編輯:關於Android編程
核心類:
package test.com.opengles3_1; import android.opengl.GLES20; import android.opengl.Matrix; import android.widget.GridLayout; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; /** * //三角形 * Created by hbin on 2016/7/26. */ //三角形 public class Triangle { public static float[] mProjMatrix = new float[16];//4x4矩陣 投影用 public static float[] mVMatrix = new float[16];//攝像機位置朝向9參數矩陣 public static float[] mMVPMatrix;//最後起作用的總變換矩陣 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 maColorHandle; //頂點顏色屬性引用id String mVertexShader;//頂點著色器 String mFragmentShader;//片元著色器 static float[] mMMatrix = new float[16];//具體物體的移動旋轉矩陣,旋轉、平移 FloatBuffer mVertexBuffer;//頂點坐標數據緩沖 FloatBuffer mColorBuffer;//頂點著色數據緩沖 int vCount=0; float xAngle=0;//繞x軸旋轉的角度 public Triangle(MyTDView mv) { //初始化頂點坐標與著色數據 initVertexData(); //初始化shader initShader(mv); } public void initVertexData() { //頂點坐標數據的初始化 vCount=3; final float UNIT_SIZE=0.2f; // final float UNIT_SIZE=0.1f; float vertices[]=new float[] { -4*UNIT_SIZE,0,0, 0,-4*UNIT_SIZE,0, 4*UNIT_SIZE,0,0 // -4*UNIT_SIZE,0,1*UNIT_SIZE, // 0,-4*UNIT_SIZE,1*UNIT_SIZE, // 4*UNIT_SIZE,0,1*UNIT_SIZE }; ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); float colors[]=new float[] { 1,1,1,0, 0,0,1,0, 0,1,0,0 }; ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4); cbb.order(ByteOrder.nativeOrder()); mColorBuffer = cbb.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); } //初始化shader public void initShader(MyTDView 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"); //獲取程序中頂點顏色屬性引用id maColorHandle= GLES20.glGetAttribLocation(mProgram, "aColor"); //獲取程序中總變換矩陣引用id muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); } public void drawSelf() { //制定使用某套shader程序 GLES20.glUseProgram(mProgram); //初始化變換矩陣 Matrix.setRotateM(mMMatrix,0,0,0,1,0); //設置沿Z軸正向位移1 Matrix.translateM(mMMatrix,0,0,0,1); //設置繞x軸旋轉 Matrix.rotateM(mMMatrix,0,xAngle,1,0,0); // GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, Triangle.getFianlMatrix(mMMatrix), 0); //為畫筆指定頂點位置數據 GLES20.glVertexAttribPointer( maPositionHandle, 3, GLES20.GL_FLOAT, false, 3*4, mVertexBuffer ); GLES20.glVertexAttribPointer ( maColorHandle, 4, GLES20.GL_FLOAT, false, 4*4, mColorBuffer ); //允許頂點位置數據數組 GLES20.glEnableVertexAttribArray(maPositionHandle); GLES20.glEnableVertexAttribArray(maColorHandle); //繪制三角形 GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount); } public static float[] getFianlMatrix(float[] spec) { mMVPMatrix=new float[16]; Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, spec, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); return mMVPMatrix; } }
package test.com.opengles3_1; import java.io.ByteArrayOutputStream; import java.io.InputStream; import android.content.res.Resources; import android.opengl.GLES20; import android.util.Log; //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(頂點) GLES20.GL_FRAGMENT_SHADER(片元) 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; } }
package test.com.opengles3_1; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.opengl.GLES20; import android.opengl.GLSurfaceView; import android.opengl.Matrix; /** * Created by hbin on 2016/7/26. */ public class MyTDView extends GLSurfaceView { final float ANGLE_SPAN = 0.375f; RotateThread rthread; SceneRenderer mRenderer; public MyTDView(Context context) { super(context); this.setEGLContextClientVersion(2); mRenderer=new SceneRenderer(); this.setRenderer(mRenderer); this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY); } private class SceneRenderer implements GLSurfaceView.Renderer { Triangle tle; 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); //繪制三角形對 tle.drawSelf(); } 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GLSurfaceView的寬高比 float ratio = (float) width / height; //調用此方法計算產生透視投影矩陣 Matrix.frustumM(Triangle.mProjMatrix, 0, -ratio, ratio, -1, 1, 1, 10); //調用此方法產生攝像機9參數位置矩陣 Matrix.setLookAtM(Triangle.mVMatrix, 0, 0,0,3,0f,0f,0f,0f,1.0f,0.0f); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { //設置屏幕背景色RGBA GLES20.glClearColor(0,0,0,1.0f); //創建三角形對對象 tle=new Triangle(MyTDView.this); //打開深度檢測 GLES20.glEnable(GLES20.GL_DEPTH_TEST); rthread=new RotateThread(); rthread.start(); } } public class RotateThread extends Thread { public boolean flag=true; @Override public void run() { while(flag) { mRenderer.tle.xAngle=mRenderer.tle.xAngle+ANGLE_SPAN; try { Thread.sleep(20); } catch(Exception e) { e.printStackTrace(); } } } } }
package test.com.opengles3_1; import android.app.Activity; import android.content.pm.ActivityInfo; import android.os.Bundle; public class MainActivity extends Activity { MyTDView mview; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT); mview=new MyTDView(this); mview.requestFocus(); mview.setFocusableInTouchMode(true); setContentView(mview); } @Override public void onResume() { super.onResume(); mview.onResume(); } @Override public void onPause() { super.onPause(); mview.onPause(); } }
先來一張效果圖 一.ActionBar的設計首先是main.xml,先定義這些菜單,界面稍後在調整<menu xmlns:android=http://schema
這兩天在學習的過程中,發現一個講Unity的unet組件的好教程,在這裡分享給大家。新建一個 UnetProject。新建一個GameObject重命名為Network
什麼是ViewGroup?在Android的樹狀結構圖中,ViewGroup類衍生出我們所熟悉的LinearLayout、RelativeLayout等布局:
前言:看過很多精彩的文章,作者寫的非常好,但總覺得文字描述沒有圖片或圖表說明來得直觀,因為圖片可以化抽象為具體。語言是有區域性的,而圖片則是全世界通用的,即使語言不通,卻