开发框架介绍请参见:Opengl ES NDK实例开发之一:搭建开发框架
本章在第三章(Opengl ES 1.x NDK实例开发之三:多边形的旋转)的基础上演示如何使用纹理贴图,分别实现了三角形纹理贴图和正方形纹理贴图。
【实例讲解】
OpenglES要求生成纹理的图片长宽为2的n次方,支持各种格式(BMP, GIF, JPEG, PNG...)
本例中使用的图片为png格式,尺寸为128*128
本例中,在上层GLJNIView.java中生成纹理,将纹理句柄传递给Native层进行绘制,详见
private void genTexture(GL10 gl, Context context)
【实例源码】
[GLJNIActivity.java]
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* author: [email protected]
*/
package com.android.gljni;
import java.io.IOException;
import java.io.InputStream;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import com.android.gljni.GLJNILib;
import com.android.gljnidemo06.R;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.util.Log;
/**
* A simple GLSurfaceView sub-class that demonstrate how to perform
* OpenGL ES 1.x rendering into a GL Surface.
*/
public class GLJNIView extends GLSurfaceView {
private static final String LOG_TAG = GLJNIView.class.getSimpleName();
private Renderer renderer;
public GLJNIView(Context context) {
super(context);
// setEGLConfigChooser会对fps产生影响
setEGLConfigChooser(8, 8, 8, 8, 16, 0);
renderer = new Renderer(context);
setRenderer(renderer);
}
private static class Renderer implements GLSurfaceView.Renderer {
//用于纹理映射的绑定,并把绑定后的ID传递给C++代码,供其调用
private int[] mTexture = new int[2];
//用于加载Bitmap的context
private Context mContext;
public Renderer(Context ctx) {
mContext = ctx;
}
public void onDrawFrame(GL10 gl) {
GLJNILib.step();
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLJNILib.resize(width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//用来绑定Bitmap纹理
genTexture(gl, mContext);
//调用本地setTexture方法,把纹理绑定的ID传递给C++代码,以供其调用
GLJNILib.setTexture(mTexture);
GLJNILib.init();
}
/**
* 加载Bitmap的方法,
* 用来从res中加载Bitmap资源
* */
private Bitmap loadBitmap(Context context, int resourceId) {
InputStream is = context.getResources().openRawResource(resourceId);
Bitmap bitmap = null;
try {
// 利用BitmapFactory生成Bitmap
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
// 关闭流
is.close();
is = null;
} catch (IOException e) {
e.printStackTrace();
}
}
return bitmap;
}
/**
* 绑定Bitmap纹理
* */
private void genTexture(GL10 gl, Context context) {
//生成纹理
gl.glGenTextures(2, mTexture, 0);
//加载Bitmap
Bitmap bitmap = loadBitmap(context, R.drawable.logo);
if (bitmap != null) {
//如果bitmap加载成功,则生成此bitmap的纹理映射
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture[0]);
//设置纹理映射的属性
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_NEAREST);
//生成纹理映射
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
//释放bitmap资源
bitmap.recycle();
}
}
}
}
[GLJNILib.java]
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* author: [email protected]
*/
package com.android.gljni;
//Wrapper for native library
public class GLJNILib {
static {
System.loadLibrary("gljni");
}
/**
* @param width the current view width
* @param height the current view height
*/
public static native void resize(int width, int height);
/**
* render
*/
public static native void step();
/**
* init
*/
public static native void init();
/**
* set the texture
* @param texture texture id
*/
public static native void setTexture(int[] texture);
}
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* author: [email protected]
* created: 2014/10/20
* purpose: 纹理的使用
*/
// OpenGL ES 1.x code
#include
#include
#include
#include
#include
#include
#include
/************************************************************************/
/* 定义 */
/************************************************************************/
#define LOG_TAG "libgljni"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
//初始化纹理数组
GLuint *gTexture = 0;
// 定义π
const GLfloat PI = 3.1415f;
// 旋转角度
static GLfloat gAngle = 0.0f;
// 顶点数组
const GLfloat gVertices[] = {
0.0f, 1.0f, 0.0f, // 上
-1.0f,-1.0f, 0.0f, // 左下
1.0f,-1.0f, 0.0f, // 右下
