Android应用:3D圆柱体
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总共三个类
package wyf.lgz;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.util.ArrayList;import javax.microedition.khronos.opengles.GL10;public class DrawCylinder{private FloatBuffer myVertexBuffer;//顶点坐标缓冲 private FloatBuffer myNormalBuffer;//法向量缓冲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 DrawCylinder(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());myVertexBuffer=vbb.asFloatBuffer();myVertexBuffer.put(vertexs);myVertexBuffer.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, myVertexBuffer);//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; }}
package wyf.lgz;import android.app.Activity;import android.content.pm.ActivityInfo;import android.os.Bundle;import android.view.Window;import android.view.WindowManager;public class Activity_GL_Cylinder 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(); } }
package wyf.lgz;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 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 - mPreviousY;//计算触控笔Y位移 float dx = x - mPreviousX;//计算触控笔Y位移 mRenderer.cylinder.mAngleX += dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度 mRenderer.cylinder.mAngleZ += dx * 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 { int textureId;//纹理名称ID DrawCylinder 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 DrawCylinder(10f,2f,18f,textureId);//创建圆柱体 // //开启一个线程自动旋转光源// new Thread()// {// public void run()// {// while(true)// {// lightAngle+=5;//转动灯// mRenderer.cylinder.mAngleY+=2*TOUCH_SCALE_FACTOR;//球沿Y轴转动// requestRender();//重绘画面// try// {// Thread.sleep(50);//休息10ms再重绘// }// catch(Exception e)// {// e.printStackTrace();// } // }// }// }.start(); } }//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IDint[] 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;}}
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