUtil.loadFromFile("ch.obj", MySurfaceView.this.getResources(),MySurfaceView.this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
package com.bn.Sample9_2;
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
import android.view.Window;
|
||||
import android.view.WindowManager;
|
||||
|
||||
public class Sample9_2_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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
126
第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/ShaderUtil.java
Normal file
126
第9章 3D模型加载/Sample9_2/src/com/bn/Sample9_2/ShaderUtil.java
Normal file
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample9_2;
|
||||
|
||||
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