android使用OPENGL ES绘制圆柱体 android使用OPENGL ES绘制圆柱体
刘国栋 人气:0效果图:
编写jiem.java
*指定屏幕所要显示的假面,并对见、界面进行相关设置
*为Activity设置恢复处理,当Acitvity恢复设置时显示界面同样应该恢复
*当Activity暂停设置时,显示界面同样应该暂停
package com.scout.eeeeeee; import android.app.Activity; import android.os.Bundle; import android.app.Activity; import android.os.Bundle; import android.app.Activity; import android.content.pm.ActivityInfo; import android.os.Bundle; import android.view.Window; import android.view.WindowManager; public class jiem extends Activity { private MyGLSurfaceView mGLSurfaceView; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE); mGLSurfaceView = new MyGLSurfaceView(this); setContentView(mGLSurfaceView); mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控 mGLSurfaceView.requestFocus();//获取焦点 } @Override protected void onResume() { super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { super.onPause(); mGLSurfaceView.onPause(); } }
编写MyGLSurfaceView.java实现场景加载和渲染功能
package com.scout.eeeeeee; /** * Created by liuguodong on 2017/10/29. */ import java.io.IOException; import java.io.InputStream; import android.opengl.GLSurfaceView; import android.opengl.GLUtils; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import javax.microedition.khronos.opengles.GL11; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.view.MotionEvent; public class MyGLSurfaceView extends GLSurfaceView { private final float suo = 180.0f/320;//角度缩放比例 private SceneRenderer mRenderer;//场景渲染器 private float shangY;//上次的触控位置Y坐标 private float shangX;//上次的触控位置Y坐标 private int lightAngle=90;//灯的当前角度 public MyGLSurfaceView(Context context) { super(context); 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 - shangY;//计算触控笔Y位移 float dx = x - shangX;//计算触控笔Y位移 mRenderer.cylinder.mAngleX += dy * suo;//设置沿x轴旋转角度 mRenderer.cylinder.mAngleZ += dx * suo;//设置沿z轴旋转角度 requestRender();//重绘画面 } shangY = y;//记录触控笔位置 shangX = x;//记录触控笔位置 return true; } private class SceneRenderer implements GLSurfaceView.Renderer { int textureId;//纹理名称ID zhuCH cylinder;//创建圆柱体 public SceneRenderer() { } public void onDrawFrame(GL10 gl) { //清除颜色缓存 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //设置当前矩阵为模式矩阵 gl.glMatrixMode(GL10.GL_MODELVIEW); //设置当前矩阵为单位矩阵 gl.glLoadIdentity(); gl.glPushMatrix();//保护变换矩阵现场 float lx=0; //设定光源的位置 float ly=(float)(7*Math.cos(Math.toRadians(lightAngle))); float lz=(float)(7*Math.sin(Math.toRadians(lightAngle))); float[] positionParamsRed={lx,ly,lz,0}; gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParamsRed,0); initMaterial(gl);//初始化纹理 gl.glTranslatef(0, 0, -10f);//平移 initLight(gl);//开灯 cylinder.drawSelf(gl);//绘制 closeLight(gl);//关灯 gl.glPopMatrix();//恢复变换矩阵现场 } public void onSurfaceChanged(GL10 gl, int width, int height) { //设置视窗大小及位置 gl.glViewport(0, 0, width, height); //设置当前矩阵为投影矩阵 gl.glMatrixMode(GL10.GL_PROJECTION); //设置当前矩阵为单位矩阵 gl.glLoadIdentity(); //计算透视投影的比例 float ratio = (float) width / height; //调用此方法计算产生透视投影矩阵 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 100); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { //关闭抗抖动 gl.glDisable(GL10.GL_DITHER); //设置特定Hint项目的模式,这里为设置为使用快速模式 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST); //设置屏幕背景色黑色RGBA gl.glClearColor(0,0,0,0); //设置着色模型为平滑着色 gl.glShadeModel(GL10.GL_SMOOTH); //启用深度测试 gl.glEnable(GL10.GL_DEPTH_TEST); textureId=initTexture(gl,R.drawable.stone);//纹理ID cylinder=new zhuCH(10f,2f,18f,textureId);//创建圆柱体 } } //初始化白色灯 private void initLight(GL10 gl) { gl.glEnable(GL10.GL_LIGHTING);//允许光照 gl.glEnable(GL10.GL_LIGHT1);//打开1号灯 //环境光设置 float[] ambientParams={0.2f,0.2f,0.2f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={1f,1f,1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0); //反射光设置 float[] specularParams={1f,1f,1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0); } //关闭灯 private void closeLight(GL10 gl) { gl.glDisable(GL10.GL_LIGHT1); gl.glDisable(GL10.GL_LIGHTING); } //初始化材质 private void initMaterial(GL10 gl) { //环境光 float ambientMaterial[] = {248f/255f, 242f/255f, 144f/255f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0); //散射光 float diffuseMaterial[] = {248f/255f, 242f/255f, 144f/255f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0); //高光材质 float specularMaterial[] = {248f/255f, 242f/255f, 144f/255f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, specularMaterial,0); gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, 100.0f); } //初始化纹理 public int initTexture(GL10 gl,int drawableId)//textureId { //生成纹理ID int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); int currTextureId=textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, currTextureId); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR_MIPMAP_LINEAR); ((GL11)gl).glTexParameterf(GL10.