opengles之多重纹理与过程纹理

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本例子包含若干shader文件,在项目assests文件夹下 

矩阵变换类

package test.com.opengles7_4;import android.opengl.Matrix;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.util.Stack;/** * Created by hbin on 2016/8/24. * 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[] lightLocationSun=new float[]{0,0,0};//太阳定位光光源位置    public static FloatBuffer cameraFB;    public static FloatBuffer lightPositionFBSun;    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;    }    //设置太阳光源位置的方法    public static void setLightLocationSun(float x,float y,float z)    {        lightLocationSun[0]=x;        lightLocationSun[1]=y;        lightLocationSun[2]=z;        ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);        llbb.order(ByteOrder.nativeOrder());//设置字节顺序        lightPositionFBSun=llbb.asFloatBuffer();        lightPositionFBSun.put(lightLocationSun);        lightPositionFBSun.position(0);    }}
星空绘制类

package test.com.opengles7_4;import android.opengl.GLES20;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;/** * Created by hbin on 2016/8/24. * 表示星空天球的类 */public class Celestial {    final float UNIT_SIZE=10.0f;//天球半径    private FloatBuffer mVertexBuffer;//顶点坐标数据缓冲    int vCount=0;//星星数量    float yAngle;//天球绕Y轴旋转的角度    float scale;//星星尺寸    String mVertexShader;//顶点着色器    String mFragmentShader;//片元着色器    int mProgram;//自定义渲染管线程序id    int muMVPMatrixHandle;//总变换矩阵引用id    int maPositionHandle; //顶点位置属性引用id    int uPointSizeHandle;//顶点尺寸参数引用    public Celestial(float scale,float yAngle,int vCount,MySurfaceView mv){        this.yAngle=yAngle;        this.scale=scale;        this.vCount=vCount;        initVertexData();        initShader(mv);    }    public void initVertexData(){        //顶点坐标数据的初始化        float vertices[]=new float[vCount*3];        for(int i=0;i<vCount;i++){            //随机产生每个星星的xyz坐标            double angleTempJD=Math.PI*2*Math.random();            double angleTempWD=Math.PI*(Math.random()-0.5f);            vertices[i*3]=(float)(UNIT_SIZE*Math.cos(angleTempWD)*Math.sin(angleTempJD));            vertices[i*3+1]=(float)(UNIT_SIZE*Math.sin(angleTempWD));            vertices[i*3+2]=(float)(UNIT_SIZE*Math.cos(angleTempWD)*Math.cos(angleTempJD));        }        //创建顶点坐标数据缓冲        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);        vbb.order(ByteOrder.nativeOrder());//设置字节顺序        mVertexBuffer = vbb.asFloatBuffer();//转换为int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    }    /**     * 初始化着色器     * @param mv     */    public void initShader(MySurfaceView mv){        //加载顶点着色器的脚本内容        mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_xk.sh", mv.getResources());        ShaderUtil.checkGlError("==ss==");        //加载片元着色器的脚本内容        mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_xk.sh", mv.getResources());        //基于顶点着色器与片元着色器创建程序        ShaderUtil.checkGlError("==ss==");        mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);        //获取程序中顶点位置属性引用id        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");        //获取程序中总变换矩阵引用id        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");        //获取顶点尺寸参数引用        uPointSizeHandle = GLES20.glGetUniformLocation(mProgram, "uPointSize");    }    public void drawSelf(){        GLES20.glUseProgram(mProgram); //制定使用某套着色器程序        //将最终变换矩阵传入着色器程序        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);        GLES20.glUniform1f(uPointSizeHandle, scale);  //将顶点尺寸传入着色器程序        GLES20.glVertexAttribPointer( //为画笔指定顶点位置数据                maPositionHandle,                3,                GLES20.GL_FLOAT,                false,                3*4,                mVertexBuffer        );        //允许顶点位置数据数组        GLES20.glEnableVertexAttribArray(maPositionHandle);        GLES20.glDrawArrays(GLES20.GL_POINTS, 0, vCount); //绘制星星点    }}

