Android高级进阶八 Android OpenGL给立方体进行纹理映射

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最新版本:Android高级进阶八 Android OpenGL给立方体进行纹理映射

         看到了Android高级进阶七 Android OpenGL开发四棱锥和立方体之后,我们是不是增加了使用OpenGL开发图形的兴趣啊,呵呵,希望大家保持热情啊,今天我们接着给已经画好的立方体进行文理处理,效果图如下:

 

        可以看到,我们对正方体做了如下处理:

  •         给正方体增加3轴旋转功能;
  •         给正方体添加纹理;

        具体如何实现,我们接着看~~~

  1. //当窗口被创建时我们可以做些初始化工作    
  2.  @Override    
  3. public void onSurfaceCreated(GL10 gl, EGLConfig config) {    
  4. // TODO Auto-generated method stub    
  5. //设置清除屏幕时所用的颜色,参数依次为红、绿、蓝、Alpha值    
  6. gl.glClearColor(0000);  
  7. gl.glEnable(GL10.GL_CULL_FACE);  
  8. //启用阴影平滑    
  9. gl.glShadeModel(GL10.GL_SMOOTH);   
  10. gl.glEnable(GL10.GL_DEPTH_TEST);//启用深度测试    
  11.               
  12. //以下是关于深度缓存的设置,非常重要    
  13. gl.glClearDepthf(1.0f);//设置深度缓存    
  14. gl.glDepthFunc(GL10.GL_LEQUAL);//所做深度测试的类型    
  15.               
  16. //告诉系统对透视进行修正    
  17. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);    
  18. //允许2D贴图  
  19. gl.glEnable(GL10.GL_TEXTURE_2D);  
  20.               
  21. IntBuffer intBuffer = IntBuffer.allocate(1);  
  22. //创建纹理  
  23. gl.glGenTextures(1, intBuffer);  
  24. texture = intBuffer.get();  
  25. //设置需要使用的纹理  
  26. gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);  
  27.               
  28. Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.test);  
  29. //生成纹理  
  30. GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);  
  31. // 线形滤波  
  32. gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);  
  33. gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);  
  34. }    

        在onSurfaceChanged方法中,我们需要做一些处理,主要有如下两个方法:

  1. //创建纹理  
  2. gl.glGenTextures(1, intBuffer);  

        这个方法是主要用来创建一个文理,参数1表示数量1,参数intBuffer是文理代号;

  1. gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);  
  2.               
  3. Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.test);  
  4. //生成纹理  
  5. GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);  
  6. // 线形滤波  
  7. gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);  
  8. gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);  
  9. }    

        接着绑定需要该纹理的target,在onSurfaceChanged方法之后,我们再在onDrawFrame方法中着色和旋转,完全代码如下:

