效果图:
核心看 顶点 shader的实现
uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置 来自1号关键帧
attribute vec3 bPosition; //顶点位置 来自2号关键帧
attribute vec3 cPosition; //顶点位置 来自3号关键帧
attribute vec2 aTexCoor; //顶点纹理坐标
uniform float uBfb;//融合比例
varying vec2 vTextureCoord;
void main()
{
vec3 tv;
if(uBfb<=1.0)//若融合比例小于1,则需要执行的是1,2号关键帧的融合
{
tv=mix(aPosition,bPosition,uBfb);//mix(x,y,z) x,y的线性混叠,x(1-a)+y*a;
}
else //若融合比例大于1,则需要执行的是2,3号关键帧的融合
{
tv=mix(bPosition,cPosition,uBfb-1.0);
}
gl_Position = uMVPMatrix * vec4(tv,1);
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}
package test.com.opengles_zcfxdxy;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
/**
* Created by hbin on 2016/11/3.
* //加载后的物体——仅携带顶点信息,颜色随机
*/
public class GledeForDraw {
int mProgram;//自定义渲染管线着色器程序id
int muMVPMatrixHandle;//总变换矩阵引用
int maPositionHandle1; //顶点位置属性引用
int maPositionHandle2; //顶点位置属性引用
int maPositionHandle3; //顶点位置属性引用
int maTexCoorHandle; //顶点纹理坐标属性引用
int muBfbHandle;//变化百分比引用
String mVertexShader;//顶点着色器代码脚本
String mFragmentShader;//片元着色器代码脚本
FloatBuffer mVertexBuffer1;//顶点坐标数据缓冲
FloatBuffer mVertexBuffer2;//顶点坐标数据缓冲
FloatBuffer mVertexBuffer3;//顶点坐标数据缓冲
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
float[][] glede_one;
float[] glede_two;
float[] glede_three;
int vCount=0;
int operator=1;
float span=0.15f;
float bfbCurr=0f;
public GledeForDraw(MySurfaceView mv)
{
//初始化顶点坐标与着色数据
initVertexData(mv);
//初始化shader
intShader(mv);
new Thread()
{
@Override
public void run()
{
while(true)
{
bfbCurr=bfbCurr+operator*span;
if(bfbCurr>2.0f)
{
bfbCurr=2.0f;
operator=-operator;
}
else if(bfbCurr<0)
{
bfbCurr=0;
operator=-operator;
}
try
{
Thread.sleep(50);
}
catch(Exception e)
{
e.printStackTrace();
}
}
}
}.start();
}
//初始化顶点坐标与着色数据的方法
public void initVertexData(MySurfaceView mv)
{
glede_one=LoadUtil.loadFromFileVertexOnly("laoying01.obj",mv);
glede_two=LoadUtil.loadFromFileVertexOnly("laoying02.obj",mv)[0];
glede_three=LoadUtil.loadFromFileVertexOnly("laoying03.obj",mv)[0];
//========================1=========================================
vCount=glede_one.length/3;
//创建顶点坐标数据缓冲
//vertices.length*4是因为一个整数四个字节
ByteBuffer vbb = ByteBuffer.allocateDirect(glede_one[0].length*4);
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
mVertexBuffer1 = vbb.asFloatBuffer();//转换为Float型缓冲
mVertexBuffer1.put(glede_one[0]);//向缓冲区中放入顶点坐标数据
mVertexBuffer1.position(0);//设置缓冲区起始位置
//====================2==========================
vCount=glede_two.length/3;
//创建顶点坐标数据缓冲
//vertices.length*4是因为一个整数四个字节
vbb = ByteBuffer.allocateDirect(glede_two.length*4);
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
mVertexBuffer2 = vbb.asFloatBuffer();//转换为Float型缓冲
mVertexBuffer2.put(glede_two);//向缓冲区中放入顶点坐标数据
mVertexBuffer2.position(0);//设置缓冲区起始位置
//---------------------------------3-----------------------------
vCount=glede_three.length/3;
//创建顶点坐标数据缓冲
//vertices.length*4是因为一个整数四个字节
vbb = ByteBuffer.allocateDirect(glede_three.length*4);
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
mVertexBuffer3 = vbb.asFloatBuffer();//转换为Float型缓冲
mVertexBuffer3.put(glede_three);//向缓冲区中放入顶点坐标数据
mVertexBuffer3.position(0);//设置缓冲区起始位置
//------------------纹理-----------------------------------------
ByteBuffer tbb = ByteBuffer.allocateDirect(glede_one[1].length*4);
tbb.order(ByteOrder.nativeOrder());//设置字节顺序
mTexCoorBuffer = tbb.asFloatBuffer();//转换为Float型缓冲
mTexCoorBuffer.put(glede_one[1]);//向缓冲区中放入顶点纹理坐标数据
mTexCoorBuffer.position(0);//设置缓冲区起始位置
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
//顶点纹理坐标数据的初始化================end============================
}
//初始化shader
public void intShader(MySurfaceView mv)
{
//加载顶点着色器的脚本内容
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
//加载片元着色器的脚本内容
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());
//基于顶点着色器与片元着色器创建程序
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
//获取程序中顶点位置属性引用
maPositionHandle1 = GLES20.glGetAttribLocation(mProgram, "aPosition");
maPositionHandle2 = GLES20.glGetAttribLocation(mProgram, "bPosition");
maPositionHandle3 = GLES20.glGetAttribLocation(mProgram, "cPosition");
//获取程序中总变换矩阵引用