月球绘制类

package test.com.opengles7_4;import android.opengl.GLES20;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.util.ArrayList;/** * Created by hbin on 2016/8/24. * 表示月球的类,为普通纹理球,未采用多重纹理 */public class Moon {    int mProgram;//自定义渲染管线程序id    int muMVPMatrixHandle;//总变换矩阵引用id    int muMMatrixHandle;//位置、旋转变换矩阵    int maCameraHandle; //摄像机位置属性引用id    int maPositionHandle; //顶点位置属性引用id    int maNormalHandle; //顶点法向量属性引用id    int maTexCoorHandle; //顶点纹理坐标属性引用id    int maSunLightLocationHandle;//光源位置属性引用id    String mVertexShader;//顶点着色器    String mFragmentShader;//片元着色器    FloatBuffer mVertexBuffer;//顶点坐标数据缓冲    FloatBuffer   mTexCoorBuffer;//顶点纹理坐标数据缓冲    int vCount=0;    public Moon(MySurfaceView mv,float r)    {        //初始化顶点坐标与着色数据        initVertexData(r);        //初始化shader        initShader(mv);    }    //初始化顶点坐标与纹理数据的方法    public void initVertexData(float r){        final float UNIT_SIZE=0.5f;        ArrayList<Float> alVertix=new ArrayList<Float>();//存放顶点坐标的ArrayList        final float angleSpan=10f;//将球进行单位切分的角度        for(float vAngle=90;vAngle>-90;vAngle=vAngle-angleSpan)//垂直方向angleSpan度一份        {            for(float hAngle=360;hAngle>0;hAngle=hAngle-angleSpan)//水平方向angleSpan度一份            {//纵向横向各到一个角度后计算对应的此点在球面上的坐标                double xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));                float x1=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));                float z1=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));                float y1=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));                xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));                float x2=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));                float z2=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));                float y2=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));                xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));                float x3=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));                float z3=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));                float y3=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));                xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));                float x4=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));                float z4=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));                float y4=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));                //构建第一三角形                alVertix.add(x1);alVertix.add(y1);alVertix.add(z1);                alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);                alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);                //构建第二三角形                alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);                alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);                alVertix.add(x3);alVertix.add(y3);alVertix.add(z3);            }        }        vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标        //将alVertix中的坐标值转存到一个float数组中        float vertices[]=new float[vCount*3];        for(int i=0;i<alVertix.size();i++)        {            vertices[i]=alVertix.get(i);        }        //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int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        //将alTexCoor中的纹理坐标值转存到一个float数组中        float[] texCoor=generateTexCoor//获取切分整图的纹理数组                (                        (int)(360/angleSpan), //纹理图切分的列数                        (int)(180/angleSpan)  //纹理图切分的行数                );        ByteBuffer llbb = ByteBuffer.allocateDirect(texCoor.length*4);        llbb.order(ByteOrder.nativeOrder());//设置字节顺序        mTexCoorBuffer=llbb.asFloatBuffer();        mTexCoorBuffer.put(texCoor);        mTexCoorBuffer.position(0);    }    public void initShader(MySurfaceView mv){        //加载顶点着色器的脚本内容        mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_moon.sh", mv.getResources());        ShaderUtil.checkGlError("==ss==");        //加载片元着色器的脚本内容        mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_moon.sh", mv.getResources());        //基于顶点着色器与片元着色器创建程序        ShaderUtil.checkGlError("==ss==");        mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);        //获取程序中顶点位置属性引用id        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");        //获取程序中顶点经纬度属性引用id        maTexCoorHandle=GLES20.glGetAttribLocation(mProgram, "aTexCoor");        //获取程序中顶点法向量属性引用id        maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");        //获取程序中总变换矩阵引用id        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");        //获取程序中摄像机位置引用id        maCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera");        //获取程序中光源位置引用id        maSunLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocationSun");        //获取位置、旋转变换矩阵引用id        muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");    }    public void drawSelf(int texId){        //制定使用某套shader程序        GLES20.glUseProgram(mProgram);        //将最终变换矩阵传入shader程序        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);        //将位置、旋转变换矩阵传入shader程序        GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);        //将摄像机位置传入shader程序        GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);        //将光源位置传入shader程序        GLES20.glUniform3fv(maSunLightLocationHandle, 1, MatrixState.lightPositionFBSun);        //为画笔指定顶点位置数据        GLES20.glVertexAttribPointer                (                        maPositionHandle,                        3,                        GLES20.GL_FLOAT,                        false,                        3*4,                        mVertexBuffer                );        //为画笔指定顶点经纬度数据        GLES20.glVertexAttribPointer                (                        maTexCoorHandle,                        2,                        GLES20.GL_FLOAT,                        false,                        2*4,                        mTexCoorBuffer                );        //为画笔指定顶点法向量数据        GLES20.glVertexAttribPointer                (                        maNormalHandle,                        4,                        GLES20.GL_FLOAT,                        false,                        3*4,                        mVertexBuffer                );        //允许顶点位置数据数组        GLES20.glEnableVertexAttribArray(maPositionHandle);        GLES20.glEnableVertexAttribArray(maTexCoorHandle);        GLES20.glEnableVertexAttribArray(maNormalHandle);        //绑定纹理        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);        //绘制三角形        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);    }    //自动切分纹理产生纹理数组的方法    public float[] generateTexCoor(int bw,int bh)    {        float[] result=new float[bw*bh*6*2];        float sizew=1.0f/bw;//列数        float sizeh=1.0f/bh;//行数        int c=0;        for(int i=0;i<bh;i++)        {            for(int j=0;j<bw;j++)            {                //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 s=j*sizew;                float t=i*sizeh;                result[c++]=s;                result[c++]=t;                result[c++]=s;                result[c++]=t+sizeh;                result[c++]=s+sizew;                result[c++]=t;                result[c++]=s+sizew;                result[c++]=t;                result[c++]=s;                result[c++]=t+sizeh;                result[c++]=s+sizew;                result[c++]=t+sizeh;            }        }        return result;    }}

