好了、
ok、这两天学习了OpenGL es 2.0 之中的3D物体的平移、旋转、缩放大小等等,
其实吧、个人感觉D3D和OpenGL ES 2.0 就目前学习到的这些知识来讲,还是相差不大,多少有些异曲同工的地方·······
好了,闲话不多说······
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
}
以上这两个文件编写后,直接放在assets文件夹中就可以了~