看瞭幾天3D這些天才弄懂些畫圖,現在弄這個紋理煩得很,半懂半不懂的,這個例子是我到網站下載的,感覺不錯,先給大傢看看,下期我再和大傢討論討論。
<span style="font-family:FangSong_GB2312;"></span><p><img style="width: 331px; height: 305px;" src="file:///D:\Users\nate\AppData\Roaming\Tencent\Users\397319689\QQ\WinTemp\RichOle\EUJB][9W]%TQK]_]43IED}2.jpg" width="299" height="30" alt="" /></p>
package wyf.sj;
import android.app.Activity;
import android.os.Bundle;
import android.widget.CompoundButton;
import android.widget.LinearLayout;
import android.widget.ToggleButton;
import android.widget.CompoundButton.OnCheckedChangeListener;
public class Sample6_2 extends Activity {
/** Called when the activity is first created. */
MySurfaceView mGLSurfaceView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
mGLSurfaceView = new MySurfaceView(this);
mGLSurfaceView.requestFocus();//獲取焦點
mGLSurfaceView.setFocusableInTouchMode(true);//設置為可觸控
LinearLayout ll=(LinearLayout)findViewById(R.id.main_liner);
ll.addView(mGLSurfaceView);
ToggleButton tb=(ToggleButton)this.findViewById(R.id.ToggleButton01);
tb.setOnCheckedChangeListener(
new OnCheckedChangeListener()
{
@Override
public void onCheckedChanged(CompoundButton buttonView,boolean isChecked)
{
mGLSurfaceView.setSmoothFlag(!mGLSurfaceView.isSmoothFlag());
<pre class="html" name="code">package wyf.sj;
import java.io.IOException;
import java.io.InputStream;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.view.MotionEvent;
public class MySurfaceView extends GLSurfaceView {
private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度縮放比例
private SceneRenderer mRenderer;//場景渲染器
private float mPreviousY;//上次的觸控位置Y坐標
private float mPreviousX;//上次的觸控位置Y坐標
private boolean smoothFlag=true;//是否進行平滑著色
private int lightAngleGreen=0;//綠光燈的當前角度
private int lightAngleRed=90;//紅光燈的當前角度
int textureId;//紋理名稱ID
public MySurfaceView(Context context) {
super(context);
mRenderer = new SceneRenderer(); //創建場景渲染器
setRenderer(mRenderer); //設置渲染器
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//設置渲染模式為主動渲染
}
@Override
public boolean onTouchEvent(MotionEvent e) {
float y = e.getY();
float x = e.getX();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dy = y – mPreviousY;//計算觸控筆Y位移
float dx = x – mPreviousX;//計算觸控筆Y位移
mRenderer.ball.mAngleX += dy * TOUCH_SCALE_FACTOR;//設置沿x軸旋轉角度
mRenderer.ball.mAngleZ += dx * TOUCH_SCALE_FACTOR;//設置沿z軸旋轉角度
requestRender();//重繪畫面
}
mPreviousY = y;//記錄觸控筆位置
mPreviousX = x;//記錄觸控筆位置
return true;
}
public void setSmoothFlag(boolean smoothFlag) {
this.smoothFlag = smoothFlag;
}
public boolean isSmoothFlag() {
return smoothFlag;
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
Ball ball;
public SceneRenderer()
{
//開啟一個線程自動旋轉球體
new Thread()
{
public void run()
{
try
{
Thread.sleep(1000);//休息1000ms再開始繪制
}
catch(Exception e)
{
e.printStackTrace();
}
while(true)
{
lightAngleGreen+=5;//轉動綠燈
lightAngleRed+=5;//轉動紅燈
requestRender();//重繪畫面
try
{
Thread.sleep(50);//休息10ms再重繪
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
}.start();
}
public void onDrawFrame(GL10 gl) {
if(smoothFlag)
{//進行平滑著色
gl.glShadeModel(GL10.GL_SMOOTH);
}
else
{//不進行平滑著色
gl.glShadeModel(GL10.GL_FLAT);
}
//設定綠色光源的位置
float lxGreen=(float)(7*Math.cos(Math.toRadians(lightAngleGreen)));
float lzGreen=(float)(7*Math.sin(Math.toRadians(lightAngleGreen)));
float[] positionParamsGreen={lxGreen,0,lzGreen,1};//最後的1表示使用定位光
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParamsGreen,0);
//設定紅色光源的位置
float lyRed=(float)(7*Math.cos(Math.toRadians(lightAngleRed)));
float lzRed=(float)(7*Math.sin(Math.toRadians(lightAngleRed)));
float[] positionParamsRed={0,lyRed,lzRed,1};//最後的1表示使用定位光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParamsRed,0);
