• openGL ES 2.0 3维物体的平移(II)


    先上第一个demo,关于物体cube在空间中的平移,(理解了这个,再学习接下来的旋转和缩放,就简单的多了···)

    第一个文件:ShaderUtil.java————(主要作用是,生成渲染器,再生成渲染器程序)

    package com.example.sample_5_3_mine;
    
    import java.io.ByteArrayOutputStream;
    import java.io.InputStream;
    
    import android.content.res.Resources;
    import android.opengl.GLES20;
    import android.util.Log;
    
    public class ShaderUtil {
    
    public static int loadShader(
    int shaderType,
    String source){
    int shader = GLES20.glCreateShader(shaderType);
    if(shader!=0){
    GLES20.glShaderSource(shader, source);
    GLES20.glCompileShader(shader);
    int[] compiled = new int[1];
    GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    if(compiled[0] == 0){
    Log.e("ES_ERROR","Could not compiled shader");
    Log.e("ES_ERROR",GLES20.glGetShaderInfoLog(shader));
    GLES20.glDeleteShader(shader);
    shader = 0;
    }
    }
    
    return shader;
    }
    
    public static int createProgram(
    String vertexSource,
    String fragmentSource){
    int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,vertexSource);
    if(vertexShader == 0){
    return 0;
    }
    int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentSource);
    if(pixelShader == 0){
    return 0;
    }
    
    int program = GLES20.glCreateProgram();
    if(program != 0){
    GLES20.glAttachShader(program,vertexShader);
    checkGlError("glAttachShader");
    GLES20.glAttachShader(program, pixelShader);
    checkGlError("glAttachShader");
    GLES20.glLinkProgram(program);
    int[] linkStatus = new int[1];
    GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus,0);
    if(linkStatus[0] != GLES20.GL_TRUE){
    Log.e("ES20_ERROR","Could not link program");
    Log.e("ES_ERROR",GLES20.glGetProgramInfoLog(program));
    GLES20.glDeleteProgram(program);
    program = 0;
    }
    }
    return program;
    }
    
    public static void checkGlError(String op){
    int error;
    while((error = GLES20.glGetError()) !=GLES20.GL_NO_ERROR){
    Log.e("ES20_ERROR",op + "glError:" + error);
    throw new RuntimeException(op + ":glError");
    }
    }
    
    public static String loadFromAssetsFile(String fname,Resources r){
    String result = null;
    try{
    InputStream in = r.getAssets().open(fname);
    int ch = 0;
    ByteArrayOutputStream baos = new ByteArrayOutputStream();
    while((ch = in.read()) != -1){
    baos.write(ch);
    }
    byte[] buff = baos.toByteArray();
    baos.close();
    in.close();
    result = new String(buff,"UTF-8");
    result = result.replaceAll("\\r\\n", "\n");
    }
    catch(Exception e){
    e.printStackTrace();
    }
    
    return result;
    }
    
    
    }
    
    
    


    ok、现在改轮到主类:MainActivity.java的编写了:

    package com.example.sample_5_3_mine;
    
    
    //以后像这种多个demo.java这种shen me gui!!
    //应该先在LogCat中查看相应的包类,查看出来第一个出错的是哪一个.java类,
    //而不是盲目的一次“比较文件”,一比较就是6个!我勒个去!6个啊!!
    //相比VC++6.0来说,Eclipse的开发节省了很多细节问题,(之前出现的大小写,多一个少一个字符啊,什么的,没了)
    //哈哈、好开森~~
    
    
    //错误检查报告:
    //1、屏幕设置方式出错   ||  2、ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
    import android.os.Bundle;
    import android.app.Activity;
    import android.content.pm.ActivityInfo;
    import android.view.Menu;
    import android.view.Window;
    import android.view.WindowManager;
    
    public class MainActivity extends Activity {
    
    private MySurfaceView mGLSurfaceView;
    
    @Override
    protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    requestWindowFeature(Window.FEATURE_NO_TITLE);
    getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, 
    WindowManager.LayoutParams.FLAG_FULLSCREEN);
    //这儿是显示不正确的第二个错误:屏幕显示方式应该为:LANFSCAPE,
    setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
    mGLSurfaceView = new MySurfaceView(this);
    
    setContentView(mGLSurfaceView);
    mGLSurfaceView.requestFocus();
    mGLSurfaceView.setFocusableInTouchMode(true);
    
