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【Android开发学习15】Android OpenGL ES 纹理映射之glDrawArrays

2013-02-22 16:11 691 查看
目标:
为四方体的每个面贴上一张图片,并自动旋转。



一、基础知识:

1.初始化:

// 1.允许2D贴图,纹理

gl.glEnable(GL10.GL_TEXTURE_2D);

// 2.创建纹理

gl.glGenTextures(1, textureids, 0);

// 3.绑定要使用的纹理

gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]);

// 4.生成纹理

GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);

// 5.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);

2.使用:

// 1.清除屏幕和深度缓存

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

// 2.重置当前的模型观察矩阵

gl.glLoadIdentity();

// 3.开启顶点和纹理功能(开启顶点和纹理缓冲)

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

// 4.设置点点和纹理

gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);

gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer);

// 5.向z轴里移入6.0f

gl.glTranslatef(0.0f, 0.0f, -5.0f);

// 6.设置3个方向的旋转

gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);

gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);

gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);

// 7.绘制正方体

for (int i = 0; i < 6; i++) {

switch(i)

{

case 0:

// 8.生成纹理

GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);

break;

}

gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 4, 4);

}

// 9.关闭顶点和纹理功能

gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);



// 10.调节旋转角度

xrot+=0.5f;

yrot+=0.4f;

zrot+=0.6f;



3.补充说明,相对上一节中,我多添加了一个函数:

public GLRender(Context context) {
        this.context = context;
        // 初始化
        textureids = new int[1];

        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
        vbb.order(ByteOrder.nativeOrder());
        vertexBuffer = vbb.asIntBuffer();
        vertexBuffer.put(vertices);
        vertexBuffer.position(0);

        ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * 6);
        tbb.order(ByteOrder.nativeOrder());
        texBuffer = tbb.asIntBuffer();
        //为每一个面贴上纹理
        for (int i = 0; i < 6; i++) {
            texBuffer.put(texCoords);
        }
        texBuffer.position(0);
    }

主要是对各个面的顶点做一个初始化。







二、实现:

1. 界面编辑:

res\layout\main.xml

<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    android:orientation="vertical"
    android:layout_width="fill_parent"
    android:layout_height="fill_parent"
    >
<TextView  
    android:layout_width="fill_parent" 
    android:layout_height="wrap_content" 
    android:text="@string/hello"
    />

<Button
    android:id="@+id/button1"
    android:layout_width="145dp"
    android:layout_height="wrap_content"
    android:text="演示开始" />

</LinearLayout>


2.代码编辑:

\src\com\yarin\android\Examples\Activity01.java

package com.yarin.android.Examples_12_05;

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

import javax.microedition.khronos.opengles.GL10;

import android.app.Activity;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.GLSurfaceView.Renderer;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;

public class Activity01 extends Activity
{
	Renderer render = new GLRender(this);
	GLSurfaceView glView;
	Button start;			// 演示开始

	
	/** Called when the activity is first created. */
	@Override
	public void onCreate(Bundle savedInstanceState)
	{
		super.onCreate(savedInstanceState);
		GLImage.load(this.getResources());
		glView = new GLSurfaceView(this);
		
		
		glView.setRenderer(render);
		setContentView(R.layout.main);
		start=(Button)findViewById(R.id.button1);	// "演示开始"按钮初始化
		start.setOnClickListener(new View.OnClickListener() {
			
			@Override
			public void onClick(View v) {
				// TODO Auto-generated method stub
				setContentView(glView);
			}
		});
		

