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android使用OPENGL ES繪制圓柱體

2019-12-12 00:45:59
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本文實(shí)例為大家分享了android使用OPENGL ES繪制圓柱體的具體代碼,供大家參考,具體內(nèi)容如下

效果圖:


編寫(xiě)jiem.java

    *指定屏幕所要顯示的假面,并對(duì)見(jiàn)、界面進(jìn)行相關(guān)設(shè)置
    *為Activity設(shè)置恢復(fù)處理,當(dāng)Acitvity恢復(fù)設(shè)置時(shí)顯示界面同樣應(yīng)該恢復(fù)
    *當(dāng)Activity暫停設(shè)置時(shí),顯示界面同樣應(yīng)該暫停

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);//設(shè)置為可觸控  mGLSurfaceView.requestFocus();//獲取焦點(diǎn) } @Override protected void onResume() {  super.onResume();  mGLSurfaceView.onResume(); } @Override protected void onPause() {  super.onPause();  mGLSurfaceView.onPause(); }}

編寫(xiě)MyGLSurfaceView.java實(shí)現(xiàn)場(chǎng)景加載和渲染功能

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;//角度縮放比例 private SceneRenderer mRenderer;//場(chǎng)景渲染器 private float shangY;//上次的觸控位置Y坐標(biāo) private float shangX;//上次的觸控位置Y坐標(biāo) private int lightAngle=90;//燈的當(dāng)前角度 public MyGLSurfaceView(Context context) {  super(context);  mRenderer = new SceneRenderer(); //創(chuàng)建場(chǎng)景渲染器  setRenderer(mRenderer);    //設(shè)置渲染器  setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//設(shè)置渲染模式為主動(dòng)渲染 } //觸摸事件回調(diào)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;//計(jì)算觸控筆Y位移    float dx = x - shangX;//計(jì)算觸控筆Y位移    mRenderer.cylinder.mAngleX += dy * suo;//設(shè)置沿x軸旋轉(zhuǎn)角度    mRenderer.cylinder.mAngleZ += dx * suo;//設(shè)置沿z軸旋轉(zhuǎn)角度    requestRender();//重繪畫(huà)面  }  shangY = y;//記錄觸控筆位置  shangX = x;//記錄觸控筆位置  return true; } private class SceneRenderer implements GLSurfaceView.Renderer {  int textureId;//紋理名稱(chēng)ID  zhuCH cylinder;//創(chuàng)建圓柱體  public SceneRenderer()  {  }  public void onDrawFrame(GL10 gl) {   //清除顏色緩存   gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);   //設(shè)置當(dāng)前矩陣為模式矩陣   gl.glMatrixMode(GL10.GL_MODELVIEW);   //設(shè)置當(dāng)前矩陣為單位矩陣   gl.glLoadIdentity();   gl.glPushMatrix();//保護(hù)變換矩陣現(xiàn)場(chǎng)   float lx=0; //設(shè)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);//初始化紋理   gl.glTranslatef(0, 0, -10f);//平移   initLight(gl);//開(kāi)燈   cylinder.drawSelf(gl);//繪制   closeLight(gl);//關(guān)燈   gl.glPopMatrix();//恢復(fù)變換矩陣現(xiàn)場(chǎng)  }  public void onSurfaceChanged(GL10 gl, int width, int height) {   //設(shè)置視窗大小及位置   gl.glViewport(0, 0, width, height);   //設(shè)置當(dāng)前矩陣為投影矩陣   gl.glMatrixMode(GL10.GL_PROJECTION);   //設(shè)置當(dāng)前矩陣為單位矩陣   gl.glLoadIdentity();   //計(jì)算透視投影的比例   float ratio = (float) width / height;   //調(diào)用此方法計(jì)算產(chǎn)生透視投影矩陣   gl.glFrustumf(-ratio, ratio, -1, 1, 1, 100);  }  public void onSurfaceCreated(GL10 gl, EGLConfig config) {   //關(guān)閉抗抖動(dòng)   gl.glDisable(GL10.GL_DITHER);   //設(shè)置特定Hint項(xiàng)目的模式,這里為設(shè)置為使用快速模式   gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST);   //設(shè)置屏幕背景色黑色RGBA   gl.glClearColor(0,0,0,0);   //設(shè)置著色模型為平滑著色   gl.glShadeModel(GL10.GL_SMOOTH);   //啟用深度測(cè)試   gl.glEnable(GL10.GL_DEPTH_TEST);   textureId=initTexture(gl,R.drawable.stone);//紋理ID   cylinder=new zhuCH(10f,2f,18f,textureId);//創(chuàng)建圓柱體  } } //初始化白色燈 private void initLight(GL10 gl) {  gl.glEnable(GL10.GL_LIGHTING);//允許光照  gl.glEnable(GL10.GL_LIGHT1);//打開(kāi)1號(hào)燈  //環(huán)境光設(shè)置  float[] ambientParams={0.2f,0.2f,0.2f,1.0f};//光參數(shù) RGBA  gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0);  //散射光設(shè)置  float[] diffuseParams={1f,1f,1f,1.0f};//光參數(shù) RGBA  gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0);  //反射光設(shè)置  float[] specularParams={1f,1f,1f,1.0f};//光參數(shù) RGBA  gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0); } //關(guān)閉燈 private void closeLight(GL10 gl) {  gl.glDisable(GL10.GL_LIGHT1);  gl.glDisable(GL10.GL_LIGHTING); } //初始化材質(zhì) private void initMaterial(GL10 gl) {  //環(huán)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);  //高光材質(zhì)  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); } //初始化紋理 public int initTexture(GL10 gl,int drawableId)//textureId {  //生成紋理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; }}

