呃,其实都是纹理的基本使用方法。只是多了下面这两行代码

gl.glBlendFunc(GL10.GL_DST_COLOR, GL10.GL_ZERO);

gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);

不多说了,看代码。


(1)Activity类

package sim.feel;

import android.app.Activity;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.Window;
import android.view.WindowManager;

public class Mask extends Activity {
private MyRenderer myRenderer = new MyRenderer();
private GLSurfaceView glSurfaceView;

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// 设置无标题栏
requestWindowFeature(Window.FEATURE_NO_TITLE);
// 设置全屏显示
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);

LoadImage.load(getResources());
glSurfaceView = new GLSurfaceView(this);
glSurfaceView.setRenderer(myRenderer);
setContentView(glSurfaceView);
}

@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
return myRenderer.onKeyDown(keyCode, event);
}

}

// 载入图片
class LoadImage {
public static Bitmap image1;
public static Bitmap image2;
public static Bitmap logo;
public static Bitmap mask1;
public static Bitmap mask2;

public static void load(Resources res) {
image1 = BitmapFactory.decodeResource(res, R.drawable.image1);
image2 = BitmapFactory.decodeResource(res, R.drawable.image2);
logo = BitmapFactory.decodeResource(res, R.drawable.logo);
mask1 = BitmapFactory.decodeResource(res, R.drawable.mask1);
mask2 = BitmapFactory.decodeResource(res, R.drawable.mask2);
}
}


(2)Renderer类

package sim.feel;

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

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

import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLUtils;
import android.view.KeyEvent;

public class MyRenderer implements Renderer {
// 是否使用“掩码”
private boolean masking = true;
// 绘制一个场景
private boolean scene;
// 保存5个纹理标志
private int texture[] = new int[5];
// 滚动纹理
private float roll;

// vertex
private float[] vertex = new float[12];
// vertexBuffer
private FloatBuffer vertexBuffer;
// texCoord
private float texCoord[] = new float[8];
// texCoordBuffer
private FloatBuffer texCoordBuffer;

// LoadBuffer
public void loadBuffer() {
ByteBuffer vertexByteBuffer = ByteBuffer
.allocateDirect(vertex.length * 4);
vertexByteBuffer.order(ByteOrder.nativeOrder());
vertexBuffer = vertexByteBuffer.asFloatBuffer();
vertexBuffer.put(vertex);
vertexBuffer.position(0);

ByteBuffer texCoordByteBuffer = ByteBuffer
.allocateDirect(texCoord.length * 4);
texCoordByteBuffer.order(ByteOrder.nativeOrder());
texCoordBuffer = texCoordByteBuffer.asFloatBuffer();
texCoordBuffer.put(texCoord);
texCoordBuffer.position(0);
}

// 加载纹理
public void loadTexture(GL10 gl) {
// 启用纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 创建纹理
IntBuffer textureBuffer = IntBuffer.allocate(5);
gl.glGenTextures(5, textureBuffer);
texture = textureBuffer.array();

// 绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, LoadImage.image1, 0);
// 线性滤波
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);

gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, LoadImage.image2, 0);
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);

gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, LoadImage.logo, 0);
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);

gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, LoadImage.mask1, 0);
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);

gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, LoadImage.mask2, 0);
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);
}

@Override
public void onDrawFrame(GL10 gl) {
// loadBuffer
loadBuffer();
// 清除深度缓存与屏幕
gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT);

// 选择Logo纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);

// 开启顶点纹理设置
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// 给texCoordBuffer与vertexBuffer设置顶点
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoordBuffer);
gl.glLoadIdentity();
// 向屏幕里移入2个单位
gl.glTranslatef(0.0f, 0.0f, -2.0f);
// 呃,还要沿x旋转180度图片才是正的,烦o(-"-)o
gl.glRotatef(180, 1.0f, 0.0f, 0.0f);

// 下面代码绘制一个3*3即9个正方形,并为它描上纹理
// texCoordBuffer put
texCoordBuffer.clear();
texCoordBuffer.put(0.0f);
texCoordBuffer.put(-roll + 0.0f);

texCoordBuffer.put(3.0f);
texCoordBuffer.put(-roll + 0.0f);

texCoordBuffer.put(0.0f);
texCoordBuffer.put(-roll + 3.0f);

texCoordBuffer.put(3.0f);
texCoordBuffer.put(-roll + 3.0f);

