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 Android教程網 >> Android技術 >> 關於Android編程 >> opengles繪制紋理(一)

opengles繪制紋理(一)

編輯:關於Android編程

矩陣變換類

package test.com.opengles7_1;

import android.opengl.Matrix;

/**
 * Created by hbin on 2016/8/15.
 */
public class MatrixState {
    private static float[] mProjMatrix = new float[16];//4x4矩陣 投影用
    private static float[] mVMatrix = new float[16];//攝像機位置朝向9參數矩陣
    private static float[] mMVPMatrix;//最後起作用的總變換矩陣
    static float[] mMMatrix=new float[16] ;//具體物體的移動旋轉矩陣

    public static void setInitStack()//獲取不變換初始矩陣
    {
        Matrix.setRotateM(mMMatrix, 0, 0, 1, 0, 0);
    }

    public static void translate(float x,float y,float z)//設置沿xyz軸移動
    {
        Matrix.translateM(mMMatrix, 0, x, y, z);
    }

    public static void rotate(float angle,float x,float y,float z)//設置繞xyz軸轉動
    {
        Matrix.rotateM(mMMatrix,0,angle,x,y,z);
    }


    //設置攝像機
    public static void setCamera
    (
            float cx,	//攝像機位置x
            float cy,   //攝像機位置y
            float cz,   //攝像機位置z
            float tx,   //攝像機目標點x
            float ty,   //攝像機目標點y
            float tz,   //攝像機目標點z
            float upx,  //攝像機UP向量X分量
            float upy,  //攝像機UP向量Y分量
            float upz   //攝像機UP向量Z分量
    )
    {
        Matrix.setLookAtM
                (
                        mVMatrix,
                        0,
                        cx,
                        cy,
                        cz,
                        tx,
                        ty,
                        tz,
                        upx,
                        upy,
                        upz
                );
    }

    //設置透視投影參數
    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面距離
            float far       //far面距離
    )
    {
        Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
    }

    //獲取具體物體的總變換矩陣
    public static float[] getFinalMatrix()
    {
        mMVPMatrix=new float[16];
        Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
        Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
        return mMVPMatrix;
    }
}
三角形繪制類

 

 

package test.com.opengles7_1;

import android.opengl.GLES20;

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

/**
 * Created by hbin on 2016/8/15.
 * 紋理三角形
 */
public class Triangle {
    int mProgram;//自定義渲染管線程序id
    int muMVPMatrixHandle;//總變換矩陣引用id
    int maPositionHandle; //頂點位置屬性引用id
    int maTexCoorHandle; //頂點紋理坐標屬性引用id
    String mVertexShader;//頂點著色器
    String mFragmentShader;//片元著色器

    FloatBuffer   mVertexBuffer;//頂點坐標數據緩沖
    FloatBuffer   mTexCoorBuffer;//頂點紋理坐標數據緩沖
    int vCount=0;
    float xAngle=0;//繞x軸旋轉的角度
    float yAngle=0;//繞y軸旋轉的角度
    float zAngle=0;//繞z軸旋轉的角度

    public Triangle(MySurfaceView mv)
    {
        //初始化頂點坐標與著色數據
        initVertexData();
        //初始化著色器
        initShader(mv);
    }

    //初始化頂點坐標與著色數據的方法
    public void initVertexData()
    {
        vCount=3;
        final float UNIT_SIZE=0.15F;
        float vertices[]=new float[]
                {
                  0*UNIT_SIZE,11*UNIT_SIZE,0,
                        -11*UNIT_SIZE,-11*UNIT_SIZE,0,
                        11*UNIT_SIZE,-11*UNIT_SIZE,0
                };
        //創建頂點坐標數據緩沖
        ByteBuffer vbb=ByteBuffer.allocateDirect(vertices.length*4);
        vbb.order(ByteOrder.nativeOrder());//設置字節順序
        mVertexBuffer=vbb.asFloatBuffer();
        mVertexBuffer.put(vertices);//向緩沖區放入頂點坐標數據
        mVertexBuffer.position(0);//設置緩沖區起始位置

