当前位置:主页 > 移动开发 > Android代码 >

android使用OPENGL ES绘制圆柱体

时间:2022-12-22 09:54:53 | 栏目:Android代码 | 点击:

本文实例为大家分享了android使用OPENGL ES绘制圆柱体的具体代码,供大家参考,具体内容如下

效果图:


编写jiem.java

    *指定屏幕所要显示的假面,并对见、界面进行相关设置
    *为Activity设置恢复处理,当Acitvity恢复设置时显示界面同样应该恢复
    *当Activity暂停设置时,显示界面同样应该暂停

package com.scout.eeeeeee;

import android.app.Activity;
import android.os.Bundle;
import android.app.Activity;
import android.os.Bundle;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;

public class jiem extends Activity {
 private MyGLSurfaceView mGLSurfaceView;
 /** Called when the activity is first created. */
 @Override
 public void onCreate(Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);

  requestWindowFeature(Window.FEATURE_NO_TITLE);
  getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
  setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);

  mGLSurfaceView = new MyGLSurfaceView(this);
  setContentView(mGLSurfaceView);
  mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
  mGLSurfaceView.requestFocus();//获取焦点
 }

 @Override
 protected void onResume() {
  super.onResume();
  mGLSurfaceView.onResume();
 }

 @Override
 protected void onPause() {
  super.onPause();
  mGLSurfaceView.onPause();
 }
}

编写MyGLSurfaceView.java实现场景加载和渲染功能

package com.scout.eeeeeee;

/**
 * Created by liuguodong on 2017/10/29.
 */

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

import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.view.MotionEvent;

public class MyGLSurfaceView extends GLSurfaceView {
 private final float suo = 180.0f/320;//角度缩放比例
 private SceneRenderer mRenderer;//场景渲染器
 private float shangY;//上次的触控位置Y坐标
 private float shangX;//上次的触控位置Y坐标
 private int lightAngle=90;//灯的当前角度

 public MyGLSurfaceView(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
 }

 //触摸事件回调方法
 @Override
 public boolean onTouchEvent(MotionEvent e) {
  float y = e.getY();
  float x = e.getX();
  switch (e.getAction()) {
   case MotionEvent.ACTION_MOVE:
    float dy = y - shangY;//计算触控笔Y位移
    float dx = x - shangX;//计算触控笔Y位移
    mRenderer.cylinder.mAngleX += dy * suo;//设置沿x轴旋转角度
    mRenderer.cylinder.mAngleZ += dx * suo;//设置沿z轴旋转角度
    requestRender();//重绘画面
  }
  shangY = y;//记录触控笔位置
  shangX = x;//记录触控笔位置
  return true;
 }

 private class SceneRenderer implements GLSurfaceView.Renderer
 {
  int textureId;//纹理名称ID
  zhuCH cylinder;//创建圆柱体

  public SceneRenderer()
  {

  }

  public void onDrawFrame(GL10 gl) {
   //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.glPushMatrix();//保护变换矩阵现场

   float lx=0; //设定光源的位置
   float ly=(float)(7*Math.cos(Math.toRadians(lightAngle)));
   float lz=(float)(7*Math.sin(Math.toRadians(lightAngle)));
   float[] positionParamsRed={lx,ly,lz,0};
   gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParamsRed,0);

   initMaterial(gl);//初始化纹理
   gl.glTranslatef(0, 0, -10f);//平移
   initLight(gl);//开灯
   cylinder.drawSelf(gl);//绘制
   closeLight(gl);//关灯

   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, 100);
  }

  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);
   //启用深度测试
   gl.glEnable(GL10.GL_DEPTH_TEST);

   textureId=initTexture(gl,R.drawable.stone);//纹理ID
   cylinder=new zhuCH(10f,2f,18f,textureId);//创建圆柱体

  }
 }

 //初始化白色灯
 private void initLight(GL10 gl)
 {
  gl.glEnable(GL10.GL_LIGHTING);//允许光照
  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,1f,1f,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);
 }

