看了几天3D这些天才弄懂些画图,现在弄这个纹理烦得很,半懂半不懂的,这个例子是我到网站下载的,感觉不错,先给大家看看,下期我再和大家讨论讨论。
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();//获取焦点
mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
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());
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;//角度缩放比例
private SceneRenderer mRenderer;//场景渲染器
private float mPreviousY;//上次的触控位置Y坐标
private float mPreviousX;//上次的触控位置Y坐标
private boolean smoothFlag=true;//是否进行平滑着色
private int lightAngleGreen=0;//绿光灯的当前角度
private int lightAngleRed=90;//红光灯的当前角度
int textureId;//纹理名称ID
public MySurfaceView(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
}
@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;//计算触控笔Y位移
float dx = x - mPreviousX;//计算触控笔Y位移
mRenderer.ball.mAngleX += dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度
mRenderer.ball.mAngleZ += dx * TOUCH_SCALE_FACTOR;//设置沿z轴旋转角度
requestRender();//重绘画面
}
mPreviousY = y;//记录触控笔位置
mPreviousX = x;//记录触控笔位置
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()
{
//开启一个线程自动旋转球体
new Thread()
{
public void run()
{
try
{
Thread.sleep(1000);//休息1000ms再开始绘制
}
catch(Exception e)
{
e.printStackTrace();
}
while(true)
{
lightAngleGreen+=5;//转动绿灯
lightAngleRed+=5;//转动红灯
requestRender();//重绘画面
try
{
Thread.sleep(50);//休息10ms再重绘
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
}.start();
}
public void onDrawFrame(GL10 gl) {
if(smoothFlag)
{//进行平滑着色
gl.glShadeModel(GL10.GL_SMOOTH);
}
else
{//不进行平滑着色
gl.glShadeModel(GL10.GL_FLAT);
}
//设定绿色光源的位置
float lxGreen=(float)(7*Math.cos(Math.toRadians(lightAngleGreen)));
float lzGreen=(float)(7*Math.sin(Math.toRadians(lightAngleGreen)));
float[] positionParamsGreen={lxGreen,0,lzGreen,1};//最后的1表示使用定位光
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParamsGreen,0);
//设定红色光源的位置
float lyRed=(float)(7*Math.cos(Math.toRadians(lightAngleRed)));
float lzRed=(float)(7*Math.sin(Math.toRadians(lightAngleRed)));
float[] positionParamsRed={0,lyRed,lzRed,1};//最后的1表示使用定位光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParamsRed,0);
//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.glTranslatef(0, 0f, -1.8f);
gl.glPushMatrix();//保护变换矩阵现场
ball.drawSelf(gl);//绘制球
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, 10);
}
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);//GL10.GL_SMOOTH GL10.GL_FLAT
//启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_LIGHTING);//允许光照
initGreenLight(gl);//初始化绿色灯
initRedLight(gl);//初始化红色灯
initMaterial(gl);//初始化材质
textureId=initTexture(gl,R.drawable.duke);//初始化纹理
ball=new Ball(4,textureId);
}
}
//初始化绿色灯
private void initGreenLight(GL10 gl)
{
gl.glEnable(GL10.GL_LIGHT0);//打开0号灯
//环境光设置
float[] ambientParams={0.1f,0.1f,0.1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0);
//散射光设置
float[] diffuseParams={0f,1f,0f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT0, 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_LIGHT0, GL10.GL_SPECULAR, specularParams,0);
}
//初始化红色灯
private void initRedLight(GL10 gl)
{
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,0f,0f,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);
}
//初始化材质
private void initMaterial(GL10 gl)
{//材质为白色时什么颜色的光照在上面就将体现出什么颜色
//环境光为白色材质
float ambientMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0);
//散射光为白色材质
float diffuseMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0);
//高光材质为白色
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;
}
}
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;//顶点坐标数据缓冲
private IntBuffer mNormalBuffer;//顶点法向量数据缓冲
private FloatBuffer mTextureBuffer;//顶点纹理数据缓冲
public float mAngleX;//沿x轴旋转角度
public float mAngleY;//沿y轴旋转角度
public float mAngleZ;//沿z轴旋转角度
int vCount=0;//顶点数量
int textureId;//纹理ID
public Ball(int scale,int textureId)
{
this.textureId=textureId;
final int UNIT_SIZE=10000;
//实际顶点坐标数据的初始化================begin============================
ArrayList alVertix=new ArrayList();//存放顶点坐标的ArrayList
final int angleSpan=18;//将球进行单位切分的角度
for(int vAngle=-90;vAngle<=90;vAngle=vAngle+angleSpan)//垂直方向angleSpan度一份
{
for(int hAngle=0;hAngle<360;hAngle=hAngle+angleSpan)//水平方向angleSpan度一份
{//纵向横向各到一个角度后计算对应的此点在球面上的坐标
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)));
//将计算出来的XYZ坐标加入存放顶点坐标的ArrayList
alVertix.add(x);alVertix.add(y);alVertix.add(z);
}
}
vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标
//将alVertix中的坐标值转存到一个int数组中
int vertices[]=new int[vCount*3];
for(int i=0;i alTexture=new ArrayList();//纹理
int row=(180/angleSpan)+1;//球面切分的行数
int col=360/angleSpan;//球面切分的列数
for(int i=0;i0&&i
} } ); } @Override protected void onResume() { super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { super.onPause(); mGLSurfaceView.onPause(); } }