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openges绘制可旋转的球体-增加光照效果之散射光

2016-08-10 11:47 501 查看
矩阵变换类

package test.com.opengles6_3;

import android.opengl.Matrix;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

/**
* Created by hbin on 2016/8/9.
* //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[] lightLocation=new float[]{0,0,0};//定位光光源位置
public static FloatBuffer lightPositionFB;
//保护变换矩阵的栈
static float[][] mStack=new float[10][16];
static int stackTop=-1;

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
{
stackTop++;
for(int i=0;i<16;i++)
{
mStack[stackTop][i]=currMatrix[i];
}
}

public static void popMatrix()//恢复变换矩阵
{
for(int i=0;i<16;i++)
{
currMatrix[i]=mStack[stackTop][i];
}
stackTop--;
}

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
static ByteBuffer llbb= ByteBuffer.allocateDirect(3*4);
static float[] cameraLocation=new float[3];//摄像机位置
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
);
}

//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
static float[] mMVPMatrix=new float[16];
public static float[] getFinalMatrix()
{
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;
}
//设置灯光位置的方法
static ByteBuffer llbbL = ByteBuffer.allocateDirect(3*4);
public static void setLightLocation(float x,float y,float z)
{
llbbL.clear();

lightLocation[0]=x;
lightLocation[1]=y;
lightLocation[2]=z;

llbbL.order(ByteOrder.nativeOrder());//设置字节顺序
lightPositionFB=llbbL.asFloatBuffer();
lightPositionFB.put(lightLocation);
lightPositionFB.position(0);
}
}
球体绘制类
package test.com.opengles6_3;

import android.opengl.GLES20;
import android.support.v4.view.animation.FastOutLinearInInterpolator;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;

/**
* Created by hbin on 2016/8/9.
* 球
*/
public class Ball {
int mProgram;// 自定义渲染管线着色器程序id
int muMVPMatrixHandle;// 总变换矩阵引用
int muMMatrixHandle;//位置、旋转变换矩阵引用
int maPositionHandle; // 顶点位置属性引用
int muRHandle;// 球的半径属性引用
int maNormalHandle; //顶点法向量属性引用
int maLightLocationHandle;//光源位置属性引用

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 mNormalBuffer;//顶点法向量数据缓冲
int vCount = 0;
float yAngle = 0;// 绕y轴旋转的角度
float xAngle = 0;// 绕x轴旋转的角度
float zAngle = 0;// 绕z轴旋转的角度
float r = 0.8f;
public Ball(MySurfaceView mv) {
// 初始化顶点坐标与着色数据
initVertexData();
// 初始化shader
initShader(mv);
}

// 初始化顶点坐标数据的方法
public void initVertexData() {

// 顶点坐标数据的初始化================begin============================
ArrayList<Float> alVertix = new ArrayList<Float>();// 存放顶点坐标的ArrayList
final int angleSpan = 10;// 将球进行单位切分的角度
for (int vAngle = -90; vAngle < 90; vAngle = vAngle + angleSpan)// 垂直方向angleSpan度一份
{
for (int hAngle = 0; hAngle <= 360; 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
float x0 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle)) * Math.cos(Math
.toRadians(hAngle)));
float y0 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle)) * Math.sin(Math
.toRadians(hAngle)));
float z0 = (float) (r * Constant.UNIT_SIZE * Math.sin(Math
.toRadians(vAngle)));

float x1 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle)) * Math.cos(Math
.toRadians(hAngle + angleSpan)));
float y1 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle)) * Math.sin(Math
.toRadians(hAngle + angleSpan)));
float z1 = (float) (r * Constant.UNIT_SIZE * Math.sin(Math
.toRadians(vAngle)));

float x2 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle + angleSpan)) * Math
.cos(Math.toRadians(hAngle + angleSpan)));
float y2 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle + angleSpan)) * Math
.sin(Math.toRadians(hAngle + angleSpan)));
float z2 = (float) (r * Constant.UNIT_SIZE * Math.sin(Math
.toRadians(vAngle + angleSpan)));

float x3 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle + angleSpan)) * Math
.cos(Math.toRadians(hAngle)));
float y3 = (float) (r * Constant.UNIT_SIZE
* Math.cos(Math.toRadians(vAngle + angleSpan)) * Math
.sin(Math.toRadians(hAngle)));
float z3 = (float) (r * Constant.UNIT_SIZE * Math.sin(Math
.toRadians(vAngle + angleSpan)));