地球绘制类

package test.com.opengles7_4;import android.opengl.GLES20;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.util.ArrayList;/** * Created by hbin on 2016/8/24. * 表示地球的类,采用多重纹理 */public class Earth {    int mProgram;//自定义渲染管线程序id    int muMVPMatrixHandle;//总变换矩阵引用id    int muMMatrixHandle;//位置、旋转变换矩阵    int maCameraHandle; //摄像机位置属性引用id    int maPositionHandle; //顶点位置属性引用id    int maNormalHandle; //顶点法向量属性引用id    int maTexCoorHandle; //顶点纹理坐标属性引用id    int maSunLightLocationHandle;//光源位置属性引用id    int uDayTexHandle;//白天纹理属性引用id    int uNightTexHandle;//黑夜纹理属性引用id    String mVertexShader;//顶点着色器    String mFragmentShader;//片元着色器    FloatBuffer mVertexBuffer;//顶点坐标数据缓冲    FloatBuffer   mTexCoorBuffer;//顶点纹理坐标数据缓冲    int vCount=0;    public Earth(MySurfaceView mv,float r){        //初始化顶点坐标与着色数据        initVertexData(r);        //初始化着色器        initShader(mv);    }    //初始化顶点坐标与纹理数据的方法    public void initVertexData(float r){        //顶点坐标数据的初始化================begin============================        final float UNIT_SIZE=0.5f;        ArrayList<Float> alVertix=new ArrayList<Float>();//存放顶点坐标的ArrayList        final float angleSpan=10f;//将球进行单位切分的角度        for(float vAngle=90;vAngle>-90;vAngle=vAngle-angleSpan){//垂直方向angleSpan度一份            for(float hAngle=360;hAngle>0;hAngle=hAngle-angleSpan){//水平方向angleSpan度一份                //纵向横向各到一个角度后计算对应的此点在球面上的坐标                double xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));                float x1=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));                float z1=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));                float y1=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));                xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));                float x2=(float)(xozLength*Math.cos(Math.toRadians(hAngle)));                float z2=(float)(xozLength*Math.sin(Math.toRadians(hAngle)));                float y2=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));                xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan));                float x3=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));                float z3=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));                float y3=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));                xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));                float x4=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));                float z4=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));                float y4=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));                //构建第一三角形                alVertix.add(x1);alVertix.add(y1);alVertix.add(z1);                alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);                alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);                //构建第二三角形                alVertix.add(x4);alVertix.add(y4);alVertix.add(z4);                alVertix.add(x2);alVertix.add(y2);alVertix.add(z2);                alVertix.add(x3);alVertix.add(y3);alVertix.add(z3);            }}        vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标        //将alVertix中的坐标值转存到一个float数组中        float vertices[]=new float[vCount*3];        for(int i=0;i<alVertix.size();i++){            vertices[i]=alVertix.get(i);        }        //创建顶点坐标数据缓冲        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);        vbb.order(ByteOrder.nativeOrder());//设置字节顺序        mVertexBuffer = vbb.asFloatBuffer();//转换为int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        //将alTexCoor中的纹理坐标值转存到一个float数组中        float[] texCoor=generateTexCoor(//获取切分整图的纹理数组                (int)(360/angleSpan), //纹理图切分的列数                (int)(180/angleSpan)  //纹理图切分的行数        );        ByteBuffer llbb = ByteBuffer.allocateDirect(texCoor.length*4);        llbb.order(ByteOrder.nativeOrder());//设置字节顺序        mTexCoorBuffer=llbb.asFloatBuffer();        mTexCoorBuffer.put(texCoor);        mTexCoorBuffer.position(0);    }    public void initShader(MySurfaceView mv){//初始化着色器        //加载顶点着色器的脚本内容        mVertexShader=ShaderUtil.loadFromAssetsFile("vertex_earth.sh", mv.getResources());        ShaderUtil.checkGlError("==ss==");        //加载片元着色器的脚本内容        mFragmentShader=ShaderUtil.loadFromAssetsFile("frag_earth.sh", mv.getResources());        //基于顶点着色器与片元着色器创建程序        ShaderUtil.checkGlError("==ss==");        mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);        //获取程序中顶点位置属性引用id        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");        //获取程序中顶点纹理属性引用id        maTexCoorHandle=GLES20.glGetAttribLocation(mProgram, "aTexCoor");        //获取程序中顶点法向量属性引用id        maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");        //获取程序中总变换矩阵引用id        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");        //获取程序中摄像机位置引用id        maCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera");        //获取程序中光源位置引用id        maSunLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocationSun");        //获取白天、黑夜两个纹理引用        uDayTexHandle=GLES20.glGetUniformLocation(mProgram, "sTextureDay");        uNightTexHandle=GLES20.glGetUniformLocation(mProgram, "sTextureNight");        //获取位置、旋转变换矩阵引用id        muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");    }    public void drawSelf(int texId,int texIdNight){        //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);        //将摄像机位置传入着色器程序        GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);        //将光源位置传入着色器程序        GLES20.glUniform3fv(maSunLightLocationHandle, 1, MatrixState.lightPositionFBSun);        GLES20.glVertexAttribPointer(//为画笔指定顶点位置数据                maPositionHandle,                3,                GLES20.GL_FLOAT,                false,                3*4,                mVertexBuffer        );        GLES20.glVertexAttribPointer(  //为画笔指定顶点纹理数据                maTexCoorHandle,                2,                GLES20.GL_FLOAT,                false,                2*4,                mTexCoorBuffer        );        GLES20.glVertexAttribPointer    //为画笔指定顶点法向量数据                (                        maNormalHandle,                        4,                        GLES20.GL_FLOAT,                        false,                        3*4,                        mVertexBuffer                );        //允许顶点位置数据数组        GLES20.glEnableVertexAttribArray(maPositionHandle);        GLES20.glEnableVertexAttribArray(maTexCoorHandle);        GLES20.glEnableVertexAttribArray(maNormalHandle);        //绑定纹理        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);        GLES20.glActiveTexture(GLES20.GL_TEXTURE1);        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texIdNight);        GLES20.glUniform1i(uDayTexHandle, 0);        GLES20.glUniform1i(uNightTexHandle, 1);        //绘制三角形        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);    }    //自动切分纹理产生纹理数组的方法    public float[] generateTexCoor(int bw,int bh){        float[] result=new float[bw*bh*6*2];        float sizew=1.0f/bw;//列数        float sizeh=1.0f/bh;//行数        int c=0;        for(int i=0;i<bh;i++){            for(int j=0;j<bw;j++){                //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 s=j*sizew;                float t=i*sizeh;                result[c++]=s;                result[c++]=t;                result[c++]=s;                result[c++]=t+sizeh;                result[c++]=s+sizew;                result[c++]=t;                result[c++]=s+sizew;                result[c++]=t;                result[c++]=s;                result[c++]=t+sizeh;                result[c++]=s+sizew;                result[c++]=t+sizeh;            }}        return result;    }}
surface绘制类