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL10.GL_TRUE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,GL10.GL_REPEAT); InputStream is = this.getResources().openRawResource(drawableId); Bitmap bitmapTmp; try { bitmapTmp = BitmapFactory.decodeStream(is); } finally { try { is.close(); } catch(IOException e) { e.printStackTrace(); } } GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmapTmp, 0); bitmapTmp.recycle(); return currTextureId; } }
编写zgyCH.java
*设置圆柱体的控制属性,主要包括纹理、高度、截面半径、截面角度切分单位和高度切分单位,这些属性用于控制圆柱体的大小
*定义各个圆柱体绘制类的三角形绘制方法和工具方法
*实现圆柱体的线性会执法,线性会执法和三角形会执法顶点的获取方法相同,只是采用的绘制顶点顺序和渲染方法不同,并且先行绘制没有光照和纹理贴图
package com.scout.eeeeeee; /** * Created by liuguodong on 2017/10/29. */ import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.ArrayList; import javax.microedition.khronos.opengles.GL10; public class zhuCH { private FloatBuffer dingBuffer;//顶点坐标缓冲 private FloatBuffer myNormalBuffer;//向量缓冲 private FloatBuffer myTexture;//纹理缓冲 int textureId; int vCount;//顶点数量 float length;//圆柱长度 float circle_radius;//圆截环半径 float degreespan; //圆截环每一份的度数大小 public float mAngleX; public float mAngleY; public float mAngleZ; public zhuCH(float length,float circle_radius,float degreespan,int textureId) { this.circle_radius=circle_radius; this.length=length; this.degreespan=degreespan; this.textureId=textureId; float collength=(float)length;//圆柱每块所占的长度 int spannum=(int)(360.0f/degreespan); 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 for(float circle_degree=180.0f;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; float l1=getVectorLength(a1, b1, c1);//模长 a1=a1/l1;//法向量规格化 b1=b1/l1; c1=c1/l1; 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; float l2=getVectorLength(a2, b2, c2);//模长 a2=a2/l2;//法向量规格化 b2=b2/l2; c2=c2/l2; 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; float l3=getVectorLength(a3, b3, c3);//模长 a3=a3/l3;//法向量规格化 b3=b3/l3; c3=c3/l3; 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; float l4=getVectorLength(a4, b4, c4);//模长 a4=a4/l4;//法向量规格化 b4=b4/l4; c4=c4/l4; 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;//确定顶点数量 //顶点 float[] vertexs=new float[vCount*3]; for(int i=0;i<vCount*3;i++) { vertexs[i]=val.get(i); } ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4); vbb.order(ByteOrder.nativeOrder()); dingBuffer=vbb.asFloatBuffer(); dingBuffer.put(vertexs); dingBuffer.position(0); //法向量 float[] normals=new float[vCount*3]; for(int i=0;i<vCount*3;i++) { normals[i]=ial.get(i); } ByteBuffer ibb=ByteBuffer.allocateDirect(normals.length*4); ibb.order(ByteOrder.nativeOrder()); myNormalBuffer=ibb.asFloatBuffer(); myNormalBuffer.put(normals); myNormalBuffer.position(0); //纹理 float[] textures=generateTexCoor(spannum); ByteBuffer tbb=ByteBuffer.allocateDirect(textures.length*4); tbb.order(ByteOrder.nativeOrder()); myTexture=tbb.asFloatBuffer(); myTexture.put(textures); myTexture.position(0); } public void drawSelf(GL10 gl) { gl.glRotatef(mAngleX, 1, 0, 0);//旋转 gl.glRotatef(mAngleY, 0, 1, 0); gl.glRotatef(mAngleZ, 0, 0, 1); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);//打开顶点缓冲 gl.glVertexPointer(3, GL10.GL_FLOAT, 0, dingBuffer);//指定顶点缓冲 gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);//打开法向量缓冲 gl.glNormalPointer(GL10.GL_FLOAT, 0, myNormalBuffer);//指定法向量缓冲 gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, myTexture); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); gl.glDrawArrays(GL10.GL_TRIANGLES, 0, vCount);//绘制图像 gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);//关闭缓冲 gl.glEnable(GL10.GL_TEXTURE_2D); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); } //法向量规格化,求模长度 public float getVectorLength(float x,float y,float z) { float pingfang=x*x+y*y+z*z; float length=(float) Math.sqrt(pingfang); return length; } //自动切分纹理产生纹理数组的方法 public float[] generateTexCoor(int bh) { float[] result=new float[bh*6*2]; float REPEAT=2; float sizeh=1.0f/bh;//行数 int c=0; for(int i=0;i<bh;i++) { //每行列一个矩形,由两个三角形构成,共六个点,12个纹理坐标 float t=i*sizeh; result[c++]=0; result[c++]=t; result[c++]=0; result[c++]=t+sizeh; result[c++]=REPEAT; result[c++]=t; result[c++]=0; result[c++]=t+sizeh; result[c++]=REPEAT; result[c++]=t+sizeh; result[c++]=REPEAT; result[c++]=t; } return result; } }
加载全部内容