        //頂點紋理坐標數據的初始化
        float texCoor[]=new float[]//頂點顏色值數組,每個頂點4個色彩值RGBA
                {
                        0.5f,0,
                        0,1,
                        1,1
                };
        //創建頂點紋理坐標數據緩沖
        ByteBuffer cbb=ByteBuffer.allocateDirect(texCoor.length*4);
        cbb.order(ByteOrder.nativeOrder());
        mTexCoorBuffer=cbb.asFloatBuffer();
        mTexCoorBuffer.put(texCoor);
        mTexCoorBuffer.position(0);
    }

    //初始化著色器
    public void initShader(MySurfaceView mv)
    {
        //加載頂點著色器的腳本內容
        mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
        //加載片元著色器的腳本內容
        mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());
        //基於頂點著色器與片元著色器創建程序
        mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
        //獲取程序中頂點位置屬性引用id
        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
        //獲取程序中頂點紋理坐標屬性引用id
        maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
        //獲取程序中總變換矩陣引用id
        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    }

    public void drawSelf(int texId)
    {
        //制定使用某套shader程序
        GLES20.glUseProgram(mProgram);
        MatrixState.setInitStack();
        //設置沿Z軸正向位移1
        MatrixState.translate(0,0,1);
        //設置繞y軸旋轉
        MatrixState.rotate(yAngle,0,1,0);
        //設置繞Z軸旋轉
        MatrixState.rotate(zAngle,0,0,1);
        //設置繞x軸旋轉
        MatrixState.rotate(xAngle,1,0,0);
        //將最終變換矩陣傳入shader程序
        GLES20.glUniformMatrix4fv(muMVPMatrixHandle,1,false,MatrixState.getFinalMatrix(),0);
        //為畫筆指定頂點位置數據
        GLES20.glVertexAttribPointer(
                maPositionHandle,
                3,
                GLES20.GL_FLOAT,
                false,
                3*4,
                mVertexBuffer
        );
        //為畫筆指定頂點紋理坐標數據
        GLES20.glVertexAttribPointer(
                maTexCoorHandle,
                2,
                GLES20.GL_FLOAT,
                false,
                2*4,
                mTexCoorBuffer
        );
        //允許頂點位置數據數組
        GLES20.glEnableVertexAttribArray(maPositionHandle);
        GLES20.glEnableVertexAttribArray(maTexCoorHandle);

        //綁定紋理
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);

        //繪制紋理矩形
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);

    }

}

surfaceview繪制類

 

 

package test.com.opengles7_1;

import android.content.Context;
import android.content.res.AssetManager;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.view.MotionEvent;

import java.io.IOException;
import java.io.InputStream;

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

/**
 * Created by hbin on 2016/8/15.
 */
public class MySurfaceView extends GLSurfaceView {
    private final float TOUCH_SCALE_FACTOR=180.0f/320;//角度縮放比例
    private SceneRenderer mRenderer;//場景渲染器

    private float mPreviousY;//上次的觸控位置Y坐標
    private float mPreviousX;//上次的觸控位置X坐標

    int textureId;//系統分配的紋理id

    public MySurfaceView(Context context) {
        super(context);
        this.setEGLContextClientVersion(2);
        mRenderer=new SceneRenderer();
        setRenderer(mRenderer);
        setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
    }

    @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;
                mRenderer.texRect.yAngle+=dx*TOUCH_SCALE_FACTOR;
                mRenderer.texRect.zAngle+=dy*TOUCH_SCALE_FACTOR;
        }
        mPreviousY=y;
        mPreviousX=x;
        return true;
    }

    private class SceneRenderer implements GLSurfaceView.Renderer{

        Triangle texRect;//紋理矩形
        @Override
        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
            //設置屏幕背景色
            GLES20.glClearColor(0.5f,0.5f,0.5f,1.0f);
            texRect=new Triangle(MySurfaceView.this);
            GLES20.glEnable(GLES20.GL_DEPTH_TEST);
            initTexture();
            //關閉背面剪裁
            GLES20.glDisable(GLES20.GL_CULL_FACE);
        }

