在书上看到的粒子系统的示例分享给大家参考,希望可以帮助大家学习安卓!
首先是MyRenderer.java
package com.boring.ParticleActivity; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLUtils; public class MyRenderer implements Renderer{ private int[] textures = new int[1]; // 随机数 private Random random = new Random(); // 定义最大的粒子数 private static final int MAX_PARTICLES = 1000; // 减速粒子 private float slowdown = 0.5f; // X方向的速度 private float xspeed = 80; // Y方向的速度 private float yspeed = 80; // 沿Z轴缩放 private float zoom = -30.0f; // 循环变量 private int loop; // 创建一个名为Particle的数组,存储MAX_PARTICLES个元素 private Particle particles[] = new Particle[MAX_PARTICLES]; // 存储12种不同颜色 private float colors[][] = { { 1.0f, 0.75f, 0.5f }, { 1.0f, 0.75f, 0.5f }, { 1.0f, 1.0f, 0.5f }, { 0.75f, 1.0f, 0.5f }, { 0.5f, 1.0f, 0.5f }, { 0.5f, 1.0f, 0.75f }, { 0.5f, 1.0f, 1.0f }, { 0.5f, 0.75f, 1.0f }, { 0.5f, 0.5f, 1.0f }, { 0.75f, 0.5f, 1.0f }, { 1.0f, 0.5f, 1.0f }, { 1.0f, 0.5f, 0.75f } }; // vertexBuffer private FloatBuffer vertexBuffer; // texCoordBuffer private FloatBuffer texCoordBuffer; // vertex private float[] vertex = new float[12]; // texCoord private float[] texCoord = new float[8]; // LoadBuffer public void LoadBuffer(GL10 gl) { ByteBuffer vertexByteBuffer = ByteBuffer .allocateDirect(vertex.length * 4); vertexByteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = vertexByteBuffer.asFloatBuffer(); vertexBuffer.put(vertex); vertexBuffer.position(0); ByteBuffer texCoordByteBuffer = ByteBuffer .allocateDirect(texCoord.length * 4); texCoordByteBuffer.order(ByteOrder.nativeOrder()); texCoordBuffer = texCoordByteBuffer.asFloatBuffer(); texCoordBuffer.put(texCoord); texCoordBuffer.position(0); } public void onDrawFrame(GL10 gl) { // LoadBuffer LoadBuffer(gl); // 清除屏幕和颜色缓存 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // 重置模型变换矩阵 gl.glLoadIdentity(); // 开启顶点纹理状态 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoordBuffer); // 循环所有的粒子 for (loop = 0; loop < MAX_PARTICLES; loop++) { // 如果粒子为激活的 if (particles[loop].active) { // 返回X轴的位置 float x = particles[loop].x; // 返回Y轴的位置 float y = particles[loop].y; // 返回Z轴的位置 float z = particles[loop].z + zoom; // 设置粒子颜色 gl.glColor4f(particles[loop].r, particles[loop].g, particles[loop].b, particles[loop].life); // 开始准备绘制"三角地带" texCoordBuffer.clear(); vertexBuffer.clear(); texCoordBuffer.put(1.0f); texCoordBuffer.put(1.0f); vertexBuffer.put(x + 0.5f); vertexBuffer.put(y + 0.5f); vertexBuffer.put(z); texCoordBuffer.put(1.0f); texCoordBuffer.put(0.0f); vertexBuffer.put(x + 0.5f); vertexBuffer.put(y); vertexBuffer.put(z); texCoordBuffer.put(0.0f); texCoordBuffer.put(1.0f); vertexBuffer.put(x); vertexBuffer.put(y + 0.5f); vertexBuffer.put(z); texCoordBuffer.put(0.0f); texCoordBuffer.put(0.0f); vertexBuffer.put(x); vertexBuffer.put(y); vertexBuffer.put(z); // 绘制 gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); // 更新X坐标的位置 particles[loop].x += particles[loop].xi / (slowdown * 1000); // 更新Y坐标的位置 particles[loop].y += particles[loop].yi / (slowdown * 1000); // 更新Z坐标的位置 particles[loop].z += particles[loop].zi / (slowdown * 1000); // 更新X轴方向速度大小 particles[loop].xi += particles[loop].xg; // 更新Y轴方向速度大小 particles[loop].yi += particles[loop].yg; // 更新Z轴方向速度大小 particles[loop].zi += particles[loop].zg; // 减少粒子的生命值 particles[loop].life -= particles[loop].fade; // 如果粒子生命小于0 if (particles[loop].life < 0.0f) { float xi, yi, zi; xi = xspeed + (float) ((rand() % 60) - 32.0f); yi = yspeed + (float) ((rand() % 60) - 