};
const GLfloat gVerticesSquare[] = {
-1.0f, -1.0f, 0.0f, // 左下
1.0f, -1.0f, 0.0f, // 右下
-1.0f, 1.0f, 0.0f, // 左上
1.0f, 1.0f, 0.0f // 右上
};
// 纹理坐标
// 纹理坐标原点会因不同系统环境而有所不同。
// 比如在iOS以及Android上,纹理坐标原点(0, 0)是在左上角
// 而在OS X上,纹理坐标的原点是在左下角
const GLfloat gTextureCoord[] = {
0.5f,0.0f,
0.0f,1.0f,
1.0f,1.0f,
};
const GLfloat gTextureSquareCoord[] = {
0.0f,1.0f,
1.0f,1.0f,
0.0f,0.0f,
1.0f,0.0f,
};
/************************************************************************/
/* C++代码 */
/************************************************************************/
static void printGLString(const char *name, GLenum s) {
const char *v = (const char *) glGetString(s);
LOGI("GL %s = %s\n", name, v);
}
static void checkGlError(const char* op) {
for (GLint error = glGetError(); error; error
= glGetError()) {
LOGI("after %s() glError (0x%x)\n", op, error);
}
}
bool init() {
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);
// 启用阴影平滑
glShadeModel(GL_SMOOTH);
// 黑色背景
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// 设置深度缓存
glClearDepthf(1.0f);
// 启用深度测试
glEnable(GL_DEPTH_TEST);
// 所作深度测试的类型
glDepthFunc(GL_LEQUAL);
// 对透视进行修正
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
return true;
}
static void _gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
GLfloat top = zNear * ((GLfloat) tan(fovy * PI / 360.0));
GLfloat bottom = -top;
GLfloat left = bottom * aspect;
GLfloat right = top * aspect;
glFrustumf(left, right, bottom, top, zNear, zFar);
}
void resize(int width, int height)
{
// 防止被零除
if (height==0)
{
height=1;
}
// 重置当前的视口
glViewport(0, 0, width, height);
// 选择投影矩阵
glMatrixMode(GL_PROJECTION);
// 重置投影矩阵
glLoadIdentity();
// 设置视口的大小
_gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
// 选择模型观察矩阵
glMatrixMode(GL_MODELVIEW);
// 重置模型观察矩阵
glLoadIdentity();
}
void renderFrame() {
// 清除屏幕及深度缓存
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 设置背景颜色为黑色
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// 重置当前的模型观察矩阵
glLoadIdentity();
// 启用顶点数组
glEnableClientState(GL_VERTEX_ARRAY);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// 纹理设置
glEnable(GL_TEXTURE_2D); // 启用纹理映射
glBindTexture(GL_TEXTURE_2D, gTexture[0]); // 选择纹理
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // 启用纹理坐标数组
// 绘制三角形
glTranslatef(0.0f,2.0f,-10.0f); // 设置三角形位置
glRotatef(gAngle,0.0f,1.0f,0.0f); // 旋转三角形
glVertexPointer(3, GL_FLOAT, 0, gVertices); // 指定顶点数组
glTexCoordPointer(2, GL_FLOAT, 0, gTextureCoord); // 设置纹理坐标
glDrawArrays(GL_TRIANGLES, 0, 3); // 绘制三角形
// 绘制正方形
glTranslatef(0.0f,-4.0f,0.0f); // 设置正方形位置
glRotatef(-gAngle*2,0.0f,1.0f,0.0f); // 旋转正方形
glVertexPointer(3, GL_FLOAT, 0, gVerticesSquare); // 指定顶点数组
glTexCoordPointer(2, GL_FLOAT, 0, gTextureSquareCoord); // 设置纹理坐标
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // 绘制正方形
// 关闭顶点数组
glDisableClientState(GL_VERTEX_ARRAY);
// 关闭纹理数组
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
// 增加旋转角度
gAngle += 2.0f;
}
/************************************************************************/
/* JNI代码 */
/************************************************************************/
extern "C" {
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_resize(JNIEnv * env, jobject obj, jint width, jint height);
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_setTexture(JNIEnv * env, jclass obj, jintArray tex);
};
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_resize(JNIEnv * env, jobject obj, jint width, jint height)
{
resize(width, height);
}
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj)
{
renderFrame();
}
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj)
{
init();
}
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_setTexture(JNIEnv * env, jclass obj, jintArray tex)
{
gTexture = (GLuint *)env->GetIntArrayElements(tex,0);
}