// 将计算出来的XYZ坐标加入存放顶点坐标的ArrayList
alVertix.add(x1);
alVertix.add(y1);
alVertix.add(z1);
alVertix.add(x3);
alVertix.add(y3);
alVertix.add(z3);
alVertix.add(x0);
alVertix.add(y0);
alVertix.add(z0);

alVertix.add(x1);
alVertix.add(y1);
alVertix.add(z1);
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

//创建绘制顶点法向量缓冲
ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4);
nbb.order(ByteOrder.nativeOrder());//设置字节顺序
mNormalBuffer = nbb.asFloatBuffer();//转换为float型缓冲
mNormalBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
mNormalBuffer.position(0);//设置缓冲区起始位置
}

// 初始化shader
public void initShader(MySurfaceView mv) {
// 加载顶点着色器的脚本内容
mVertexShader = ShaderUtil.loadFromAssetsFile("vertex.sh",
mv.getResources());
// 加载片元着色器的脚本内容
mFragmentShader = ShaderUtil.loadFromAssetsFile("frag.sh",
mv.getResources());
// 基于顶点着色器与片元着色器创建程序
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
// 获取程序中顶点位置属性引用
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
// 获取程序中总变换矩阵引用
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//获取位置、旋转变换矩阵引用
muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix");
// 获取程序中球半径引用
muRHandle = GLES20.glGetUniformLocation(mProgram, "uR");
//获取程序中顶点法向量属性引用
maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");
//获取程序中光源位置引用
maLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
}

public void drawSelf() {
MatrixState.rotate(xAngle, 1, 0, 0);//绕X轴转动
MatrixState.rotate(yAngle, 0, 1, 0);//绕Y轴转动
MatrixState.rotate(zAngle, 0, 0, 1);//绕Z轴转动
// 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);
// 将半径尺寸传入着色器程序
GLES20.glUniform1f(muRHandle, r * Constant.UNIT_SIZE);
//将光源位置传入着色器程序
GLES20.glUniform3fv(maLightLocationHandle, 1, MatrixState.lightPositionFB);

// 将顶点位置数据传入渲染管线
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT,
false, 3 * 4, mVertexBuffer);
//将顶点法向量数据传入渲染管线
GLES20.glVertexAttribPointer(maNormalHandle, 3, GLES20.GL_FLOAT, false,
3 * 4, mNormalBuffer);
// 启用顶点位置数据
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maNormalHandle);// 启用顶点法向量数据
// 绘制球
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
}
shader加载类
package test.com.opengles6_3;

import android.content.res.Resources;
import android.opengl.GLES20;
import android.util.Log;

import java.io.ByteArrayOutputStream;
import java.io.InputStream;

/**
* Created by hbin on 2016/8/9.
* 加载顶点Shader与片元Shader的工具类
*/
public class ShaderUtil {
//加载制定shader的方法
public static int loadShader
(
int shaderType, //shader的类型 GLES20.GL_VERTEX_SHADER GLES20.GL_FRAGMENT_SHADER
String source //shader的脚本字符串
)
{
//创建一个新shader
int shader = GLES20.glCreateShader(shaderType);
//若创建成功则加载shader
if (shader != 0)
{
//加载shader的源代码
GLES20.glShaderSource(shader, source);
//编译shader
GLES20.glCompileShader(shader);
//存放编译成功shader数量的数组
int[] compiled = new int[1];
//获取Shader的编译情况
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0)
{//若编译失败则显示错误日志并删除此shader
Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}

//创建shader程序的方法
public static int createProgram(String vertexSource, String fragmentSource)
{
//加载顶点着色器
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0)
{
return 0;
}

//加载片元着色器
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0)
{
return 0;
}

//创建程序
int program = GLES20.glCreateProgram();
//若程序创建成功则向程序中加入顶点着色器与片元着色器
if (program != 0)
{
//向程序中加入顶点着色器
GLES20.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
//向程序中加入片元着色器
GLES20.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
//链接程序
GLES20.glLinkProgram(program);
//存放链接成功program数量的数组
int[] linkStatus = new int[1];
//获取program的链接情况
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
//若链接失败则报错并删除程序
if (linkStatus[0] != GLES20.GL_TRUE)
{
Log.e("ES20_ERROR", "Could not link program: ");
Log.e("ES20_ERROR", GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}