    }
    
    
    
    @Override
    protected void onPause() {
    // TODO 自动生成的方法存根
    super.onPause();
    mGLSurfaceView.onPause();
    }
    
    
    
    @Override
    protected void onResume() {
    // TODO 自动生成的方法存根
    super.onResume();
    mGLSurfaceView.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;
    }
    
    }
    


    现在是MySurfaceView.java文件的编写:

    这个类的作用主要用于定义摄像机的位置参数,以及镜头的显示(宽高比等等),

    package com.example.sample_5_3_mine;
    
    import javax.microedition.khronos.egl.EGLConfig;
    import javax.microedition.khronos.opengles.GL10;
    
    import android.content.Context;
    import android.opengl.GLES20;
    import android.opengl.GLSurfaceView;
    
    public class MySurfaceView extends GLSurfaceView{
    
    private SceneRenderer mRenderer;
    public MySurfaceView(Context context) {
    super(context);
    // TODO 自动生成的构造函数存根
    this.setEGLContextClientVersion(2);
    mRenderer = new SceneRenderer();
    setRenderer(mRenderer);
    setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
    }
    
    private class SceneRenderer implements GLSurfaceView.Renderer{
    
    Cube cube;
    //下面由于三个函数:onDrawFrame()、onSurfaceChanged()、onSurfaceCreated()
    //调用的时候并非按照顺序进行,而应该是:
    //创建对象,打开开关->设置摄相机参数->开始绘画屏幕
    //onSurfaceCreated()->onSurfaceChanged()->onDrawFrame()
    @Override
    public void onDrawFrame(GL10 gl) {
    // TODO 自动生成的方法存根
    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
    MatrixState.pushMatrix();
    cube.drawSelf();
    MatrixState.popMatrix();
    
    MatrixState.pushMatrix();
    MatrixState.translate(4,0,0);
    cube.drawSelf();
    MatrixState.popMatrix();
    }
    
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
    // TODO 自动生成的方法存根
    GLES20.glViewport(0, 0, width, height);
    Constant.ratio = (float) width/height;
    MatrixState.setProjectFrustum(-Constant.ratio*0.8f, Constant.ratio*1.2f, -1, 1, 20, 100);
    
    MatrixState.setCamera(-16f, 8f, 45, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
    
    MatrixState.setInitStack();
    }
    
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    // TODO 自动生成的方法存根
     GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
     cube = new Cube(MySurfaceView.this);
     GLES20.glEnable(GLES20.GL_DEPTH_TEST);
     GLES20.glEnable(GLES20.GL_CULL_FACE);
    }
    
    }
    }
    


     

    好了,现在编写MatrixState.java这个类:

    这个类主要作用于:矩阵的变换,保存矩阵场景,以及如何通过举证实现物体的平移、旋转、缩放等等函数:

    package com.example.sample_5_3_mine;
    
    import java.nio.ByteBuffer;
    
    import android.opengl.Matrix;
    
    public class MatrixState {
    
    private static float[] mProjMatrix = new float[16];
    private static float[] mVMatrix = new float[16];
    private static float[] currMatrix;
    
    static float[][] mStack = new float[10][16];
    static int stackTop = -1;
    
    public static void setInitStack(){
    currMatrix = new float[16];
    Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0);
    }
    
    public static void pushMatrix(){
    stackTop++;
    for(int i=0;i<16;i++){
    mStack[stackTop][i] = currMatrix[i];
    }
    }
    
    public static void popMatrix(){
    for(int i=0;i<16;i++){
    currMatrix[i] = mStack[stackTop][i];
    }
    stackTop--;
    }
    
    public static void translate(float x,float y, float z){
    Matrix.translateM(currMatrix, 0, x, y, z);
    }
    