  1. package org.ourunix.android.opengltest;  
  2. import java.nio.ByteBuffer;  
  3. import java.nio.ByteOrder;  
  4. import java.nio.IntBuffer;  
  5.   
  6. import javax.microedition.khronos.egl.EGLConfig;  
  7. import javax.microedition.khronos.opengles.GL10;  
  8.   
  9. import android.app.Activity;  
  10. import android.graphics.Bitmap;  
  11. import android.graphics.BitmapFactory;  
  12. import android.opengl.GLSurfaceView;  
  13. import android.opengl.GLUtils;  
  14. import android.opengl.GLSurfaceView.Renderer;  
  15. import android.os.Bundle;  
  16.   
  17. public class OpenGLTestActivity extends Activity {  
  18.     /** Called when the activity is first created. */  
  19.     @Override  
  20.     public void onCreate(Bundle savedInstanceState) {  
  21.         super.onCreate(savedInstanceState);  
  22.         GLSurfaceView glView = new GLSurfaceView(this);  
  23.         glView.setRenderer(new GLRender());  
  24.         setContentView(glView);  
  25.     }  
  26.       
  27.     public class GLRender implements Renderer{   
  28.         private int texture = -1;  
  29.         private int one = 0x10000;    
  30.         private int[] quarter = {-one,-one,one,  
  31.                                 one,-one,one,  
  32.                                 one,one,one,  
  33.                                 -one,one,one,  
  34.                                   
  35.                                 -one,-one,-one,  
  36.                                 -one,one,-one,  
  37.                                 one,one,-one,  
  38.                                 one,-one,-one,  
  39.                                   
  40.                                 -one,one,-one,  
  41.                                 -one,one,one,  
  42.                                 one,one,one,  
  43.                                 one,one,-one,  
  44.                                   
  45.                                 -one,-one,-one,  
  46.                                 one,-one,-one,  
  47.                                 one,-one,one,  
  48.                                 -one,-one,one,  
  49.                                   
  50.                                 one,-one,-one,  
  51.                                 one,one,-one,  
  52.                                 one,one,one,  
  53.                                 one,-one,one,  
  54.                                   
  55.                                 -one,-one,-one,  
  56.                                 -one,-one,one,  
  57.                                 -one,one,one,  
  58.                                 -one,one,-one,};  
  59.           
  60.         private int[] texCoords = {one,0,0,0,0,one,one,one,   
  61.                                 0,0,0,one,one,one,one,0,  
  62.                                 one,one,one,0,0,0,0,one,  
  63.                                 0,one,one,one,one,0,0,0,  
  64.                                 0,0,0,one,one,one,one,0,  
  65.                                 one,0,0,0,0,one,one,one,};  
  66.          
  67.         private int[] indices = {0,1,3,2,  
  68.                                 4,5,7,6,  
  69.                                 8,9,11,10,  
  70.                                 12,13,15,14,  
  71.                                 16,17,19,18,  
  72.                                 20,21,23,22};  
  73.           
  74.         //准备正方体顶点    
  75.         private IntBuffer quarterBuffer = BufferUtil.iBuffer(quarter);    
  76.         //纹理映射数据  
  77.         private IntBuffer texCoordsBuffer = BufferUtil.iBuffer(texCoords);   
  78.           
  79. //        private IntBuffer indicesBuffer = BufferUtil.iBuffer(indices);   
  80.         ByteBuffer indicesBuffer = ByteBuffer.wrap(new byte[]{  
  81.                 0,1,3,2,  
  82.                 4,5,7,6,  
  83.                 8,9,11,10,  
  84.                 12,13,15,14,  
  85.                 16,17,19,18,  
  86.                 20,21,23,22,  
  87.         });  
  88.           
  89.         private float rotateX; //用于正方体x轴的旋转;  
  90.         private float rotateY; //用于正方体y轴的旋转;  
  91.         private float rotateZ; //用于正方体z轴的旋转;  
  92.           
  93.             
  94.         //咳,咳现在开始画图了    
  95.         @Override    
  96.         public void onDrawFrame(GL10 gl) {    
  97.             // TODO Auto-generated method stub    
  98.             //清楚屏幕和深度缓存    
  99.             gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);  
  100.             //重置当前的观察模型矩阵  
  101.             gl.glLoadIdentity();  
  102.             //现将屏幕向里移动,用来画正方体    
  103.             gl.glTranslatef(0.0f, 0.0f, -6.0f);   
  104.             //设置3个方向的旋转  
  105.             gl.glRotatef(rotateX, 1.0f, 0.0f, 0.0f);  
  106.             gl.glRotatef(rotateY, 0.0f, 1.0f, 0.0f);  
  107.             gl.glRotatef(rotateZ, 0.0f, 0.0f, 1.0f);  
  108.               
  109.             //通知opnegl将文理名字texture绑定到指定的纹理目标上GL10.GL_TEXTURE_2D  
  110.             gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);  
  111.              
  112.             gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);   
  113.             //纹理的使用与开启颜色渲染一样,需要开启纹理功能  
  114.             gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);  
  115.               
  116.             //设置正方体 各顶点  
  117.             gl.glVertexPointer(3, GL10.GL_FIXED, 0, quarterBuffer);  
  118.             gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoordsBuffer);  
  119.               
  120.             //绘制  
  121.             gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24,  GL10.GL_UNSIGNED_BYTE, indicesBuffer);  
  122.              for(int i=0; i<6; i++){  
  123.                     gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i*44);  
  124.                 }  
  125.             gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);  
  126.             gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  127.               
  128.             rotateX += 0.5f;  
  129.             rotateY += 0.6f;   
  130.             rotateZ += 0.3f;   
  131.         }    
  132.     
  133.         //当窗口改变时,调用,至少在创建窗口时调用一次,这边设置下场景大小    
  134.         @Override    
  135.         public void onSurfaceChanged(GL10 gl, int width, int height) {    
  136.             // TODO Auto-generated method stub    
  137.             //设置OpenGL场景大小    
  138.             float ratio = (float) width / height;    
  139.             gl.glViewport(00, width, height);    
  140.             gl.glMatrixMode(GL10.GL_PROJECTION);//设置为投影矩阵模式    
  141.             gl.glLoadIdentity();//重置    
  142.             gl.glFrustumf(-ratio, ratio, -11110);//设置视角    
  143.             gl.glMatrixMode(GL10.GL_MODELVIEW);    
  144.             gl.glLoadIdentity();    
  145.         }    
  146.     
  147.         //当窗口被创建时我们可以做些初始化工作    
  148.         @Override    
  149.         public void onSurfaceCreated(GL10 gl, EGLConfig config) {    
  150.             // TODO Auto-generated method stub    
  151.             //设置清除屏幕时所用的颜色,参数依次为红、绿、蓝、Alpha值    
  152.             gl.glClearColor(0000);  
  153.             gl.glEnable(GL10.GL_CULL_FACE);  
  154.             //启用阴影平滑    
  155.             gl.glShadeModel(GL10.GL_SMOOTH);   
  156.             gl.glEnable(GL10.GL_DEPTH_TEST);//启用深度测试    
  157.               
  158.             //以下是关于深度缓存的设置,非常重要    
  159.             gl.glClearDepthf(1.0f);//设置深度缓存    
  160.             gl.glDepthFunc(GL10.GL_LEQUAL);//所做深度测试的类型    
  161.               
  162.             //告诉系统对透视进行修正    
  163.             gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);    
  164.             //允许2D贴图  
  165.             gl.glEnable(GL10.GL_TEXTURE_2D);  
  166.               
  167.             IntBuffer intBuffer = IntBuffer.allocate(1);  
  168.             //创建纹理  
  169.             gl.glGenTextures(1, intBuffer);  
  170.             texture = intBuffer.get();  
  171.             //设置需要使用的纹理  
  172.             gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);  
  173.               
  174.             Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.test);  
  175.             //生成纹理  
  176.             GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);  
  177.             // 线形滤波  
  178.             gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);  
  179.             gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);  
  180.         }    
  181.             
  182.     }    
  183.         
  184.     public static class BufferUtil {    
  185.         public static IntBuffer intBuffer;    
  186.     
  187.         public static IntBuffer iBuffer(int[] a) {    
  188.             // 先初始化buffer,数组的长度*4,因为一个float占4个字节    
  189.             ByteBuffer mbb = ByteBuffer.allocateDirect(a.length * 4);    
  190.             // 数组排列用nativeOrder    
  191.             mbb.order(ByteOrder.nativeOrder());    
  192.             intBuffer = mbb.asIntBuffer();    
  193.             intBuffer.put(a);    
  194.             intBuffer.position(0);    
  195.             return intBuffer;    
  196.         }    
  197.     }  
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