30.0f); zi = (float) ((rand() % 60) - 30.0f); initParticle(loop, random.nextInt(12), xi, yi, zi); } } } // 关闭顶点纹理状态 gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glFinish(); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { // ratio float ratio; if (height == 0) { height = 1; } ratio = (float) width / (float) height; gl.glViewport(0, 0, (int) width, (int) height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustumf(-ratio, ratio, -1, 1, 1.0f, 200.0f); gl.glMatrixMode(GL10.GL_MODELVIEW); // 重置模型矩阵 gl.glLoadIdentity(); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig arg1) { // 黑色背景 gl.glClearColor(0, 0, 0, 0); // 关闭深度测试 gl.glDisable(GL10.GL_DEPTH_TEST); // 阴影平滑 gl.glShadeModel(GL10.GL_SMOOTH); // 启用混合 gl.glEnable(GL10.GL_BLEND); // 精细修正 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // 启用纹理 gl.glEnable(GL10.GL_TEXTURE_2D); // 创建纹理 gl.glGenTextures(1, textures, 0); // 绑定纹理 gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // 生成纹理 // GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, LoadImage.bitmap, 0); // 线性滤波 gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); for (loop = 0; loop < MAX_PARTICLES; loop++) { float xi, yi, zi; xi = (float) ((rand() % 50) - 26.0f) * 10.0f; yi = zi = (float) ((rand() % 50) - 25.0f) * 10.0f; // 初始化粒子 initParticle(loop, random.nextInt(12), xi, yi, zi); } } public int rand() { return Math.abs(random.nextInt(1000)); } // initParticle初始化粒子 public void initParticle(int num, int color, float xDir, float yDir, float zDir) { Particle par = new Particle(); // 使所有粒子为激活状态 par.active = true; // 所有粒子生命值为最大 par.life = 1.0f; // 随机生成衰率(0~99)/1000+0.003f par.fade = rand() % 100 / 1000.0f + 0.003f; // 赋予粒子颜色分量r,g,b // r par.r = colors[color][0]; // g par.g = colors[color][1]; // b par.b = colors[color][2]; // 设定粒子方向xi,yi,zi // xi par.xi = xDir; // yi par.yi = yDir; // zi par.zi = zDir; // x,y,z方向加速度 // xg par.xg = 0.0f; // yg par.yg = -0.5f; // zg par.zg = 0.0f; particles[loop] = par; } }
接下来是Particle.java
package com.boring.ParticleActivity; public class Particle { boolean active; // 是否激活 float life; // 粒子生命 float fade; // 衰减速度 float r; // 红色值 float g; // 绿色值 float b; // 蓝色值 float x; // X位置 float y; // Y位置 float z; // Z位置 float xi; // X方向 float yi; // Y方向 float zi; // Z方向 float xg; // X 方向重力加速度 float yg; // Y 方向重力加速度 float zg; // Z 方向重力加速度 }
接下来是ParticleActivity.java
package com.boring.ParticleActivity; import android.app.Activity; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLSurfaceView; import android.os.Bundle; public class ParticleActivity extends Activity { /** Called when the activity is first created. */ private GLSurfaceView glSurfaceView; private MyRenderer myRenderer; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); LoadImage.load(getResources()); myRenderer = new MyRenderer(); glSurfaceView = new GLSurfaceView(this); glSurfaceView.setRenderer(myRenderer); setContentView(glSurfaceView); } } class LoadImage { public static Bitmap bitmap; public static void load(Resources res) { bitmap = BitmapFactory.decodeResource(res, R.drawable.mm); } }
AndroidManifest.xml配置
<?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.boring.ParticleActivity" android:versionCode="1" android:versionName="1.0"> <uses-sdk android:minSdkVersion="7" /> <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".ParticleActivity" android:label="@string/app_name"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> </manifest>