// 我的理解为以-2到-1,-1到0,0到1这些点来组成每个正方体
// vertexBuffer put
vertexBuffer.clear();
vertexBuffer.put(-1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(-1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

// 正式绘制了
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);

// 启用混合和禁用深度测试
gl.glEnable(GL10.GL_BLEND);
gl.glDisable(GL10.GL_DEPTH_TEST);
// 是否启用"掩码",其实就是由图片组成的一个纹理,这里是texture[4]对应mask2.png
if (masking) {
// 使用黑白"掩码"(texture[4])混合屏幕颜色
gl.glBlendFunc(GL10.GL_DST_COLOR, GL10.GL_ZERO);
}


// 绘制那一层为true绘制第二层,否则绘制第一层
if (scene) {
// 移入屏幕1个单位
gl.glTranslatef(0.0f, 0.0f, -1.0f);
// 沿Z轴旋转
gl.glRotatef(roll * 360, 0.0f, 0.0f, 0.0f);

// "掩码是否打开"
if (masking) {
// 选择一个"掩码"
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
texCoordBuffer.clear();
texCoordBuffer.put(0.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(1.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(0.0f);
texCoordBuffer.put(0.1f);

texCoordBuffer.put(1.0f);
texCoordBuffer.put(1.0f);

vertexBuffer.clear();

vertexBuffer.put(-1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(-1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
}
// 如果没有选择掩码,我们的图像将与屏幕颜色混合
// 反纹理2复制到屏幕
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
// 选择第二个纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);

texCoordBuffer.clear();
texCoordBuffer.put(0.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(1.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(0.0f);
texCoordBuffer.put(0.1f);

texCoordBuffer.put(1.0f);
texCoordBuffer.put(1.0f);

vertexBuffer.clear();

vertexBuffer.put(-1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(-1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);
// 绘制啦
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
} else {
if (masking) {
// 选择一个"掩码"
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
texCoordBuffer.clear();
texCoordBuffer.put(roll + 0.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(roll + 4.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(roll + 0.0f);
texCoordBuffer.put(4.0f);

texCoordBuffer.put(roll + 4.0f);
texCoordBuffer.put(4.0f);

vertexBuffer.clear();

vertexBuffer.put(-1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(-1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
}
// 如果没有选择掩码,我们的图像将与屏幕颜色混合
// 反纹理2复制到屏幕
gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE);
// 选择第二个纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);

texCoordBuffer.clear();
texCoordBuffer.put(roll + 0.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(roll + 4.0f);
texCoordBuffer.put(0.0f);

texCoordBuffer.put(roll + 0.0f);
texCoordBuffer.put(4.0f);

texCoordBuffer.put(roll + 4.0f);
texCoordBuffer.put(4.0f);

vertexBuffer.clear();

vertexBuffer.put(-1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(-1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(-1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);

vertexBuffer.put(1.1f);
vertexBuffer.put(1.1f);
vertexBuffer.put(0.0f);
// 又绘制了,呃。。。。
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
}

// 启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
// 禁用混合
gl.glDisable(GL10.GL_BLEND);

// 关闭顶点纹理设置
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

gl.glFinish();

roll += 0.002f;
if (roll > 1.0f) {
roll -= 1.0f;
}

}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
if (height == 0) {
height = 1;
}
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 100);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig arg1) {
// 加载纹理
loadTexture(gl);
// 黑色背景
gl.glClearColor(0, 0, 0, 0);
// 阴影平滑
gl.glShadeModel(GL10.GL_SMOOTH);
// 启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
// 建立深度缓存
gl.glClearDepthf(1.0f);
// 精细修正
// gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}

public boolean onKeyDown(int keyCode, KeyEvent event) {
switch (keyCode) {
case KeyEvent.KEYCODE_DPAD_UP:
masking = true;
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
masking = false;
break;
case KeyEvent.KEYCODE_DPAD_RIGHT:
scene = true;
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
scene = false;
break;
}
return true;
}

}

效果图:

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