android使用OPENGL ES繪制圓柱體
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jiem.java
*指定屏幕所要顯示的假面,并對(duì)見、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;
}
}
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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