//检查每一步操作是否有错误的方法
public static void checkGlError(String op)
{
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR)
{
Log.e("ES20_ERROR", op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}

//从sh脚本中加载shader内容的方法
public static String loadFromAssetsFile(String fname,Resources r)
{
String result=null;
try
{
InputStream in=r.getAssets().open(fname);
int ch=0;
ByteArrayOutputStream baos = new ByteArrayOutputStream();
while((ch=in.read())!=-1)
{
baos.write(ch);
}
byte[] buff=baos.toByteArray();
baos.close();
in.close();
result=new String(buff,"UTF-8");
result=result.replaceAll("\\r\\n","\n");
}
catch(Exception e)
{
e.printStackTrace();
}
return result;
}
}
surfaceview绘制类
package test.com.opengles6_3;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.view.MotionEvent;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

/**
* Created by hbin on 2016/8/9.
*/
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
Ball ball;//球
float lightOffset=-4;//灯光的位置或方向的偏移量
private float mPreviousY;//上次的触控位置Y坐标
private float mPreviousX;//上次的触控位置X坐标

public MySurfaceView(Context context) {
super(context);
this.setEGLContextClientVersion(2);//设置使用OPENGL ES2.0
mRenderer=new SceneRenderer();
setRenderer(mRenderer);
//设置渲染模式为主动渲染
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}

//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-mPreviousY;
float dx=x-mPreviousX;
ball.yAngle+=dx*TOUCH_SCALE_FACTOR;
ball.xAngle+=dy*TOUCH_SCALE_FACTOR;
}
mPreviousX=x;
mPreviousY=y;
return true;
}

private class SceneRenderer implements GLSurfaceView.Renderer
{

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//设置屏幕背景色RGBA
GLES20.glClearColor(0f,0f,0f,1.0f);
//创建球对象
ball=new Ball(MySurfaceView.this);
//打开深度检测
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
//打开背面剪裁
GLES20.glEnable(GLES20.GL_CULL_FACE);
}

@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);
//计算宽高比
Constant.ratio=(float)width/height;
//计算透视投影矩阵
MatrixState.setProjectFrustum(-Constant.ratio,Constant.ratio,-1,1,20,100);
//计算摄像机9参数位置矩阵
MatrixState.setCamera(0f,0f,30,0f,0f,0f,0f,1.0f,0.0f);
//初始化变换矩阵
MatrixState.setInitStack();
}

@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);
//初始化光源位置
MatrixState.setLightLocation(lightOffset, 0, 1.5f);
//保护现场
MatrixState.pushMatrix();
//绘制球
MatrixState.pushMatrix();
MatrixState.translate(-1.2f, 0, 0);
ball.drawSelf();
MatrixState.popMatrix();

//绘制球
MatrixState.pushMatrix();
MatrixState.translate(1.2f, 0, 0);
ball.drawSelf();
MatrixState.popMatrix();

//恢复现场
MatrixState.popMatrix();
}
}

public void setLightOffset(float lightOffset){
this.lightOffset=lightOffset;
}
}
界面操作类
package test.com.opengles6_3;

import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.View;
import android.view.Window;
import android.view.WindowManager;
import android.widget.LinearLayout;
import android.widget.SeekBar;

public class MainActivity extends Activity {

private MySurfaceView mGLSurfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// 设置为全屏
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
this.setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);//设置为横屏
// 初始化GLSurfaceView
mGLSurfaceView = new MySurfaceView(this);
// 切换到主界面
setContentView(R.layout.content_main);
LinearLayout ll = (LinearLayout) findViewById(R.id.main_liner);
ll.addView(mGLSurfaceView);
//普通拖拉条被拉动的处理代码
SeekBar sb=(SeekBar)this.findViewById(R.id.SeekBar01);
sb.setOnSeekBarChangeListener(
new SeekBar.OnSeekBarChangeListener()
{
@Override
public void onProgressChanged(SeekBar seekBar, int progress,
boolean fromUser) {
mGLSurfaceView.setLightOffset((seekBar.getMax()/2.0f-progress)/(seekBar.getMax()/2.0f)*-4);
}
@Override
public void onStartTrackingTouch(SeekBar seekBar) { }
@Override
public void onStopTrackingTouch(SeekBar seekBar) { }
}
);
}

@Override
protected void onResume() {
super.onResume();
mGLSurfaceView.onResume();
}

@Override
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
}
}


运行效果







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