额
想模仿OpenGL
提示
虽说是模仿,但不彻底,因为不是每个像素渲染过去的,所以光照、纹理通通不能用
然后它的旋转貌似有点问题,不知道为什么
代码
package com.Diamond.canvas;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import android.content.Context;
import android.graphics.Canvas;
import android.graphics.Color;
import android.renderscript.Float2;
import android.opengl.Matrix;
import android.renderscript.Float3;
import android.graphics.Paint;
import android.renderscript.Float4;
import android.view.MotionEvent;
import android.graphics.Path;
public class MySurfaceView extends SurfaceView {
public class MyCallback implements SurfaceHolder.Callback {
public boolean isSurfaceAvailable = false;
public Float3[] vertices;
public float[] matrix;
public Paint paint;
public Float2 rotate;
public Path path;
@Override
public void surfaceCreated(SurfaceHolder p1) {
isSurfaceAvailable = true;
vertices = new Float3[]{
new Float3(-0.5f,0.5f,0.0f),
new Float3(0.5f,0.5f,0.0f),
new Float3(0.5f,-0.5f,0.0f),
new Float3(-0.5f,-0.5f,0.0f),
};
rotate = new Float2(0,0);
update();
paint = new Paint();
paint.setColor(Color.BLUE);
m_thread = new DrawThread();
m_thread.start();
}
@Override
public void surfaceChanged(SurfaceHolder p1, int p2, int p3, int p4) {
}
@Override
public void surfaceDestroyed(SurfaceHolder p1) {
isSurfaceAvailable = false;
m_thread.stop();
m_thread.destroy();
}
public void drawFrame(Canvas canvas) {
canvas.drawColor(Color.WHITE);
canvas.drawPath(path,paint);
}
public void update() {
if(rotate.x >= 360) rotate.x -= 360;
else if(rotate.x <= -360) rotate.x += 360;
if(rotate.y >= 360) rotate.y -= 360;
else if(rotate.y <= -360) rotate.y += 360;
//加载模型矩阵
matrix = new float[16];
Matrix.setIdentityM(matrix,0);
Matrix.rotateM(matrix,0,rotate.x,1,0,0);
Matrix.rotateM(matrix,0,rotate.y,0,1,0);
//对每个顶点乘上模型矩阵
for (int i = 0; i < vertices.length; i++) {
vertices[i] = multMatrix(vertices[i],matrix);
}
//更新Path
path = new Path();
Float2 v = toScreen(vertices[0]);
path.moveTo(v.x,v.y);
for (int i = 1; i < vertices.length; i++) {
v = toScreen(vertices[i]);
path.lineTo(v.x,v.y);
}
path.close();
}
}
public class DrawThread extends Thread {
@Override
public void run() {
while (true) {
if (m_callback.isSurfaceAvailable) {
Canvas canvas = m_holder.lockCanvas();
m_callback.drawFrame(canvas);
m_holder.unlockCanvasAndPost(canvas);
}
}
}
}
public SurfaceHolder m_holder;
public MyCallback m_callback;
public DrawThread m_thread;
public Float2 last;
public MySurfaceView(Context context) {
super(context);
setClickable(true);
m_holder = getHolder();
m_callback = new MyCallback();
m_holder.addCallback(m_callback);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
if(event.getAction() == MotionEvent.ACTION_DOWN) {
last = getPosition(event);
} else if(event.getAction() == MotionEvent.ACTION_MOVE) {
Float2 current = getPosition(event);
Float2 delta = sub(current,last);
last = current;
//旋转
final float speed = 0.001f;
m_callback.rotate.x += delta.x * speed;
m_callback.rotate.y += delta.y * speed;
m_callback.update();
}
return super.onTouchEvent(event);
}
public Float2 getPosition(MotionEvent event) {
return new Float2(event.getX(),event.getY());
}
public Float2 sub(Float2 a,Float2 b) {
return new Float2(a.x - b.x,a.y - b.y);
}
public Float2 toScreen(Float3 position) {
//转换为屏幕坐标
Float2 result = new Float2();
result.x = (position.x + 1.0f) / 2.0f * (float)getWidth();
result.y = (1.0f - ((position.y + 1.0f) / 2.0f)) * (float)getHeight();
return result;
}
public Float3 multMatrix(Float3 vertex,float[] matrix) {
Float4 v = new Float4(vertex.x,vertex.y,vertex.z,1.0f);
float[] m = matrix;
//感觉两个没啥区别,可能是不够明显
float x = m[0] * v.x + m[1] * v.y + m[2] * v.z + m[3] * v.w;
float y = m[4] * v.x + m[5] * v.y + m[6] * v.z + m[7] * v.w;
float z = m[8] * v.x + m[9] * v.y + m[10] * v.z + m[11] * v.w;
float w = m[12] * v.x + m[13] * v.y + m[14] * v.z + m[15] * v.w;
/*float x = m[0] * v.x + m[4] * v.y + m[8] * v.z + m[12] * v.w;
float y = m[1] * v.x + m[5] * v.y + m[9] * v.z + m[13] * v.w;
float z = m[2] * v.x + m[6] * v.y + m[10] * v.z + m[14] * v.w;
float w = m[3] * v.x + m[7] * v.y + m[11] * v.z + m[15] * v.w;*/
vertex = new Float3(x,y,z);
return vertex;
}
}