    static ByteBuffer llbb = ByteBuffer.allocateDirect(3*4);
    static float[] cameraLocation = new float[3];
    public static void setCamera(
    float cx,float cy, float cz,
    float tx, float ty, float tz,
    float upx,float upy, float upz){
    Matrix.setLookAtM(mVMatrix, 0, cx, cy, cz, tx, ty, tz, upx, upy, upz);
    }
    
    public static void setProjectFrustum(float left,float right,
    float bottom, float top,
    float near, float far){
    Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
    }
    public static void setProjectOrtho(float left, float right,
    float bottom, float top,
    float near,float far){
    Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
    }
    
    static float[] mMVPMatrix = new float[16];
    public static float[] getFinalMatrix(){
    Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0);
    Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
    return mMVPMatrix;
    }
    
    public static float[] getMMatrix(){
    return currMatrix;
    }
    
    }
    
    


    嗯、对了,还有一个常量类Constan.java,,它的作用主要是:

    申请定义一些常用的变量,直接定义好,一次定义,多次使用~

    package com.example.sample_5_3_mine;
    
    public class Constant {
    public static final float UNIT_SIZE = 1f;
    
    public static float ratio;
    }
    


    ok、ok、现在就剩下最后一个类Cube.jaba的定义以及编写了:

    它的作用主要是:定义一个正方体Cube,定义好它的大小,位置,各个顶点等数据,同时也包含有自身的drawSelf()方法,用于在屏幕上对自身进行绘画等等,

    来啦~~:

    package com.example.sample_5_3_mine;
    
    
    //自我总结:本次出错在Cube.java上,其中一个比较重要的原因是:不仔细,前面5个全神贯注敲打了,
    //这个给漏网之鱼,一不留神就溜走了,下次记住:一定要:仔仔细细敲全部!
    
    //还有就是!检查核对的是也没有仔细看!
    
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    
    import android.opengl.GLES20;
    
    public class Cube {
    
    int mProgram;
    int muMVPMatrixHandle;
    int maPositionHandle;
    int maColorHandle;
    String mVertexShader;
    String mFragmentShader;
    
    FloatBuffer mVertexBuffer;
    FloatBuffer mColorBuffer;
    int vCount = 0;
    
    //构造函数
    public Cube(MySurfaceView mv){
    initVertexData();
    
    initShader(mv);
    }
    
    public void initVertexData(){
    vCount = 12*6;
    float vertices[] = new float[]{
    
            //前面
            0,0,Constant.UNIT_SIZE,
            
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            
            0,0,Constant.UNIT_SIZE,
            
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            
            0,0,Constant.UNIT_SIZE,
            
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            
            0,0,Constant.UNIT_SIZE,
            
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            //后面
            0,0,-Constant.UNIT_SIZE,        
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            0,0,-Constant.UNIT_SIZE, 
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            0,0,-Constant.UNIT_SIZE, 
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            0,0,-Constant.UNIT_SIZE, 
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            //左面
            -Constant.UNIT_SIZE,0,0,      
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,0,0,   
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,0,0,   
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,0,0,   
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            //右面
            Constant.UNIT_SIZE,0,0,   
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,0,0,   
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,0,0,   
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,0,0,  
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            //上面
            0,Constant.UNIT_SIZE,0,      
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            0,Constant.UNIT_SIZE,0,        
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            0,Constant.UNIT_SIZE,0,       
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE, 
            0,Constant.UNIT_SIZE,0,      
            -Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,Constant.UNIT_SIZE,Constant.UNIT_SIZE,  
            //下面
            0,-Constant.UNIT_SIZE,0,        
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            0,-Constant.UNIT_SIZE,0,  
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            0,-Constant.UNIT_SIZE,0,   
            -Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            0,-Constant.UNIT_SIZE,0,    
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,-Constant.UNIT_SIZE,
            Constant.UNIT_SIZE,-Constant.UNIT_SIZE,Constant.UNIT_SIZE,
    };
    
