目标: 为四方体的每个面贴上一张图片,并自动旋转。
一、基础知识:
1.初始化:
// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 2.创建纹理
gl.glGenTextures(1, textureids, 0);
// 3.绑定要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
// 5.线性滤波
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR);
2.使用:
// 1.清除屏幕和深度缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// 2.重置当前的模型观察矩阵
gl.glLoadIdentity();
// 3.开启顶点和纹理功能(开启顶点和纹理缓冲)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// 4.设置点点和纹理
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer);
// 5.向z轴里移入6.0f
gl.glTranslatef(0.0f, 0.0f, -5.0f);
// 6.设置3个方向的旋转
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);
// 7.绘制正方体
for (int i = 0; i < 6; i++) {
switch(i)
{
case 0:
// 8.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
break;
}
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 4, 4);
}
// 9.关闭顶点和纹理功能
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// 10.调节旋转角度
xrot+=0.5f;
yrot+=0.4f;
zrot+=0.6f;
3.补充说明,相对上一节中,我多添加了一个函数:
public GLRender(Context context) { this.context = context; // 初始化 textureids = new int[1]; ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asIntBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * 6); tbb.order(ByteOrder.nativeOrder()); texBuffer = tbb.asIntBuffer(); //为每一个面贴上纹理 for (int i = 0; i < 6; i++) { texBuffer.put(texCoords); } texBuffer.position(0); }
主要是对各个面的顶点做一个初始化。
二、实现:
1. 界面编辑:
【res\layout\main.xml】
<?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" /> <Button android:id="@+id/button1" android:layout_width="145dp" android:layout_height="wrap_content" android:text="演示开始" /> </LinearLayout>
2.代码编辑:
【\src\com\yarin\android\Examples\Activity01.java】
package com.yarin.android.Examples_12_05; import java.io.IOException; import java.io.InputStream; import javax.microedition.khronos.opengles.GL10; import android.app.Activity; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLSurfaceView; import android.opengl.GLUtils; import android.opengl.GLSurfaceView.Renderer; import android.os.Bundle; import android.view.View; import android.widget.Button; public class Activity01 extends Activity { Renderer render = new GLRender(this); GLSurfaceView glView; Button start; // 演示开始 /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); GLImage.load(this.getResources()); glView = new GLSurfaceView(this); glView.setRenderer(render); setContentView(R.layout.main); start=(Button)findViewById(R.id.button1); // "演示开始"按钮初始化 start.setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub setContentView(glView); } }); //setContentView(glView); } } class GLImage { public static Bitmap iBitmap; public static Bitmap jBitmap; public static Bitmap kBitmap; public static Bitmap lBitmap; public static Bitmap mBitmap; public static Bitmap nBitmap; public static Bitmap close_Bitmap; public static void load(Resources resources) { iBitmap = BitmapFactory.decodeResource(resources, R.drawable.img); jBitmap = BitmapFactory.decodeResource(resources, R.drawable.jmg); kBitmap = BitmapFactory.decodeResource(resources, R.drawable.kmg); lBitmap = BitmapFactory.decodeResource(resources, R.drawable.lmg); mBitmap = BitmapFactory.decodeResource(resources, R.drawable.mmg); nBitmap = BitmapFactory.decodeResource(resources, R.drawable.nmg); close_Bitmap = BitmapFactory.decodeResource(resources, R.drawable.close); } }
【\src\com\yarin\android\Examples\GLRender.java】
package com.yarin.android.Examples_12_05; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.IntBuffer; import java.nio.ByteOrder; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLUtils; import android.opengl.GLSurfaceView.Renderer; import android.content.Context; public class GLRender implements Renderer { public Context context; private int[] textureids; private IntBuffer vertexBuffer; private IntBuffer texBuffer; private float xrot, yrot, zrot; private int one = 0x10000; // 正方体顶点 private int[] vertices = { one, one, -one, -one, one, -one, one, one, one, -one, one, one, one, -one,one, -one, -one, one, one, -one, -one, -one, -one, -one, one, one,one, -one, one, one, one, -one, one, -one, -one, one, one, -one,-one, -one, -one, -one, one, one, -one, -one, one, -one, -one, one,one, -one, one, -one, -one, -one, one, -one, -one, -one, one, one,-one, one, one, one, one, -one, -one, one, -one, one }; //纹理点 private int[] texCoords = { 0, one, one, one, 0, 0, one, 0 }; public GLRender(Context context) { this.context = context; // 初始化 textureids = new int[1]; ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asIntBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * 6); tbb.order(ByteOrder.nativeOrder()); texBuffer = tbb.asIntBuffer(); //为每一个面贴上纹理 for (int i = 0; i < 6; i++) { texBuffer.put(texCoords); } texBuffer.position(0); } @Override public void onDrawFrame(GL10 gl) { // 1.清除屏幕和深度缓存 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); // 2.重置当前的模型观察矩阵 gl.glLoadIdentity(); // 3.开启顶点和纹理功能(开启顶点和纹理缓冲) gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // 4.设置点点和纹理 gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer); // 5.向z轴里移入6.0f gl.glTranslatef(0.0f, 0.0f, -5.0f); // 6.设置3个方向的旋转 gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f); // 7.绘制正方体 for (int i = 0; i < 6; i++) { switch(i) { case 0: // 8.生成纹理 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0); break; case 1: // 生成纹理 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.jBitmap, 0); break; case 2: // 生成纹理 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.kBitmap, 0); break; case 3: // 生成纹理 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.lBitmap, 0); break; case 4: // 生成纹理 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0); break; case 5: // 生成纹理 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.nBitmap, 0); break; } gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 4, 4); } // 9.关闭顶点和纹理功能 gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // 10.调节旋转角度 xrot+=0.5f; yrot+=0.4f; zrot+=0.6f; } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { float ratio = (float) (width)/height; //设置OpenGL场景的大小 gl.glViewport(0, 0, width, height); //设置投影矩阵 gl.glMatrixMode(GL10.GL_PROJECTION); //重置投影矩阵 gl.glLoadIdentity(); // 设置视口的大小 gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); // 选择模型观察矩阵 gl.glMatrixMode(GL10.GL_MODELVIEW); // 重置模型观察矩阵 gl.glLoadIdentity(); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // 告诉系统对透视进行修正 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST); // 绿色背景 gl.glClearColor(0, 1, 0, 0); gl.glEnable(GL10.GL_CULL_FACE); // 启用阴影平滑 gl.glShadeModel(GL10.GL_SMOOTH); // 启用深度测试 gl.glEnable(GL10.GL_DEPTH_TEST); //启用纹理映射 gl.glClearDepthf(1.0f); //深度测试的类型 gl.glDepthFunc(GL10.GL_LEQUAL); // 1.允许2D贴图,纹理 gl.glEnable(GL10.GL_TEXTURE_2D); // 2.创建纹理 gl.glGenTextures(1, textureids, 0); // 3.绑定要使用的纹理 gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]); // 4.生成纹理 GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0); // 5.线性滤波 gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR); gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR); } }
三、效果:
本文博客源地址:http://blog.csdn.net/ypist