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Android音视频开发-如何用OPENGL ES绘制圆柱体

Android音视频开发-如何用OPENGL ES绘制圆柱体

作者: 像程序那样去思考 | 来源:发表于2023-04-22 21:43 被阅读0次

    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:

    o3zdxgk2bk.gif

    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();
     }
    }
    

    复制

    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;
    }
    }
    

    以上就是本文的全部内容,希望对大家的学习有所帮助。

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