 //关闭灯
 private void closeLight(GL10 gl)
 {
  gl.glDisable(GL10.GL_LIGHT1);
  gl.glDisable(GL10.GL_LIGHTING);
 }

 //初始化材质
 private void initMaterial(GL10 gl)
 {
  //环境光
  float ambientMaterial[] = {248f/255f, 242f/255f, 144f/255f, 1.0f};
  gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0);
  //散射光
  float diffuseMaterial[] = {248f/255f, 242f/255f, 144f/255f, 1.0f};
  gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0);
  //高光材质
  float specularMaterial[] = {248f/255f, 242f/255f, 144f/255f, 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);
 }

 //初始化纹理
 public int initTexture(GL10 gl,int drawableId)//textureId
 {
  //生成纹理ID
  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_LINEAR_MIPMAP_NEAREST);
  gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR_MIPMAP_LINEAR);
  ((GL11)gl).glTexParameterf(GL10.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL10.GL_TRUE);
  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(drawableId);
  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;
 }
}

编写zgyCH.java

     *设置圆柱体的控制属性,主要包括纹理、高度、截面半径、截面角度切分单位和高度切分单位,这些属性用于控制圆柱体的大小
     *定义各个圆柱体绘制类的三角形绘制方法和工具方法
     *实现圆柱体的线性会执法,线性会执法和三角形会执法顶点的获取方法相同,只是采用的绘制顶点顺序和渲染方法不同,并且先行绘制没有光照和纹理贴图

 package com.scout.eeeeeee;

/**
 * Created by liuguodong on 2017/10/29.
 */
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;

import javax.microedition.khronos.opengles.GL10;

public class zhuCH
{
 private FloatBuffer dingBuffer;//顶点坐标缓冲
 private FloatBuffer myNormalBuffer;//向量缓冲
 private FloatBuffer myTexture;//纹理缓冲

 int textureId;

 int vCount;//顶点数量

 float length;//圆柱长度
 float circle_radius;//圆截环半径
 float degreespan; //圆截环每一份的度数大小

 public float mAngleX;
 public float mAngleY;
 public float mAngleZ;

 public zhuCH(float length,float circle_radius,float degreespan,int textureId)
 {
  this.circle_radius=circle_radius;
  this.length=length;
  this.degreespan=degreespan;
  this.textureId=textureId;

  float collength=(float)length;//圆柱每块所占的长度
  int spannum=(int)(360.0f/degreespan);

  ArrayList<Float> val=new ArrayList<Float>();//顶点存放列表
  ArrayList<Float> ial=new ArrayList<Float>();//法向量存放列表

  for(float circle_degree=180.0f;circle_degree>0.0f;circle_degree-=degreespan)//循环行
  {
   float x1 =(float)(-length/2);
   float y1=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
   float z1=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));

   float a1=0;
   float b1=y1;
   float c1=z1;
   float l1=getVectorLength(a1, b1, c1);//模长
   a1=a1/l1;//法向量规格化
   b1=b1/l1;
   c1=c1/l1;

   float x2 =(float)(-length/2);
   float y2=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
   float z2=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));

   float a2=0;
   float b2=y2;
   float c2=z2;
   float l2=getVectorLength(a2, b2, c2);//模长
   a2=a2/l2;//法向量规格化
   b2=b2/l2;
   c2=c2/l2;

   float x3 =(float)(length/2);
   float y3=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
   float z3=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));

   float a3=0;
   float b3=y3;
   float c3=z3;
   float l3=getVectorLength(a3, b3, c3);//模长
   a3=a3/l3;//法向量规格化
   b3=b3/l3;
   c3=c3/l3;

   float x4 =(float)(length/2);
   float y4=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
   float z4=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));

   float a4=0;
   float b4=y4;
   float c4=z4;
   float l4=getVectorLength(a4, b4, c4);//模长
   a4=a4/l4;//法向量规格化
   b4=b4/l4;
   c4=c4/l4;

