您的位置:首页 > 移动开发 > Android开发

Android之GLSurfaceView立方体各面不同图片纹理测试代码

2016-06-08 15:34 417 查看
public class MainActivity extends Activity {

private GLSurfaceView mGLView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

mGLView = new DemoGLSurfaceView(this);
setContentView(mGLView);
}
}
class DemoGLSurfaceView extends GLSurfaceView{
DomeGLRender mRenderer;
public DemoGLSurfaceView(Context context) {
super(context);
mRenderer = new DomeGLRender(context.getResources());
this.setRenderer(mRenderer);
}

public boolean onTouchEvent(final MotionEvent event){
this.queueEvent(new Runnable() {
@Override
public void run() {
if(mRenderer.bLight){
mRenderer.bLight = false;
}else{
mRenderer.bLight = true;
}
}
});
return true;
}
}

class DomeGLRender implements Renderer  {

public boolean bLight = true;//是否开启灯光

private float[] vertices;//顶点数组
private float[] textCood;//纹理数组

float xrot,yrot; //旋转
float xSpeed,ySpeed; //移动速度
private int[] textures = new int[1];

private FloatBuffer vertexBuffer; //顶点缓冲
private FloatBuffer textCoodBuffer; //纹理缓冲

//环境光
private float[] lightAmbient;
private FloatBuffer AmbientBuffer;
//漫射光
private float[] lightDiffuse;
private FloatBuffer diffuseBuffer;
//光源位置
private float[] lightPosition;
private FloatBuffer positionBuffer;

public static Bitmap[] mBitmap = new Bitmap[6];
public DomeGLRender(Resources resources){
mBitmap[0] = BitmapFactory.decodeResource(resources, R.drawable.img0);
mBitmap[1] = BitmapFactory.decodeResource(resources, R.drawable.img1);
mBitmap[2] = BitmapFactory.decodeResource(resources, R.drawable.img2);
mBitmap[3] = BitmapFactory.decodeResource(resources, R.drawable.img0);
mBitmap[4] = BitmapFactory.decodeResource(resources, R.drawable.img1);
mBitmap[5] = BitmapFactory.decodeResource(resources, R.drawable.img2);

initData();
initBuffer();
}

private void initData(){
//顶点数组
vertices = new float[] {
-1f, -1f, 1f,		1f, -1f, 1f,		-1f, 1f, 1f,
1f, 1f, 1f, 		1f, -1f, 1f, 		1f, -1f, -1f,
1f, 1f, 1f,  		1f, 1f, -1f, 		1f, -1f, -1f,
-1f, -1f, -1f, 		1f, 1f, -1f, 		-1f, 1f, -1f,
-1f, -1f, -1f, 		-1f, -1f, 1f, 		-1f, 1f, -1f,
-1f, 1f, 1f, 		-1f, 1f, -1f, 		1f, 1f, -1f,
-1f, 1f, 1f, 		1f, 1f, 1f, 		-1f, -1f, -1f,
-1f, -1f, 1f, 		1f, -1f, -1f, 		1f, -1f, 1f };

//纹理数组,贴图时注意android中坐标与OpengGL 中定义的不同,android,y轴是向下的
textCood = new float[] { 0, 0, 1f, 0, 0, 1f, 1f, 1f };
//灯光
lightAmbient = new float[]{0.5f,0.5f,0.5f,1.0f};
lightDiffuse = new float[]{1.0f,1.0f,1.0f,1.0f};
lightPosition = new float[]{0.0f,0.0f,2.0f,1.0f};
}

private void initBuffer(){
//顶点
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);

//纹理
ByteBuffer tbb = ByteBuffer.allocateDirect(textCood.length * 4 * 6);
tbb.order(ByteOrder.nativeOrder());
textCoodBuffer = tbb.asFloatBuffer();
for (int i = 0; i < 6; i++) {
textCoodBuffer.put(textCood);
}
textCoodBuffer.position(0);

//环境光
ByteBuffer ambientbb = ByteBuffer.allocateDirect(lightAmbient.length * 4);
ambientbb.order(ByteOrder.nativeOrder());
AmbientBuffer = ambientbb.asFloatBuffer();
AmbientBuffer.put(lightAmbient);
AmbientBuffer.position(0);

//漫射光
ByteBuffer diffusebb = ByteBuffer.allocateDirect(lightDiffuse.length * 4);
diffusebb.order(ByteOrder.nativeOrder());
diffuseBuffer = diffusebb.asFloatBuffer();
diffuseBuffer.put(lightDiffuse);
diffuseBuffer.position(0);

//灯光位置
ByteBuffer positionbb = ByteBuffer.allocateDirect(lightPosition.length * 4);
positionbb.order(ByteOrder.nativeOrder());
positionBuffer = positionbb.asFloatBuffer();
positionBuffer.put(lightPosition);
positionBuffer.position(0);

}

@Override
public void onDrawFrame(GL10 gl) {
//清除颜色和深度缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();

//启用灯光
gl.glEnable(GL10.GL_LIGHTING);

//启用顶点和纹理缓存
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
//移动和旋转设置
gl.glTranslatef(0.0f, 0.0f, -6.0f);
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);

//设置顶点和纹理,经常忘记设置,唉!
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2,GL10.GL_FLOAT,0,textCoodBuffer);

//绘制六个面,贴图
for (int i = 0; i < 6; i++) {
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap[i], 0);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 4, 4);
}
//取消缓存,需我们自己手动
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glLoadIdentity();

xrot += 0.5f;
yrot += 0.5f;

if (!bLight) {
gl.glDisable(GL10.GL_LIGHT1);
} else {
gl.glEnable(GL10.GL_LIGHT1);
}
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
//场景大小
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
//投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//重置下
gl.glLoadIdentity();
//视图大小设置
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
//观察模型
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//透视效果
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
//清屏
gl.glClearColor(0, 0, 0, 0);
//启用阴影平滑
gl.glShadeModel(GL10.GL_SMOOTH);
//清除深度缓存
gl.glClearDepthf(1f);
//启用深度缓存
gl.glEnable(GL10.GL_DEPTH_TEST);
//深度缓存模式
gl.glDepthFunc(GL10.GL_LEQUAL);

//启用纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
//创建纹理
gl.glGenTextures(1, textures, 0);
//绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
//生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap[0], 0);
//线性滤波处理
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,  GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,  GL10.GL_LINEAR);

//设置环境光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, AmbientBuffer);
//设置漫射光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseBuffer);
//设置灯光位置
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionBuffer);
//启用1号灯光
gl.glEnable(GL10.GL_LIGHT1);
}
}
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: