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android使用OPENGL ES绘制圆柱体

2019-10-21 21:49:01
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本文实例为大家分享了android使用OPENGL ES绘制圆柱体的具体代码,供大家参考,具体内容如下

效果图:

android,OPENGLES,圆柱体

编写jiem.java

    *指定屏幕所要显示的假面,并对见、界面进行相关设置
    *为Activity设置恢复处理,当Acitvity恢复设置时显示界面同样应该恢复
    *当Activity暂停设置时,显示界面同样应该暂停

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);//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(); }}

编写MyGLSurfaceView.java实现场景加载和渲染功能

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;//角度缩放比例 private SceneRenderer mRenderer;//场景渲染器 private float shangY;//上次的触控位置Y坐标 private float shangX;//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 - shangY;//计算触控笔Y位移    float dx = x - shangX;//计算触控笔Y位移    mRenderer.cylinder.mAngleX += dy * suo;//设置沿x轴旋转角度    mRenderer.cylinder.mAngleZ += dx * suo;//设置沿z轴旋转角度    requestRender();//重绘画面  }  shangY = y;//记录触控笔位置  shangX = x;//记录触控笔位置  return true; } private class SceneRenderer implements GLSurfaceView.Renderer {  int textureId;//纹理名称ID  zhuCH 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 zhuCH(10f,2f,18f,textureId);//创建圆柱体  } } //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; }}

编写zgyCH.java

     *设置圆柱体的控制属性,主要包括纹理、高度、截面半径、截面角度切分单位和高度切分单位,这些属性用于控制圆柱体的大小
     *定义各个圆柱体绘制类的三角形绘制方法和工具方法
     *实现圆柱体的线性会执法,线性会执法和三角形会执法顶点的获取方法相同,只是采用的绘制顶点顺序和渲染方法不同,并且先行绘制没有光照和纹理贴图

 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;//顶点坐标缓冲 private FloatBuffer myNormalBuffer;//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 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;//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());  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);  //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, dingBuffer);//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; }}

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