【Android开发学习17】Android OpenGL ES 光照与混合glDrawElements

来源:互联网 发布:手机淘宝优惠券在哪里 编辑:程序博客网 时间:2024/05/01 13:09

一、基础知识:


1..光照介绍:

环境光:
 来自四面八方,所有场景中的对象都处于环境光的照射中。

漫射光:
 由特定的光源产生,并在场景中的对象表面产生反射。
 处于漫射光直接照射下的任何对象表面都变得很亮,而几乎未被照射到的区域就显示得要暗一些。

 


2.光照使用:
①设定光源参数:
 //定义环境光(r,g,b,a)
 FloatBuffer lightAmbient = FloatBuffer.wrap(new float[]{0.5f,0.5f,0.5f,1.0f});
 //定义漫射光
 FloatBuffer lightDiffuse = FloatBuffer.wrap(new float[]{1.0f,1.0f,1.0f,1.0f});

 //定义光源的位置(前三个参数为坐标X,Y,Z; 第四个参数为1.0f,是告诉OpenGl这里指定的坐标就是光源的位置)
 FloatBuffer lightPosition = FloatBuffer.wrap(new float[]{0.0f,0.0f,2.0f,1.0f});

②设置光源:
 glLightfv (
  int light,  // 光源的ID
  int pname,   // 光源的类型
  FloatBuffer params // 光源的数组
 )
设定的属性,主要由第二个参数决定:
GL_AMBIENT 环境光(光源泛光强度的RGBA值)
GL_DIFFUSE 漫射光(光源漫反射强度的RGBA值)
GL_SPECULAR 高光(光源镜面反射强度的RGBA值)
GL_POSITION 位置(光源的位置)
GL_SPOT_DIRECTION 方向(聚光灯的方向)
GL_SPOT_CUTOFF 光的角度(聚光灯的截止角度)

 //设置环境光
 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient);
 //设置漫射光
 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse);
 //设置光源的位置
 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition);

③启用光源:
 //启用一号光源
 gl.glEnable(GL10.GL_LIGHT1);

 

3、混合实现:
如果开启混合,则根据Alpha值来显示透明效果;
如果未开启混合,则不会显示透明效果;

①在onSurfaceCreated方法中加入代码:
 //设置光线,,1.0f为全光线,a=50%
 gl.glColor4f(1.0f,1.0f,1.0f,0.5f); 
 // 基于源象素alpha通道值的半透明混合函数
 gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE); 

其中,glColor4f以全亮度绘制此物体,并对其进行50%的alpha混合(半透明)。
当混合选项打开时,此物体将会产生50%的透明效果,
alpha通道的值为0.0意味着物体材质是完全透明的,
为1.0则意味着完全不透明。

 

②打开混合开关:      
 gl.glEnable(GL10.GL_BLEND);   // 打开混合

 

二、实现:

1. 界面编辑:
res\layout\main.xml

<?xml version="1.0" encoding="utf-8"?><LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"    android:orientation="vertical"    android:layout_width="fill_parent"    android:layout_height="fill_parent"    ><TextView      android:layout_width="fill_parent"     android:layout_height="wrap_content"     android:text="@string/hello"    /></LinearLayout>


 

2.代码编辑:
\src\com\yarin\android\Examples\Activity01.java

package com.yarin.android.Examples_12_07;import android.app.Activity;import android.content.res.Resources;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.opengl.GLSurfaceView;import android.os.Bundle;import android.view.KeyEvent;public class Activity01 extends Activity{GLRender render = new GLRender();/** Called when the activity is first created. */@Overridepublic void onCreate(Bundle savedInstanceState){super.onCreate(savedInstanceState);GLImage.load(this.getResources());GLSurfaceView glView = new GLSurfaceView(this);glView.setRenderer(render);setContentView(glView);}}class GLImage{public static Bitmap mBitmap;public static void load(Resources resources){mBitmap = BitmapFactory.decodeResource(resources, R.drawable.img);}}


 