package test.com.opengles7_4;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.opengl.GLES20;import android.opengl.GLSurfaceView;import android.opengl.GLUtils;import android.view.MotionEvent;import java.io.IOException;import java.io.InputStream;import javax.microedition.khronos.egl.EGLConfig;import javax.microedition.khronos.opengles.GL10;/** * Created by hbin on 2016/8/24. */public 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 mPreviousX;//上次的触控位置X坐标    private float mPreviousY;//上次的触控位置Y坐标    int textureIdEarth;//系统分配的地球纹理id    int textureIdEarthNight;//系统分配的地球夜晚纹理id    int textureIdMoon;//系统分配的月球纹理id    float yAngle=0;//太阳灯光绕y轴旋转的角度    float xAngle=0;//摄像机绕X轴旋转的角度    float eAngle=0;//地球自转角度    float cAngle=0;//天球自转的角度    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 x = e.getX();        float y = e.getY();        switch (e.getAction()) {            case MotionEvent.ACTION_MOVE:                //触控横向位移太阳绕y轴旋转                float dx = x - mPreviousX;//计算触控笔X位移                yAngle += dx * TOUCH_SCALE_FACTOR;//设置太阳绕y轴旋转的角度                float sunx=(float)(Math.cos(Math.toRadians(yAngle))*100);                float sunz=-(float)(Math.sin(Math.toRadians(yAngle))*100);                MatrixState.setLightLocationSun(sunx,5,sunz);                //触控纵向位移摄像机绕x轴旋转 -90~+90                float dy = y - mPreviousY;//计算触控笔Y位移                xAngle += dy * TOUCH_SCALE_FACTOR;//设置太阳绕y轴旋转的角度                if(xAngle>90)                {                    xAngle=90;                }                else if(xAngle<-90)                {                    xAngle=-90;                }                float cy=(float) (7.2*Math.sin(Math.toRadians(xAngle)));                float cz=(float) (7.2*Math.cos(Math.toRadians(xAngle)));                float upy=(float) Math.cos(Math.toRadians(xAngle));                float upz=-(float) Math.sin(Math.toRadians(xAngle));                MatrixState.setCamera(0, cy, cz, 0, 0, 0, 0, upy, upz);        }        mPreviousX = x;//记录触控笔位置        mPreviousY = y;        return true;    }    private class SceneRenderer implements  GLSurfaceView.Renderer{        Earth earth;//地球        Moon moon;//月球        Celestial cSmall;//小星星天球        Celestial cBig;//大星星天球        @Override        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);            //创建地球对象            earth=new Earth(MySurfaceView.this,2.0f);            //创建月球对象            moon=new Moon(MySurfaceView.this,1.0f);            //创建小星星天球对象            cSmall=new Celestial(1,0,1000,MySurfaceView.this);            //创建大星星天球对象            cBig=new Celestial(2,0,500,MySurfaceView.this);            //打开深度检测            GLES20.glEnable(GLES20.GL_DEPTH_TEST);            //初始化变换矩阵            MatrixState.setInitStack();        }        @Override        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            Constant.ratio= (float) width / height;            //调用此方法计算产生透视投影矩阵            MatrixState.setProjectFrustum(-Constant.ratio, Constant.ratio, -1, 1, 4f, 100);            //调用此方法产生摄像机9参数位置矩阵            MatrixState.setCamera(0,0,7.2f,0f,0f,0f,0f,1.0f,0.0f);            //打开背面剪裁            