//清除顏色緩存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//設置當前矩陣為模式矩陣
gl.glMatrixMode(GL10.GL_MODELVIEW);
//設置當前矩陣為單位矩陣
gl.glLoadIdentity();
gl.glTranslatef(0, 0f, -1.8f);
gl.glPushMatrix();//保護變換矩陣現場
ball.drawSelf(gl);//繪制球
gl.glPopMatrix();//恢復變換矩陣現場
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
//設置視窗大小及位置
gl.glViewport(0, 0, width, height);
//設置當前矩陣為投影矩陣
gl.glMatrixMode(GL10.GL_PROJECTION);
//設置當前矩陣為單位矩陣
gl.glLoadIdentity();
//計算透視投影的比例
float ratio = (float) width / height;
//調用此方法計算產生透視投影矩陣
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//關閉抗抖動
gl.glDisable(GL10.GL_DITHER);
//設置特定Hint項目的模式,這裡為設置為使用快速模式
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST);
//設置屏幕背景色黑色RGBA
gl.glClearColor(0,0,0,0);
//設置著色模型為平滑著色
gl.glShadeModel(GL10.GL_SMOOTH);//GL10.GL_SMOOTH GL10.GL_FLAT
//啟用深度測試
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_LIGHTING);//允許光照
initGreenLight(gl);//初始化綠色燈
initRedLight(gl);//初始化紅色燈
initMaterial(gl);//初始化材質
textureId=initTexture(gl,R.drawable.duke);//初始化紋理
ball=new Ball(4,textureId);
}
}
//初始化綠色燈
private void initGreenLight(GL10 gl)
{
gl.glEnable(GL10.GL_LIGHT0);//打開0號燈
//環境光設置
float[] ambientParams={0.1f,0.1f,0.1f,1.0f};//光參數RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0);
//散射光設置
float[] diffuseParams={0f,1f,0f,1.0f};//光參數RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光設置
float[] specularParams={1f,1f,1f,1.0f};//光參數RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specularParams,0);
}
//初始化紅色燈
private void initRedLight(GL10 gl)
{
gl.glEnable(GL10.GL_LIGHT1);//打開1號燈
//環境光設置
float[] ambientParams={0.2f,0.2f,0.2f,1.0f};//光參數RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0);
//散射光設置
float[] diffuseParams={1f,0f,0f,1.0f};//光參數RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光設置
float[] specularParams={1f,1f,1f,1.0f};//光參數RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0);
}
//初始化材質
private void initMaterial(GL10 gl)
{//材質為白色時什麼顏色的光照在上面就將體現出什麼顏色
//環境光為白色材質
float ambientMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0);
//散射光為白色材質
float diffuseMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0);
//高光材質為白色
float specularMaterial[] = {1f, 1f, 1f, 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);
}
public int initTexture(GL10 gl,int textureId)//textureId
{
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_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR);
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(textureId);
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;
}
}
view plain
package wyf.sj;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import javax.microedition.khronos.opengles.GL10;
public class Ball {
private IntBuffer mVertexBuffer;//頂點坐標數據緩沖
private IntBuffer mNormalBuffer;//頂點法向量數據緩沖
private FloatBuffer mTextureBuffer;//頂點紋理數據緩沖
public float mAngleX;//沿x軸旋轉角度
public float mAngleY;//沿y軸旋轉角度
public float mAngleZ;//沿z軸旋轉角度
int vCount=0;//頂點數量
int textureId;//紋理ID
public Ball(int scale,int textureId)
{
this.textureId=textureId;
final int UNIT_SIZE=10000;
//實際頂點坐標數據的初始化================begin============================
ArrayList<Integer> alVertix=new ArrayList<Integer>();//存放頂點坐標的ArrayList
final int angleSpan=18;//將球進行單位切分的角度
for(int vAngle=-90;vAngle<=90;vAnglevAngle=vAngle+angleSpan)//垂直方向angleSpan度一份
{
for(int hAngle=0;hAngle<360;hAnglehAngle=hAngle+angleSpan)//水平方向angleSpan度一份
{//縱向橫向各到一個角度後計算對應的此點在球面上的坐標
double xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));
int x=(int)(xozLength*Math.cos(Math.toRadians(hAngle)));
int z=(int)(xozLength*Math.sin(Math.toRadians(hAngle)));
int y=(int)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));
//將計算出來的XYZ坐標加入存放頂點坐標的ArrayList