\src\com\yarin\android\Examples\GLRender.java

package com.yarin.android.Examples_12_07;import java.nio.ByteBuffer;import java.nio.FloatBuffer;import java.nio.IntBuffer;import javax.microedition.khronos.egl.EGLConfig;import javax.microedition.khronos.opengles.GL10;import android.opengl.GLUtils;import android.opengl.GLSurfaceView.Renderer;import android.view.KeyEvent;public class GLRender implements Renderer{boolean key = true;float xrot, yrot;float xspeed, yspeed;float z = -5.0f;int one = 0x10000;//光线参数FloatBuffer lightAmbient = FloatBuffer.wrap(new float[]{0.5f,0.5f,0.5f,1.0f}); FloatBuffer lightDiffuse = FloatBuffer.wrap(new float[]{1.0f,1.0f,1.0f,1.0f}); FloatBuffer lightPosition = FloatBuffer.wrap(new float[]{0.0f,0.0f,2.0f,1.0f}); int filter = 1;int [] texture;IntBuffer vertices = IntBuffer.wrap(new int[]{-one,-one,one,one,-one,one,one,one,one,-one,one,one,-one,-one,-one,-one,one,-one,one,one,-one,one,-one,-one,-one,one,-one,-one,one,one,one,one,one,one,one,-one,-one,-one,-one,one,-one,-one,one,-one,one,-one,-one,one,one,-one,-one,one,one,-one,one,one,one,one,-one,one,-one,-one,-one,-one,-one,one,-one,one,one,-one,one,-one,});IntBuffer normals = IntBuffer.wrap(new int[]{0,0,one,0,0,one,0,0,one,0,0,one,0,0,one,0,0,one,0,0,one,0,0,one,0,one,0,0,one,0,0,one,0,0,one,0,0,-one,0,0,-one,0,0,-one,0,0,-one,0,one,0,0,one,0,0,one,0,0,one,0,0,-one,0,0,-one,0,0,-one,0,0,-one,0,0,});IntBuffer texCoords = IntBuffer.wrap(new int[]{one,0,0,0,0,one,one,one,0,0,0,one,one,one,one,0,one,one,one,0,0,0,0,one,0,one,one,one,one,0,0,0,0,0,0,one,one,one,one,0,one,0,0,0,0,one,one,one,});ByteBuffer indices = ByteBuffer.wrap(new byte[]{0,1,3,2,4,5,7,6,8,9,11,10,12,13,15,14,16,17,19,18,20,21,23,22,});@Overridepublic void onDrawFrame(GL10 gl){// 清除屏幕和深度缓存gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);gl.glMatrixMode(GL10.GL_MODELVIEW);// 重置当前的模型观察矩阵gl.glLoadIdentity();gl.glEnable(GL10.GL_LIGHTING);////////////////gl.glTranslatef(0.0f, 0.0f, z);//设置旋转gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);//设置纹理gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[filter]);gl.glNormalPointer(GL10.GL_FIXED, 0, normals);gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices);gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords);gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);//绘制四边形gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24,  GL10.GL_UNSIGNED_BYTE, indices);    gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);    gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);    //修改旋转角度    xrot+=0.3f;     yrot+=0.2f;        //gl.glDisable(GL10.GL_BLEND);// 关闭混合    //gl.glEnable(GL10.GL_DEPTH_TEST);// 打开深度测试    ///*    //混合开关    if (key){    gl.glEnable(GL10.GL_BLEND);// 打开混合    gl.glDisable(GL10.GL_DEPTH_TEST);// 关闭深度测试}    else     {    gl.glDisable(GL10.GL_BLEND);// 关闭混合    gl.glEnable(GL10.GL_DEPTH_TEST);// 打开深度测试}//*/}@Overridepublic void onSurfaceChanged(GL10 gl, int width, int height){float ratio = (float) width / height;//设置OpenGL场景的大小gl.glViewport(0, 0, width, height);//设置投影矩阵gl.glMatrixMode(GL10.GL_PROJECTION);//重置投影矩阵gl.glLoadIdentity();// 设置视口的大小gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);// 选择模型观察矩阵gl.glMatrixMode(GL10.GL_MODELVIEW);// 重置模型观察矩阵gl.glLoadIdentity();}@Overridepublic void onSurfaceCreated(GL10 gl, EGLConfig config){gl.glDisable(GL10.GL_DITHER);// 告诉系统对透视进行修正gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);// 黑色背景gl.glClearColor(0, 0, 0, 0);gl.glEnable(GL10.GL_CULL_FACE);// 启用阴影平滑gl.glShadeModel(GL10.GL_SMOOTH);// 启用深度测试gl.glEnable(GL10.GL_DEPTH_TEST);//设置光线,,1.0f为全光线,a=50%gl.glColor4f(1.0f,1.0f,1.0f,0.5f);// 基于源象素alpha通道值的半透明混合函数gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE);//纹理相关IntBuffer textureBuffer = IntBuffer.allocate(3);gl.glGenTextures(3, textureBuffer);texture = textureBuffer.array();gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_NEAREST); // ( NEW )gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_NEAREST); // ( NEW )GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR); // ( NEW )gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR); // ( NEW )GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR); // ( NEW )gl.glTexParameterx(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR); // ( NEW )GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);//深度测试相关gl.glClearDepthf(1.0f);gl.glDepthFunc(GL10.GL_LEQUAL);gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);gl.glEnable(GL10.GL_TEXTURE_2D);//设置环境光    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient);    //设置漫射光    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse);    //设置光源位置    gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition);        //开启一号光源    gl.glEnable(GL10.GL_LIGHT1);        //开启混合    gl.glEnable(GL10.GL_BLEND);        key=true;}}


 

 

三、效果:

 

 

 四、思考:

将四方体的每个面贴不同的图片,实现效果如下:

 

 

本文博客源地址:http://blog.csdn.net/ypist