效果图:
编写huanCH.java
*设置圆锥曲面的控制属性,包括纹理、环半径、截面半径、环角度切分单位和截面角度切分单位
*通过上述属性可以控制圆环曲面的大小,并获取网格顶点坐标;最后设置顶点、纹理、法向量缓冲,并定义绘制方 法drawSelf()
package com.scout.eeeeeee;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import javax.microedition.khronos.opengles.GL10;
public class huanCH
{
private FloatBuffer ding;//顶点缓冲
private FloatBuffer wen;//纹理缓冲
private FloatBuffer myNormalBuffer;//法向量缓冲
int vcount;
int textureid;
float rSpan;
float cSpan;
float ring_Radius;
float circle_Radius;
public float mAngleX;
public float mAngleY;
public float mAngleZ;
public huanCH(float rSpan,float cSpan,float ring_Radius,float circle_Radius,int textureid)
{
//rSpan表示环每一份多少度;cSpan表示圆截环每一份多少度;ring_Radius表示环半径;circle_Radius圆截面半径。
this.rSpan=rSpan;
this.cSpan=cSpan;
this.circle_Radius=circle_Radius;
this.ring_Radius=ring_Radius;
this.textureid=textureid;
ArrayList<Float> val=new ArrayList<Float>();
ArrayList<Float> ial=new ArrayList<Float>();//法向量存放列表
for(float circle_Degree=50f;circle_Degree<130f;circle_Degree+=cSpan)
{
for(float ring_Degree=-90f;ring_Degree<0f;ring_Degree+=rSpan)
{
float x1=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree)))*Math.cos(Math.toRadians(ring_Degree)));
float y1=(float) (circle_Radius*Math.sin(Math.toRadians(circle_Degree)));
float z1=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree)))*Math.sin(Math.toRadians(ring_Degree)));
float x2=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree)))*Math.cos(Math.toRadians(ring_Degree+rSpan)));
float y2=(float) (circle_Radius*Math.sin(Math.toRadians(circle_Degree)));
float z2=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree)))*Math.sin(Math.toRadians(ring_Degree+rSpan)));
float x3=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree+cSpan)))*Math.cos(Math.toRadians(ring_Degree+rSpan)));
float y3=(float) (circle_Radius*Math.sin(Math.toRadians(circle_Degree+cSpan)));
float z3=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree+cSpan)))*Math.sin(Math.toRadians(ring_Degree+rSpan)));
float x4=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree+cSpan)))*Math.cos(Math.toRadians(ring_Degree)));
float y4=(float) (circle_Radius*Math.sin(Math.toRadians(circle_Degree+cSpan)));
float z4=(float) ((ring_Radius+circle_Radius*Math.cos(Math.toRadians(circle_Degree+cSpan)))*Math.sin(Math.toRadians(ring_Degree)));
val.add(x1);val.add(y1);val.add(z1);
val.add(x4);val.add(y4);val.add(z4);
val.add(x2);val.add(y2);val.add(z2);
val.add(x2);val.add(y2);val.add(z2);
val.add(x4);val.add(y4);val.add(z4);
val.add(x3);val.add(y3);val.add(z3);
//各个顶点圆截面中心的组成的圆环上的点的坐标
float a1=(float) (x1-(ring_Radius*Math.cos(Math.toRadians(ring_Degree))));
float b1=y1-0;
float c1=(float) (z1-(ring_Radius*Math.sin(Math.toRadians(ring_Degree))));
float l1=getVectorLength(a1, b1, c1);//模长
a1=a1/l1;//法向量规格化
b1=b1/l1;
c1=c1/l1;
float a2=(float) (x2-(ring_Radius*Math.cos(Math.toRadians(ring_Degree+rSpan))));
float b2=y1-0;
float c2=(float) (z2-(ring_Radius*Math.sin(Math.toRadians(ring_Degree+rSpan))));
float l2=getVectorLength(a2, b2, c2);//模长
a2=a2/l2;//法向量规格化
b2=b2/l2;
c2=c2/l2;
float a3=(float) (x3-(ring_Radius*Math.cos(Math.toRadians(ring_Degree+rSpan))));
float b3=y1-0;
float c3=(float) (z3-(ring_Radius*Math.sin(Math.toRadians(ring_Degree+rSpan))));
float l3=getVectorLength(a3, b3, c3);//模长
a3=a3/l3;//法向量规格化
b3=b3/l3;
c3=c3/l3;
float a4=(float) (x4-(ring_Radius*Math.cos(Math.toRadians(ring_Degree))));
float b4=y1-0;
float c4=(float) (z4-(ring_Radius*Math.sin(Math.toRadians(ring_Degree))));
float l4=getVectorLength(a4, b4, c4);//模长
a4=a4/l4;//法向量规格化
b4=b4/l4;
c4=c4/l4;
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;
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());
ding=vbb.asFloatBuffer();
ding.put(vertexs);
ding.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
int row=(int) (360.0f/cSpan);
int col=(int) (360.0f/rSpan);
float[] textures=generateTexCoor(row,col);
ByteBuffer tbb=ByteBuffer.allocateDirect(textures.length*4);
tbb.order(ByteOrder.nativeOrder());
wen=tbb.asFloatBuffer();
wen.put(textures);
wen.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);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, ding);
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, wen);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureid);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, vcount);
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);
}
//自动切分纹理产生纹理数组的方法
public float[] generateTexCoor(int bw,int bh)
{
float[] result=new float[bw*bh*6*2];
float sizew=1.0f/bw;//列数
float sizeh=1.0f/bh;//行数
int c=0;
for(int i=0;i<bh;i++)
{
for(int j=0;j<bw;j++)
{
//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 s=j*sizew;
float t=i*sizeh;
result[c++]=s;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s+sizew;
result[c++]=t;
result[c++]=s;
result[c++]=t+sizeh;
result[c++]=s+sizew;
result[c++]=t+sizeh;
}
}
return result;
}
//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;
}
}
MyGLSurfaceView.java
package com.scout.eeeeeee;
/**
* Created by liuguodong on 2017/10/29.
*/
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.view.MotionEvent;
import java.io.IOException;
import java.io.InputStream;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
public class MyGLSurfaceView 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 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 - mPreviousY;//计算触控笔Y位移
float dx = x - mPreviousX;//计算触控笔Y位移
mRenderer.cylinder.mAngleX += dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度
mRenderer.cylinder.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
{
int textureId;//纹理名称ID
huanCH cylinder;//创建圆环体
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, -25f);//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.stone2);//纹理ID
cylinder=new huanCH(12f,12f,10f,2f,textureId);//创建圆柱体
// //开启一个线程自动旋转光源
// new Thread()
// {
// public void run()
// {
// while(true)
// {
// lightAngle+=5;//转动灯
// mRenderer.cylinder.mAngleY+=2*TOUCH_SCALE_FACTOR;//球沿Y轴转动
// requestRender();//重绘画面
// try
// {
// Thread.sleep(50);//休息10ms再重绘
// }
// catch(Exception e)
// {
// e.printStackTrace();
// }
// }
// }
// }.start();
}
}
//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;
}
}
GL_Cirque.java
package com.scout.eeeeeee;
/**
* Created by liuguodong on 2017/10/29.
*/
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class GL_Cirque 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();
}
}
注意:在上述代码中,rSpan表示环每一份多少度,cSpan表示圆截环每一份多少度,ring_Radius表示环半径, circle_Radius表示圆截面半径。