package org.andengine.examples; import java.io.IOException; import java.io.InputStream; import org.andengine.engine.camera.Camera; import org.andengine.engine.options.EngineOptions; import org.andengine.engine.options.ScreenOrientation; import org.andengine.engine.options.resolutionpolicy.RatioResolutionPolicy; import org.andengine.entity.scene.Scene; import org.andengine.entity.scene.background.Background; import org.andengine.entity.sprite.Sprite; import org.andengine.entity.util.FPSLogger; import org.andengine.opengl.texture.ITexture; import org.andengine.opengl.texture.bitmap.BitmapTexture; import org.andengine.opengl.texture.region.ITextureRegion; import org.andengine.opengl.texture.region.TextureRegionFactory; import org.andengine.ui.activity.SimpleBaseGameActivity; import org.andengine.util.adt.io.in.IInputStreamOpener; import org.andengine.util.debug.Debug; public class SpriteExample extends SimpleBaseGameActivity { private static final int CAMERA_WIDTH = 720; private static final int CAMERA_HEIGHT = 480; private ITexture mTexture; private ITextureRegion mFaceTextureRegion; @Override public EngineOptions onCreateEngineOptions() { final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera); } @Override public void onCreateResources() { try { this.mTexture = new BitmapTexture(this.getTextureManager(), new IInputStreamOpener() { @Override public InputStream open() throws IOException { return getAssets().open("gfx/face_box.png"); } }); this.mTexture.load(); this.mFaceTextureRegion = TextureRegionFactory.extractFromTexture(this.mTexture); } catch (IOException e) { Debug.e(e); } } @Override public Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); /* Calculate the coordinates for the face, so its centered on the camera. */ final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion.getHeight()) / 2; /* Create the face and add it to the scene. */ final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()); scene.attachChild(face); return scene; } }
这是AndEngine的第三个例子,在屏幕的最中间绘制了一个精灵,精灵的纹理来源于assetes文件夹中的图片资源文件。这回的例子带来了几个新的概念,Texture“纹理”、TextureRegion“纹理范围”、Sprite“精灵”。其中精灵是一个矩形图形(继承于RectangularShape,与Rectangular一样)并且是TextureRegion的载体,可以这样认为RectangularShape为精灵提供了矩形,TextureRegion为精灵提供了纹理映射,Texture为提供了覆盖物,扩展阅读“纹理映射”。
先看Sprite,他继承RectangularShape拥有矩形形状的特征,拥有ITextureRegion成员变量用于将Texture正确映射在矩形中。同样他拥有一个缓存对象HighPerformanceSpriteVertexBufferObject(高性能精灵顶点缓存对象),此对象实现了接口ISpriteVertexBufferObject:
public interface ISpriteVertexBufferObject extends IVertexBufferObject { //更新颜色 public void onUpdateColor(final Sprite pSprite); //更新顶点 public void onUpdateVertices(final Sprite pSprite); //更新纹理坐标(纹理映射) public void onUpdateTextureCoordinates(final Sprite pSprite); }
意味着他的缓存数据mBufferData中不但拥有矩形中的顶点和颜色,还拥有纹理映射到矩形上的坐标,这个坐标的来源正是ITextureRegion提供的U、V、U2、V2坐标。
再看看Texture,这个可以说是Engine中最重要的资源,他专门提供了onCreateResources的办法让我们在其中建立需要的资源,并且提供了TextureManager对资源进行统一管理。我们只需要提供资源的来源,这里是实现一个IInputStreamOpener类,让管理器在需要的时候能够获得他。建立完成后记得调用mTexture.load();这样管理器会在渲染线程中加载纹理到硬件,并且得到索引资源的ID。
Texture管理的结构虽然很复杂,其实只需要记住一个过程就好了:
Engine.onDrawFrame 中调用this.mTextureManager.updateTextures(pGLState);
mTextureManager.updateTextures 中会从硬件加载或卸载textures资源。加载资源时调用Texture.loadToHardware
Texture.loadToHardware 中创建了mHardwareTextureID并且与纹理绑定,继续调用实现类中的writeTextureToHardware
XXXXTexture.writeTextureToHardware 具体的纹理实现,会将纹理数据写入硬件