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//获取程序中顶点纹理坐标属性引用
maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
//变化百分比引用
muBfbHandle= GLES20.glGetUniformLocation(mProgram, "uBfb");
}
public void drawSelf(int texId)
{
//制定使用某套shader程序
GLES20.glUseProgram(mProgram);
//将最终变换矩阵传入shader程序
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
//将变化百分比传入shader程序
GLES20.glUniform1f(muBfbHandle, bfbCurr);
System.out.println(bfbCurr);
//将顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle1,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer1
);
//将顶点位置数据
GLES20.glVertexAttribPointer
(
maPositionHandle2,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer2
);
//将顶点位置数据传入渲染管线
GLES20.glVertexAttribPointer
(
maPositionHandle3,
3,
GLES20.GL_FLOAT,
false,
3*4,
mVertexBuffer3
);
//将顶点纹理坐标数据传入渲染管线
GLES20.glVertexAttribPointer
(
maTexCoorHandle,
2,
GLES20.GL_FLOAT,
false,
2*4,
mTexCoorBuffer
);
//启用顶点位置、法向量、纹理坐标数据
GLES20.glEnableVertexAttribArray(maPositionHandle1);
GLES20.glEnableVertexAttribArray(maPositionHandle2);
GLES20.glEnableVertexAttribArray(maPositionHandle3);
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
//绑定纹理
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
//绘制加载的物体
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
}
package test.com.opengles_zcfxdxy;
import java.io.IOException;
import java.io.InputStream;
import android.opengl.GLSurfaceView;
import android.opengl.GLES20;
import android.opengl.GLUtils;
import android.view.MotionEvent;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
/**
* Created by hbin on 2016/11/3.
*/
public class MySurfaceView 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X坐标
int textureId;//系统分配的纹理id
public MySurfaceView(Context context) {
super(context);
this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0
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
this.setKeepScreenOn(true);
}
//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;
float dx=x-mPreviousX;
mRenderer.yAngle+=dy*TOUCH_SCALE_FACTOR;
mRenderer.zAngle+=dx*TOUCH_SCALE_FACTOR;
requestRender();
}
mPreviousX=x;
mPreviousY=y;
return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer{
float yAngle;//绕Y轴旋转的角度
float zAngle; //绕Z轴旋转的角度
//从指定的obj文件中加载对象
GledeForDraw glede1;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//设置屏幕背景色RGBA
GLES20.glClearColor(1.0f,1.0f,1.0f,1.0f);
//打开深度检测
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
//关闭背面剪裁
GLES20.glDisable(GLES20.GL_CULL_FACE);
//初始化变换矩阵
MatrixState.setInitStack();
glede1=new GledeForDraw(MySurfaceView.this);//创建雄鹰
//加载纹理
textureId=initTexture(R.mipmap.ttt);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
//设置视窗大小及位置
GLES20.glViewport(0, 0, width, height);
//计算GLSurfaceView的宽高比
float ratio = (float) width / height;
//调用此方法计算产生透视投影矩阵
MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 2, 100);
//调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(0,0,0,0f,0f,-1f,0f,1.0f,0.0f);
}
@Override
public void onDrawFrame(GL10 gl) {
//清除深度缓冲与颜色缓冲
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
//坐标系推远
MatrixState.pushMatrix();
MatrixState.translate(0, -5f, -40f);
//绕Y轴、Z轴旋转
MatrixState.rotate(yAngle, 0, 1, 0);
MatrixState.rotate(zAngle, 1, 0, 0);
//若加载的物体部位空则绘制物体
if(glede1!=null)
{
glede1.drawSelf(textureId);
}
MatrixState.popMatrix();
}
}
public int initTexture(int drawableId)//textureId
{
//生成纹理ID
int[] textures = new int[1];
GLES20.glGenTextures
(
1, //产生的纹理id的数量
textures, //纹理id的数组
0 //偏移量
);
int textureId=textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_REPEAT);
//通过输入流加载图片===============begin===================
InputStream is = this.getResources().openRawResource(drawableId);
Bitmap bitmapTmp;
try
{
bitmapTmp = BitmapFactory.decodeStream(is);
}
finally
{
try
{
is.close();
}
catch(IOException e)
{
e.printStackTrace();
}
}
//通过输入流加载图片===============end=====================
//实际加载纹理
GLUtils.texImage2D
(
GLES20.GL_TEXTURE_2D, //纹理类型,在OpenGL ES中必须为GL10.GL_TEXTURE_2D
0, //纹理的层次,0表示基本图像层,可以理解为直接贴图
bitmapTmp, //纹理图像
0 //纹理边框尺寸
);
bitmapTmp.recycle(); //纹理加载成功后释放图片
return textureId;
}
}
完整代码下载地址:
http://download.csdn.net/detail/hb707934728/9672038