        @Override
        public void onSurfaceChanged(GL10 gl, int width, int height) {
            //設置視窗大小及位置
            GLES20.glViewport(0,0,width,height);
            //計算寬高比
            float ratio=(float)width/height;
            //生成透視投影矩陣
            MatrixState.setProjectFrustum(-ratio,ratio,-1,1,1,10);
            //生成攝像機9參數位置矩陣
            MatrixState.setCamera(0,0,3,0f,0f,0f,0f,1.0f,0f);
        }

        @Override
        public void onDrawFrame(GL10 gl) {
            //清除深度緩沖與顏色緩沖
            GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
            //繪制紋理矩形
            texRect.drawSelf(textureId);
        }
    }

    public void initTexture()//textureId
    {
        //生成紋理id
        int[] textures=new int[1];
        GLES20.glGenTextures
                (
                        1,//產生的紋理id數量
                        textures,//紋理id的數組
                        0       //偏移量
                );
        textureId=textures[0];
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,textureId);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
                GLES20.GL_NEAREST);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,
                GLES20.GL_LINEAR);

        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_WRAP_S,
                GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_WRAP_T,
                GLES20.GL_CLAMP_TO_EDGE);

        //通過輸入流加載圖片
        AssetManager am=getResources().getAssets();
        InputStream  is=null;;
        Bitmap bitmap=null;
        try {
           // is=am.open("wall.png");
            Resources res=this.getContext().getResources();
            is=res.openRawResource(R.raw.wall);
            bitmap= BitmapFactory.decodeStream(is);
        }catch (Exception ex){
            ex.printStackTrace();
        }
        finally {
            try {
                is.close();
            }catch (Exception ex){
                ex.printStackTrace();
            }
        }

        //實際加載紋理
        GLUtils.texImage2D
                (
                    GLES20.GL_TEXTURE_2D,//紋理類型,在OpenGL ES中必須為GL10.GL_TEXTURE_2D
                        0,//紋理的層次,0表示基本圖像層,可以理解為直接貼圖
                        bitmap,//紋理圖像
                        0   //紋理邊框尺寸
                );
        bitmap.recycle();   //紋理加載成功後釋放圖片
    }


}

著色語言加載類

 

 

package test.com.opengles7_1;

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 2016/8/15.
 * 加載頂點Shader與片元Shader的工具類
 */
public class ShaderUtil {
    //加載制定shader的方法
    public static int loadShader
    (
            int shaderType, //shader的類型  GLES20.GL_VERTEX_SHADER   GLES20.GL_FRAGMENT_SHADER
            String source   //shader的腳本字符串
    )
    {
        //創建一個新shader
        int shader = GLES20.glCreateShader(shaderType);
        //若創建成功則加載shader
        if (shader != 0)
        {
            //加載shader的源代碼
            GLES20.glShaderSource(shader, source);
            //編譯shader
            GLES20.glCompileShader(shader);
            //存放編譯成功shader數量的數組
            int[] compiled = new int[1];
            //獲取Shader的編譯情況
            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
            if (compiled[0] == 0)
            {//若編譯失敗則顯示錯誤日志並刪除此shader
                Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
                Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
                GLES20.glDeleteShader(shader);
                shader = 0;
            }
        }
        return shader;
    }

    //創建shader程序的方法
    public static int createProgram(String vertexSource, String fragmentSource)
    {
        //加載頂點著色器
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
        if (vertexShader == 0)
        {
            return 0;
        }

        //加載片元著色器
        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
        if (pixelShader == 0)
        {
            return 0;
        }

        //創建程序
        int program = GLES20.glCreateProgram();
        //若程序創建成功則向程序中加入頂點著色器與片元著色器
        if (program != 0)
        {
            //向程序中加入頂點著色器
            GLES20.glAttachShader(program, vertexShader);
            checkGlError("glAttachShader");
            //向程序中加入片元著色器
            GLES20.glAttachShader(program, pixelShader);
            checkGlError("glAttachShader");
            //鏈接程序
            GLES20.glLinkProgram(program);
            //存放鏈接成功program數量的數組
            int[] linkStatus = new int[1];
            //獲取program的鏈接情況
            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
            //若鏈接失敗則報錯並刪除程序
            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;
    }

    //檢查每一步操作是否有錯誤的方法
    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);
        }
    }

    //從sh腳本中加載shader內容的方法
    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;
    }
}
效果圖

 

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