    //错在这里啦!!!
    ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
    vbb.order(ByteOrder.nativeOrder());
    mVertexBuffer = vbb.asFloatBuffer();
    mVertexBuffer.put(vertices);
    mVertexBuffer.position(0);
    
    float colors[] = new float[]{
    //前面        
            1,1,1,0,//中间为白色
            1,0,0,0,
            1,0,0,0,
            1,1,1,0,//中间为白色
            1,0,0,0,
            1,0,0,0,
            1,1,1,0,//中间为白色
            1,0,0,0,
            1,0,0,0,
            1,1,1,0,//中间为白色
            1,0,0,0,
            1,0,0,0,
            //后面
            1,1,1,0,//中间为白色
            0,0,1,0,
            0,0,1,0, 
            1,1,1,0,//中间为白色
            0,0,1,0,
            0,0,1,0, 
            1,1,1,0,//中间为白色
            0,0,1,0,
            0,0,1,0, 
            1,1,1,0,//中间为白色
            0,0,1,0,
            0,0,1,0, 
            //左面
            1,1,1,0,//中间为白色
            1,0,1,0,
            1,0,1,0, 
            1,1,1,0,//中间为白色
            1,0,1,0,
            1,0,1,0, 
            1,1,1,0,//中间为白色
            1,0,1,0,
            1,0,1,0, 
            1,1,1,0,//中间为白色
            1,0,1,0,
            1,0,1,0, 
            //右面
            1,1,1,0,//中间为白色
            1,1,0,0,
            1,1,0,0,
            1,1,1,0,//中间为白色
            1,1,0,0,
            1,1,0,0,
            1,1,1,0,//中间为白色
            1,1,0,0,
            1,1,0,0,
            1,1,1,0,//中间为白色
            1,1,0,0,
            1,1,0,0,
            //上面
            1,1,1,0,//中间为白色
            0,1,0,0,
            0,1,0,0,
            1,1,1,0,//中间为白色
            0,1,0,0,
            0,1,0,0,
            1,1,1,0,//中间为白色
            0,1,0,0,
            0,1,0,0,
            1,1,1,0,//中间为白色
            0,1,0,0,
            0,1,0,0,        
            //下面
            1,1,1,0,//中间为白色
            0,1,1,0,
            0,1,1,0,
            1,1,1,0,//中间为白色
            0,1,1,0,
            0,1,1,0,
            1,1,1,0,//中间为白色
            0,1,1,0,
            0,1,1,0,
            1,1,1,0,//中间为白色
            0,1,1,0,
            0,1,1,0,
    };
    
    ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
    cbb.order(ByteOrder.nativeOrder());
    mColorBuffer = cbb.asFloatBuffer();
    mColorBuffer.put(colors);
    mColorBuffer.position(0);
    }
    
    public void initShader(MySurfaceView mv){
    mVertexShader = ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
    mFragmentShader = ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());
    mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
    
    maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
    maColorHandle = GLES20.glGetAttribLocation(mProgram, "aColor");
    muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    }
    
    public void drawSelf(){
    GLES20.glUseProgram(mProgram);
    
    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(),0);
    //GLES20.glUniformMatrix4fv(muMV, arg1, arg2, arg3)
    GLES20.glVertexAttribPointer(maPositionHandle,3,GLES20.GL_FLOAT,
    false,3*4,mVertexBuffer);
    GLES20.glVertexAttribPointer(maColorHandle, 4, GLES20.GL_FLOAT,
    false, 4*4, mColorBuffer);
    
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    GLES20.glEnableVertexAttribArray(maColorHandle);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES,0,vCount);
    
    }
    
    }
    
     
    
     
    

    我了个去,差点忘记了一个重要的demo:

    frag.sh文件

    precision mediump float;
    varying  vec4 vColor; //接收从顶点着色器过来的参数
    varying vec3 vPosition;//接收从顶点着色器过来的顶点位置
    void main() {  
       gl_FragColor = vColor;//给此片元颜色值
    }

    vertex.sh文件:

    uniform mat4 uMVPMatrix; //总变换矩阵
    attribute vec3 aPosition;  //顶点位置
    attribute vec4 aColor;    //顶点颜色
    varying  vec4 vColor;  //用于传递给片元着色器的变量
    void main()  {                            
       gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
       vColor = aColor;//将接收的颜色传递给片元着色器
    }                      
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  • 原文地址:https://blog.csdn.net/cqn2bd2b/article/details/126435227