xml代码:
package com.example.android_sample_5_2;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
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 ByteBuffer mIndexBuffer;//顶点构建索引数据缓冲
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;
int iCount=0;
public Ball(int scale)
{
//顶点坐标数据的初始化================begin============================
final int UNIT_SIZE=10000;
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 alIndex=new ArrayList();
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
package com.example.android_sample_5_2;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView;
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
boolean openLightFlag=true;//开灯标记,false为关灯,true为开灯
int openLightNum=1; //开灯数量标记,1为一盏灯,2,为两盏灯...
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
}
//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 - 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;
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
Ball ball=new Ball(4);
public SceneRenderer(){
}
public void onDrawFrame(GL10 gl){
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_LIGHTING);//允许光照
initMaterialWhite(gl);//初始化材质为白色
float[] positionParams0={2,1,0,1};//最后的1表示是定位光,此为0号灯位置参数。
float[] positionParams1={-2,1,0,1};//最后的1表示是定位光,此为1号灯位置参数。
float[] positionParams2={0,0,2,1};//最后的1表示是定位光,此为2号灯位置参数。
float[] positionParams3={1,1,2,1};//最后的1表示是定位光,此为3号灯位置参数。
float[] positionParams4={-1,-1,2,1};//最后的1表示是定位光,此为4号灯位置参数。
gl.glDisable(GL10.GL_LIGHT0); //每次绘制前,取消已开启的灯光效果
gl.glDisable(GL10.GL_LIGHT1); //每次绘制前,取消已开启的灯光效果
gl.glDisable(GL10.GL_LIGHT2); //每次绘制前,取消已开启的灯光效果
gl.glDisable(GL10.GL_LIGHT3); //每次绘制前,取消已开启的灯光效果
gl.glDisable(GL10.GL_LIGHT4); //每次绘制前,取消已开启的灯光效果
switch(openLightNum){
case 1: //开启一盏灯
initLight0(gl);//初始化0号灯
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0);
break;
case 2: //开启两盏灯
initLight0(gl);//初始化0号灯
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0);
initLight1(gl);//初始化1号灯
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0);
break;
case 3: //开启三盏灯
initLight0(gl);//初始化0号灯
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0);
initLight1(gl);//初始化1号灯
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0);
initLight2(gl);//初始化2号灯
gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0);
break;
case 4: //开启四盏灯
initLight0(gl);//初始化0号灯
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0);
initLight1(gl);//初始化1号灯
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0);
initLight2(gl);//初始化2号灯
gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0);
initLight3(gl);//初始化3号灯
gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0);
break;
case 5: //开启五盏灯
initLight0(gl);//初始化0号灯
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams0,0);
initLight1(gl);//初始化1号灯
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParams1,0);
initLight2(gl);//初始化2号灯
gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_POSITION, positionParams2,0);
initLight3(gl);//初始化3号灯
gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_POSITION, positionParams3,0);
initLight4(gl);//初始化4号灯
gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_POSITION, positionParams4,0);
break;
}
//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);
ball.drawSelf(gl);
gl.glLoadIdentity();
}
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);
}
}
private void initLight0(GL10 gl){
gl.glEnable(GL10.GL_LIGHT0);//打开0号灯 ,白色
//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={0.5f,0.5f,0.5f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光设置
float[] specularParams={1.0f,1.0f,1.0f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specularParams,0);
}
private void initLight1(GL10 gl)
{
gl.glEnable(GL10.GL_LIGHT1);//打开1号灯 ,红色
//环境光设置
float[] ambientParams={0.2f,0.03f,0.03f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0);
//散射光设置
float[] diffuseParams={0.5f,0.1f,0.1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光设置
float[] specularParams={1.0f,0.1f,0.1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0);
}
private void initLight2(GL10 gl)
{
gl.glEnable(GL10.GL_LIGHT2);//打开1号灯 ,蓝色
//环境光设置
float[] ambientParams={0.03f,0.03f,0.2f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_AMBIENT, ambientParams,0);
//散射光设置
float[] diffuseParams={0.1f,0.1f,0.5f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光设置
float[] specularParams={0.1f,0.1f,1.0f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT2, GL10.GL_SPECULAR, specularParams,0);
}
private void initLight3(GL10 gl)
{
gl.glEnable(GL10.GL_LIGHT3);//打开3号灯 ,绿色
//环境光设置
float[] ambientParams={0.03f,0.2f,0.03f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_AMBIENT, ambientParams,0);
//散射光设置
float[] diffuseParams={0.1f,0.5f,0.1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光设置
float[] specularParams={0.1f,1.0f,0.1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT3, GL10.GL_SPECULAR, specularParams,0);
}
private void initLight4(GL10 gl)
{
gl.glEnable(GL10.GL_LIGHT4);//打开3号灯 ,黄色
//环境光设置
float[] ambientParams={0.2f,0.2f,0.03f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_AMBIENT, ambientParams,0);
//散射光设置
float[] diffuseParams={0.5f,0.5f,0.1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光设置
float[] specularParams={1.0f,1.0f,0.1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT4, GL10.GL_SPECULAR, specularParams,0);
}
private void initMaterialWhite(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[] = {0.4f, 0.4f, 0.4f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0);
//散射光为白色材质
float diffuseMaterial[] = {0.8f, 0.8f, 0.8f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0);
//高光材质为白色
float specularMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, specularMaterial,0);
//高光反射区域,数越大高亮区域越小越暗
float shininessMaterial[] = {1.5f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, shininessMaterial,0);
}
}
package com.example.android_sample_5_2;
import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
import android.widget.LinearLayout;
import android.widget.RatingBar;
import android.widget.Toast;
public class MainActivity extends Activity {
MySurfaceView msv;
RatingBar rb;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
msv = new MySurfaceView(this);
setContentView(R.layout.activity_main);
rb = (RatingBar) findViewById(R.id.RatingBar01);
msv.requestFocus();
msv.setFocusableInTouchMode(true);
LinearLayout lla = (LinearLayout) findViewById(R.id.lla);
lla.addView(msv);
rb.setOnRatingBarChangeListener(new RatingBar.OnRatingBarChangeListener() {
@Override
public void onRatingChanged(RatingBar ratingBar, float rating,
boolean fromUser) {
// TODO Auto-generated method stub
if (rating >= 0 && rating <= 1) {
msv.openLightNum = 1;
} else if(rating > 1 && rating <= 2){
msv.openLightNum = 2;
}else if(rating > 2 && rating <= 3){
msv.openLightNum = 3;
}else if(rating > 3 && rating <= 4){
msv.openLightNum = 4;
}else if(rating > 4 && rating <= 5){
msv.openLightNum = 5;
}
Toast.makeText(MainActivity.this, "开启了" + msv.openLightNum + "盏灯", Toast.LENGTH_SHORT).show();
}
});
}
@Override
protected void onPause() {
// TODO Auto-generated method stub
super.onPause();
msv.onPause();
}
@Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();
msv.onResume();
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
}