		//setContentView(glView);
	}
}

class GLImage
{
	public static Bitmap iBitmap;
	public static Bitmap jBitmap;
	public static Bitmap kBitmap;
	public static Bitmap lBitmap;
	public static Bitmap mBitmap;
	public static Bitmap nBitmap;
	public static Bitmap close_Bitmap;
	
	
	public static void load(Resources resources)
	{
		iBitmap = BitmapFactory.decodeResource(resources, R.drawable.img);
		jBitmap = BitmapFactory.decodeResource(resources, R.drawable.jmg);
		kBitmap = BitmapFactory.decodeResource(resources, R.drawable.kmg);
		lBitmap = BitmapFactory.decodeResource(resources, R.drawable.lmg);
		mBitmap = BitmapFactory.decodeResource(resources, R.drawable.mmg);
		nBitmap = BitmapFactory.decodeResource(resources, R.drawable.nmg);
		close_Bitmap = BitmapFactory.decodeResource(resources, R.drawable.close);
	}
}




【\src\com\yarin\android\Examples\GLRender.java】

package com.yarin.android.Examples_12_05;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import java.nio.ByteOrder;

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

import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import android.opengl.GLSurfaceView.Renderer;
import android.content.Context;

public class GLRender implements Renderer
{
public Context context;
private int[] textureids;
private IntBuffer vertexBuffer;
private IntBuffer texBuffer;
private float xrot, yrot, zrot;
private int one = 0x10000;

// 正方体顶点
private int[] vertices = {
one, one, -one,
-one, one, -one,
one, one, one,

-one, one, one,
one, -one,one,
-one, -one, one,

one, -one, -one,
-one, -one, -one,
one, one,one,

-one, one, one,
one, -one, one,
-one, -one, one,

one, -one,-one,
-one, -one, -one,
one, one, -one,

-one, one, -one,
-one, one,one,
-one, one, -one,

-one, -one, one,
-one, -one, -one,
one, one,-one,

one, one, one,
one, -one, -one,
one, -one, one
};

//纹理点
private int[] texCoords = {
0, one,
one, one,
0, 0,
one, 0
};

public GLRender(Context context) { this.context = context; // 初始化 textureids = new int[1]; ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asIntBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * 6); tbb.order(ByteOrder.nativeOrder()); texBuffer = tbb.asIntBuffer(); //为每一个面贴上纹理 for (int i = 0; i < 6; i++) { texBuffer.put(texCoords); } texBuffer.position(0); }
@Override
public void onDrawFrame(GL10 gl)
{
// 1.清除屏幕和深度缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

// 2.重置当前的模型观察矩阵
gl.glLoadIdentity();

// 3.开启顶点和纹理功能(开启顶点和纹理缓冲)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

// 4.设置点点和纹理
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer);

// 5.向z轴里移入6.0f
gl.glTranslatef(0.0f, 0.0f, -5.0f);

// 6.设置3个方向的旋转
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);

// 7.绘制正方体
for (int i = 0; i < 6; i++) {
switch(i)
{
case 0:
// 8.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
break;
case 1:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.jBitmap, 0);
break;
case 2:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.kBitmap, 0);
break;
case 3:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.lBitmap, 0);
break;
case 4:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);
break;
case 5:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.nBitmap, 0);
break;
}

gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 4, 4);
}

// 9.关闭顶点和纹理功能
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

// 10.调节旋转角度
xrot+=0.5f;
yrot+=0.4f;
zrot+=0.6f;

}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
float ratio = (float) (width)/height;
//设置OpenGL场景的大小
gl.glViewport(0, 0, width, height);

//设置投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//重置投影矩阵
gl.glLoadIdentity();
// 设置视口的大小
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
// 选择模型观察矩阵
gl.glMatrixMode(GL10.GL_MODELVIEW);
// 重置模型观察矩阵
gl.glLoadIdentity();

}

@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// 告诉系统对透视进行修正
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);

// 绿色背景
gl.glClearColor(0, 1, 0, 0);

gl.glEnable(GL10.GL_CULL_FACE);
// 启用阴影平滑
gl.glShadeModel(GL10.GL_SMOOTH);
// 启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);

//启用纹理映射
gl.glClearDepthf(1.0f);
//深度测试的类型
gl.glDepthFunc(GL10.GL_LEQUAL);


// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 2.创建纹理
gl.glGenTextures(1, textureids, 0);
// 3.绑定要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);

// 5.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);

}

}







三、效果:













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