android 3D-纹理------球的纹理
16lz
2021-01-26
看了几天3D这些天才弄懂些画图,现在弄这个纹理烦得很,半懂半不懂的,这个例子是我到网站下载的,感觉不错,先给大家看看,下期我再和大家讨论讨论。
package wyf.sj;import android.app.Activity;import android.os.Bundle;import android.widget.CompoundButton;import android.widget.LinearLayout;import android.widget.ToggleButton;import android.widget.CompoundButton.OnCheckedChangeListener;public class Sample6_2 extends Activity { /** Called when the activity is first created. */ MySurfaceView mGLSurfaceView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mGLSurfaceView = new MySurfaceView(this); mGLSurfaceView.requestFocus();//获取焦点 mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控 LinearLayout ll=(LinearLayout)findViewById(R.id.main_liner); ll.addView(mGLSurfaceView); ToggleButton tb=(ToggleButton)this.findViewById(R.id.ToggleButton01); tb.setOnCheckedChangeListener( new OnCheckedChangeListener() { @Override public void onCheckedChanged(CompoundButton buttonView,boolean isChecked) { mGLSurfaceView.setSmoothFlag(!mGLSurfaceView.isSmoothFlag());
package wyf.sj;import java.io.IOException;import java.io.InputStream;import javax.microedition.khronos.egl.EGLConfig;import javax.microedition.khronos.opengles.GL10;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.opengl.GLSurfaceView;import android.opengl.GLUtils;import android.view.MotionEvent;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 private float mPreviousY;//上次的触控位置Y坐标 private float mPreviousX;//上次的触控位置Y坐标private boolean smoothFlag=true;//是否进行平滑着色private int lightAngleGreen=0;//绿光灯的当前角度private int lightAngleRed=90;//红光灯的当前角度int textureId;//纹理名称IDpublic MySurfaceView(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 } @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;//计算触控笔Y位移 float dx = x - mPreviousX;//计算触控笔Y位移 mRenderer.ball.mAngleX += dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度 mRenderer.ball.mAngleZ += dx * TOUCH_SCALE_FACTOR;//设置沿z轴旋转角度 requestRender();//重绘画面 } mPreviousY = y;//记录触控笔位置 mPreviousX = x;//记录触控笔位置 return true; } public void setSmoothFlag(boolean smoothFlag) {this.smoothFlag = smoothFlag;}public boolean isSmoothFlag() {return smoothFlag;}private class SceneRenderer implements GLSurfaceView.Renderer { Ball ball;public SceneRenderer(){ //开启一个线程自动旋转球体 new Thread() { public void run() { try { Thread.sleep(1000);//休息1000ms再开始绘制 } catch(Exception e) { e.printStackTrace(); } while(true) { lightAngleGreen+=5;//转动绿灯 lightAngleRed+=5;//转动红灯 requestRender();//重绘画面 try { Thread.sleep(50);//休息10ms再重绘 } catch(Exception e) { e.printStackTrace(); } } } }.start();} public void onDrawFrame(GL10 gl) { if(smoothFlag) {//进行平滑着色 gl.glShadeModel(GL10.GL_SMOOTH); } else {//不进行平滑着色 gl.glShadeModel(GL10.GL_FLAT); } //设定绿色光源的位置 float lxGreen=(float)(7*Math.cos(Math.toRadians(lightAngleGreen))); float lzGreen=(float)(7*Math.sin(Math.toRadians(lightAngleGreen))); float[] positionParamsGreen={lxGreen,0,lzGreen,1};//最后的1表示使用定位光 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParamsGreen,0); //设定红色光源的位置 float lyRed=(float)(7*Math.cos(Math.toRadians(lightAngleRed))); float lzRed=(float)(7*Math.sin(Math.toRadians(lightAngleRed))); float[] positionParamsRed={0,lyRed,lzRed,1};//最后的1表示使用定位光 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParamsRed,0); //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.glTranslatef(0, 0f, -1.8f); gl.glPushMatrix();//保护变换矩阵现场 ball.drawSelf(gl);//绘制球 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, 10); } 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);//GL10.GL_SMOOTH GL10.GL_FLAT //启用深度测试 gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_LIGHTING);//允许光照 initGreenLight(gl);//初始化绿色灯 initRedLight(gl);//初始化红色灯 initMaterial(gl);//初始化材质 textureId=initTexture(gl,R.drawable.duke);//初始化纹理 ball=new Ball(4,textureId); }}//初始化绿色灯private void initGreenLight(GL10 gl){ gl.glEnable(GL10.GL_LIGHT0);//打开0号灯 //环境光设置 float[] ambientParams={0.1f,0.1f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={0f,1f,0f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT0, 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_LIGHT0, GL10.GL_SPECULAR, specularParams,0); }//初始化红色灯private void initRedLight(GL10 gl){ 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,0f,0f,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); }//初始化材质private void initMaterial(GL10 gl){//材质为白色时什么颜色的光照在上面就将体现出什么颜色 //环境光为白色材质 float ambientMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0); //散射光为白色材质 float diffuseMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0); //高光材质为白色 float specularMaterial[] = {1f, 1f, 1f, 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);}public int initTexture(GL10 gl,int textureId)//textureId{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_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR); 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(textureId); 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;}}
package wyf.sj;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.nio.IntBuffer;import java.util.ArrayList;import javax.microedition.khronos.opengles.GL10;public class Ball {private IntBuffer mVertexBuffer;//顶点坐标数据缓冲private IntBuffer mNormalBuffer;//顶点法向量数据缓冲 private FloatBuffer mTextureBuffer;//顶点纹理数据缓冲 public float mAngleX;//沿x轴旋转角度 public float mAngleY;//沿y轴旋转角度 public float mAngleZ;//沿z轴旋转角度 int vCount=0;//顶点数量 int textureId;//纹理ID public Ball(int scale,int textureId) { this.textureId=textureId; final int UNIT_SIZE=10000; //实际顶点坐标数据的初始化================begin============================ ArrayList alVertix=new ArrayList();//存放顶点坐标的ArrayList final int angleSpan=18;//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 double xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle)); int x=(int)(xozLength*Math.cos(Math.toRadians(hAngle))); int z=(int)(xozLength*Math.sin(Math.toRadians(hAngle))); int y=(int)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle))); //将计算出来的XYZ坐标加入存放顶点坐标的ArrayList alVertix.add(x);alVertix.add(y);alVertix.add(z); } } 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int数组中 int vertices[]=new int[vCount*3]; for(int i=0;i alTexture=new ArrayList();//纹理 int row=(180/angleSpan)+1;//球面切分的行数 int col=360/angleSpan;//球面切分的列数 for(int i=0;i0&&i
} } ); } @Override protected void onResume() { super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { super.onPause(); mGLSurfaceView.onPause(); } }
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