alVertix.add(x);alVertix.add(y);alVertix.add(z);
}
}
vCount=alVertix.size()/3;//頂點的數量為坐標值數量的1/3,因為一個頂點有3個坐標
//將alVertix中的坐標值轉存到一個int數組中
int vertices[]=new int[vCount*3];
for(int i=0;i<alVertix.size();i++)
{
vertices[i]=alVertix.get(i);
}
//實際頂點坐標數據的初始化================end============================
//三角形構造頂點、紋理、法向量數據初始化==========begin==========================
alVertix.clear();
ArrayList<Float> alTexture=new ArrayList<Float>();//紋理
int row=(180/angleSpan)+1;//球面切分的行數
int col=360/angleSpan;//球面切分的列數
for(int i=0;i<row;i++)//對每一行循環
{
if(i>0&&i<row-1)
{//中間行
for(int j=-1;j<col;j++)
{//中間行的兩個相鄰點與下一行的對應點構成三角形
int k=i*col+j;
//第1個三角形頂點
alVertix.add(vertices[(k+col)*3]);
alVertix.add(vertices[(k+col)*3+1]);
alVertix.add(vertices[(k+col)*3+2]);
alTexture.add(0.0f);alTexture.add(0.0f);
//第2個三角形頂點
alVertix.add(vertices[(k+1)*3]);
alVertix.add(vertices[(k+1)*3+1]);
alVertix.add(vertices[(k+1)*3+2]);
alTexture.add(1.0f);alTexture.add(1.0f);
//第3個三角形頂點
alVertix.add(vertices[k*3]);
alVertix.add(vertices[k*3+1]);
alVertix.add(vertices[k*3+2]);
alTexture.add(1.0f);alTexture.add(0.0f);
}
for(int j=0;j<col+1;j++)
{//中間行的兩個相鄰點與上一行的對應點構成三角形
int k=i*col+j;
//第1個三角形頂點
alVertix.add(vertices[(k-col)*3]);
alVertix.add(vertices[(k-col)*3+1]);
alVertix.add(vertices[(k-col)*3+2]);
alTexture.add(1f);alTexture.add(1f);
//第2個三角形頂點
alVertix.add(vertices[(k-1)*3]);
alVertix.add(vertices[(k-1)*3+1]);
alVertix.add(vertices[(k-1)*3+2]);
alTexture.add(0.0f);alTexture.add(0.0f);
//第3個三角形頂點
alVertix.add(vertices[k*3]);
alVertix.add(vertices[k*3+1]);
alVertix.add(vertices[k*3+2]);
alTexture.add(0f);alTexture.add(1f);
}
}
}
vCount=alVertix.size()/3;//頂點的數量為坐標值數量的1/3,因為一個頂點有3個坐標
//將alVertix中的坐標值轉存到一個int數組中
vertices=new int[vCount*3];
for(int i=0;i<alVertix.size();i++)
{
vertices[i]=alVertix.get(i);
}
//創建繪制頂點數據緩沖
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());//設置字節順序
mVertexBuffer = vbb.asIntBuffer();//轉換為int型緩沖
mVertexBuffer.put(vertices);//向緩沖區中放入頂點坐標數據
mVertexBuffer.position(0);//設置緩沖區起始位置
//創建頂點法向量數據緩沖
ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4);
nbb.order(ByteOrder.nativeOrder());//設置字節順序
mNormalBuffer = vbb.asIntBuffer();//轉換為int型緩沖
mNormalBuffer.put(vertices);//向緩沖區中放入頂點坐標數據
mNormalBuffer.position(0);//設置緩沖區起始位置
//創建紋理坐標緩沖
float textureCoors[]=new float[alTexture.size()];//頂點紋理值數組
for(int i=0;i<alTexture.size();i++)
{
textureCoors[i]=alTexture.get(i);
}
ByteBuffer cbb = ByteBuffer.allocateDirect(textureCoors.length*4);
cbb.order(ByteOrder.nativeOrder());//設置字節順序
mTextureBuffer = cbb.asFloatBuffer();//轉換為int型緩沖
mTextureBuffer.put(textureCoors);//向緩沖區中放入頂點著色數據
mTextureBuffer.position(0);//設置緩沖區起始位置
//三角形構造頂點、紋理、法向量數據初始化==========end==============================
}
public void drawSelf(GL10 gl)
{
gl.glRotatef(mAngleZ, 0, 0, 1);//沿Z軸旋轉
gl.glRotatef(mAngleX, 1, 0, 0);//沿X軸旋轉
gl.glRotatef(mAngleY, 0, 1, 0);//沿Y軸旋轉
//允許使用頂點數組
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
//為畫筆指定頂點坐標數據
gl.glVertexPointer
(
3, //每個頂點的坐標數量為3 xyz
GL10.GL_FIXED, //頂點坐標值的類型為GL_FIXED
0, //連續頂點坐標數據之間的間隔
mVertexBuffer //頂點坐標數據
);
//允許使用法向量數組
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
//為畫筆指定頂點法向量數據
gl.glNormalPointer(GL10.GL_FIXED, 0, mNormalBuffer);
//開啟紋理
gl.glEnable(GL10.GL_TEXTURE_2D);
//允許使用紋理ST坐標緩沖
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
//為畫筆指定紋理ST坐標緩沖
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer);
//綁定當前紋理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);
//繪制圖形
gl.glDrawArrays
(
GL10.GL_TRIANGLES, //以三角形方式填充
0, //開始點編號
vCount //頂點數量
);
}
}
} } ); } @Override protected void onResume() { super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { super.onPause(); mGLSurfaceView.onPause(); } }
摘自 dlnuchunge的專欄