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 Android教程網 >> Android技術 >> 關於Android編程 >> opengles-繪制旋轉三角形

opengles-繪制旋轉三角形

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();
    }
}

運行效果

 

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