   val.add(x1);val.add(y1);val.add(z1);//两个三角形,共6个顶点的坐标
   val.add(x2);val.add(y2);val.add(z2);
   val.add(x4);val.add(y4);val.add(z4);

   val.add(x2);val.add(y2);val.add(z2);
   val.add(x3);val.add(y3);val.add(z3);
   val.add(x4);val.add(y4);val.add(z4);

   ial.add(a1);ial.add(b1);ial.add(c1);//顶点对应的法向量
   ial.add(a2);ial.add(b2);ial.add(c2);
   ial.add(a4);ial.add(b4);ial.add(c4);

   ial.add(a2);ial.add(b2);ial.add(c2);
   ial.add(a3);ial.add(b3);ial.add(c3);
   ial.add(a4);ial.add(b4);ial.add(c4);
  }

  vCount=val.size()/3;//确定顶点数量

  //顶点
  float[] vertexs=new float[vCount*3];
  for(int i=0;i<vCount*3;i++)
  {
   vertexs[i]=val.get(i);
  }
  ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
  vbb.order(ByteOrder.nativeOrder());
  dingBuffer=vbb.asFloatBuffer();
  dingBuffer.put(vertexs);
  dingBuffer.position(0);

  //法向量
  float[] normals=new float[vCount*3];
  for(int i=0;i<vCount*3;i++)
  {
   normals[i]=ial.get(i);
  }
  ByteBuffer ibb=ByteBuffer.allocateDirect(normals.length*4);
  ibb.order(ByteOrder.nativeOrder());
  myNormalBuffer=ibb.asFloatBuffer();
  myNormalBuffer.put(normals);
  myNormalBuffer.position(0);

  //纹理
  float[] textures=generateTexCoor(spannum);
  ByteBuffer tbb=ByteBuffer.allocateDirect(textures.length*4);
  tbb.order(ByteOrder.nativeOrder());
  myTexture=tbb.asFloatBuffer();
  myTexture.put(textures);
  myTexture.position(0);
 }

 public void drawSelf(GL10 gl)
 {
  gl.glRotatef(mAngleX, 1, 0, 0);//旋转
  gl.glRotatef(mAngleY, 0, 1, 0);
  gl.glRotatef(mAngleZ, 0, 0, 1);

  gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);//打开顶点缓冲
  gl.glVertexPointer(3, GL10.GL_FLOAT, 0, dingBuffer);//指定顶点缓冲

  gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);//打开法向量缓冲
  gl.glNormalPointer(GL10.GL_FLOAT, 0, myNormalBuffer);//指定法向量缓冲

  gl.glEnable(GL10.GL_TEXTURE_2D);
  gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, myTexture);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);

  gl.glDrawArrays(GL10.GL_TRIANGLES, 0, vCount);//绘制图像

  gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);//关闭缓冲
  gl.glEnable(GL10.GL_TEXTURE_2D);
  gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
 }

 //法向量规格化,求模长度
 public float getVectorLength(float x,float y,float z)
 {
  float pingfang=x*x+y*y+z*z;
  float length=(float) Math.sqrt(pingfang);
  return length;
 }

 //自动切分纹理产生纹理数组的方法
 public float[] generateTexCoor(int bh)
 {
  float[] result=new float[bh*6*2];
  float REPEAT=2;
  float sizeh=1.0f/bh;//行数
  int c=0;
  for(int i=0;i<bh;i++)
  {
   //每行列一个矩形,由两个三角形构成,共六个点,12个纹理坐标
   float t=i*sizeh;

   result[c++]=0;
   result[c++]=t;

   result[c++]=0;
   result[c++]=t+sizeh;

   result[c++]=REPEAT;
   result[c++]=t;

   result[c++]=0;
   result[c++]=t+sizeh;

   result[c++]=REPEAT;
   result[c++]=t+sizeh;

   result[c++]=REPEAT;
   result[c++]=t;
  }
  return result;
 }
}

您可能感兴趣的文章:

相关文章