本文实例为大家分享了android使用OPENGL ES绘制圆柱体的具体代码,供大家参考,具体内容如下
效果图:
编写jiem.java
*指定屏幕所要显示的假面,并对见、界面进行相关设置 *为Activity设置恢复处理,当Acitvity恢复设置时显示界面同样应该恢复 *当Activity暂停设置时,显示界面同样应该暂停
package com.scout.eeeeeee;
import android.app.Activity;
import android.os.Bundle;
import android.app.Activity;
import android.os.Bundle;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class jiem extends Activity {
private MyGLSurfaceView mGLSurfaceView;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
mGLSurfaceView = new MyGLSurfaceView(this);
setContentView(mGLSurfaceView);
mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
mGLSurfaceView.requestFocus();//获取焦点
}
@Override
protected void onResume() {
super.onResume();
mGLSurfaceView.onResume();
}
@Override
protected void onPause() {
super.onPause();
mGLSurfaceView.onPause();
}
}
编写MyGLSurfaceView.java实现场景加载和渲染功能
package com.scout.eeeeeee;
/**
* Created by liuguodong on 2017/10/29.
*/
import java.io.IOException;
import java.io.InputStream;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.view.MotionEvent;
public class MyGLSurfaceView extends GLSurfaceView {
private final float suo = 180.0f/320;//角度缩放比例
private SceneRenderer mRenderer;//场景渲染器
private float shangY;//上次的触控位置Y坐标
private float shangX;//上次的触控位置Y坐标
private int lightAngle=90;//灯的当前角度
public MyGLSurfaceView(Context context) {
super(context);
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
}
//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 - shangY;//计算触控笔Y位移
float dx = x - shangX;//计算触控笔Y位移
mRenderer.cylinder.mAngleX += dy * suo;//设置沿x轴旋转角度
mRenderer.cylinder.mAngleZ += dx * suo;//设置沿z轴旋转角度
requestRender();//重绘画面
}
shangY = y;//记录触控笔位置
shangX = x;//记录触控笔位置
return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
int textureId;//纹理名称ID
zhuCH cylinder;//创建圆柱体
public SceneRenderer()
{
}
public void onDrawFrame(GL10 gl) {
//清除颜色缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//设置当前矩阵为模式矩阵
gl.glMatrixMode(GL10.GL_MODELVIEW);
//设置当前矩阵为单位矩阵
gl.glLoadIdentity();
gl.glPushMatrix();//保护变换矩阵现场
float lx=0; //设定光源的位置
float ly=(float)(7*Math.cos(Math.toRadians(lightAngle)));
float lz=(float)(7*Math.sin(Math.toRadians(lightAngle)))