GLES20.glEnable(GLES20.GL_CULL_FACE);            //初始化纹理            textureIdEarth=initTexture(R.mipmap.earth);            textureIdEarthNight=initTexture(R.mipmap.earthn);            textureIdMoon=initTexture(R.mipmap.moon);            //设置太阳灯光的初始位置            MatrixState.setLightLocationSun(100,5,0);            //启动一个线程定时旋转地球、月球            new Thread()            {                public void run()                {                    while(Constant.threadFlag)                    {                        //地球自转角度                        eAngle=(eAngle+2)%360;                        //天球自转角度                        cAngle=(cAngle+0.2f)%360;                        try {                            Thread.sleep(100);                        } catch (InterruptedException e) {                            e.printStackTrace();                        }                    }                }            }.start();        }        @Override        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);            //保护现场            MatrixState.pushMatrix();            //地球自转            MatrixState.rotate(eAngle, 0, 1, 0);            //绘制纹理圆球            earth.drawSelf(textureIdEarth,textureIdEarthNight);            //推坐标系到月球位置            MatrixState.translate(2f, 0, 0);            //月球自转            MatrixState.rotate(eAngle, 0, 1, 0);            //绘制月球            moon.drawSelf(textureIdMoon);            //恢复现场            MatrixState.popMatrix();            //保护现场            MatrixState.pushMatrix();            MatrixState.rotate(cAngle, 0, 1, 0);            cSmall.drawSelf();            cBig.drawSelf();            //恢复现场            MatrixState.popMatrix();        }    }    public int initTexture(int drawableId)//textureId    {        //生成纹理ID        int[] textures = new int[1];        GLES20.glGenTextures                (                        1,          //产生的纹理id的数量                        textures,   //纹理id的数组                        0           //偏移量                );        int textureId=textures[0];        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE);        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);        //通过输入流加载图片===============begin===================        InputStream is = this.getResources().openRawResource(drawableId);        Bitmap bitmapTmp;        try        {            bitmapTmp = BitmapFactory.decodeStream(is);        }        finally        {            try            {                is.close();            }            catch(IOException e)            {                e.printStackTrace();            }        }        //通过输入流加载图片===============end=====================        //实际加载纹理        GLUtils.texImage2D                (                        GLES20.GL_TEXTURE_2D,   //纹理类型,在OpenGL ES中必须为GL10.GL_TEXTURE_2D                        0,                      //纹理的层次,0表示基本图像层,可以理解为直接贴图                        bitmapTmp,              //纹理图像                        0                      //纹理边框尺寸                );        bitmapTmp.recycle();   //纹理加载成功后释放图片        return textureId;    }}

效果图:



项目下载地址:

http://download.csdn.net/detail/hb707934728/9611506


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