編寫(xiě)zgyCH.java

     *設(shè)置圓柱體的控制屬性,主要包括紋理、高度、截面半徑、截面角度切分單位和高度切分單位,這些屬性用于控制圓柱體的大小
     *定義各個(gè)圓柱體繪制類(lèi)的三角形繪制方法和工具方法
     *實(shí)現(xiàn)圓柱體的線性會(huì)執(zhí)法,線性會(huì)執(zhí)法和三角形會(huì)執(zhí)法頂點(diǎn)的獲取方法相同,只是采用的繪制頂點(diǎn)順序和渲染方法不同,并且先行繪制沒(méi)有光照和紋理貼圖

 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;//頂點(diǎn)坐標(biāo)緩沖 private FloatBuffer myNormalBuffer;//向量緩沖 private FloatBuffer myTexture;//紋理緩沖 int textureId; int vCount;//頂點(diǎn)數(shù)量 float length;//圓柱長(zhǎng)度 float circle_radius;//圓截環(huán)半徑 float degreespan; //圓截環(huán)每一份的度數(shù)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;//圓柱每塊所占的長(zhǎng)度  int spannum=(int)(360.0f/degreespan);  ArrayList<Float> val=new ArrayList<Float>();//頂點(diǎn)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)//循環(huán)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);//模長(zhǎng)   a1=a1/l1;//法向量規(guī)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);//模長(zhǎng)   a2=a2/l2;//法向量規(guī)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);//模長(zhǎng)   a3=a3/l3;//法向量規(guī)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);//模長(zhǎng)   a4=a4/l4;//法向量規(guī)格化   b4=b4/l4;   c4=c4/l4;   val.add(x1);val.add(y1);val.add(z1);//兩個(gè)三角形,共6個(gè)頂點(diǎn)的坐標(biāo)   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);//頂點(diǎn)對(duì)應(yīng)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;//確定頂點(diǎn)數(shù)量  //頂點(diǎn)  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);  //紋理  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);//旋轉(zhuǎn)  gl.glRotatef(mAngleY, 0, 1, 0);  gl.glRotatef(mAngleZ, 0, 0, 1);  gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);//打開(kāi)頂點(diǎn)緩沖  gl.glVertexPointer(3, GL10.GL_FLOAT, 0, dingBuffer);//指定頂點(diǎn)緩沖  gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);//打開(kāi)法向量緩沖  gl.glNormalPointer(GL10.GL_FLOAT, 0, myNormalBuffer);//指定法向量緩沖  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);//繪制圖像  gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);//關(guān)閉緩沖  gl.glEnable(GL10.GL_TEXTURE_2D);  gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); } //法向量規(guī)格化,求模長(zhǎng)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; } //自動(dòng)切分紋理產(chǎn)生紋理數(shù)組的方法 public float[] generateTexCoor(int bh) {  float[] result=new float[bh*6*2];  float REPEAT=2;  float sizeh=1.0f/bh;//行數(shù)  int c=0;  for(int i=0;i<bh;i++)  {   //每行列一個(gè)矩形,由兩個(gè)三角形構(gòu)成,共六個(gè)點(diǎn),12個(gè)紋理坐標(biāo)   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; }}

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