openGL es2.0 创建纹理球

一、Java代码:

package com.gzdxid.utils;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;

import android.opengl.GLES20;

public class DrawBallTexture {

	int mProgram;
	int muMVPMatrixHandle;
	int maPositionHandle;
	int maTexCoorHandle;

	FloatBuffer mVertexBuffer;
	FloatBuffer mTexCoorBuffer;

	int vCount = 0;
	final float UNIT_SIZE = 1f;
	final float angleSpan = 10f;
	float R = 0;
	
	public float roateX;
	public float roateY;

	public DrawBallTexture(float r, int mProgram) {
		// TODO Auto-generated constructor stub
		initVertex(r);
		initShader(mProgram);
	}

	private void initVertex(float r) {
		// TODO Auto-generated method stub
		R = r;
		ArrayList<Float> alVertix = new ArrayList<Float>();
		for (float vAngle = 90; vAngle > -90; vAngle -= angleSpan) {
			for (float hAngle = 360; hAngle > 0; hAngle -= angleSpan) {
				float x1 = getCoor(0, vAngle, hAngle);
				float y1 = getCoor(1, vAngle, hAngle);
				float z1 = getCoor(2, vAngle, hAngle);

				float x2 = getCoor(0, vAngle - angleSpan, hAngle);
				float y2 = getCoor(1, vAngle - angleSpan, hAngle);
				float z2 = getCoor(2, vAngle - angleSpan, hAngle);

				float x3 = getCoor(0, vAngle - angleSpan, hAngle - angleSpan);
				float y3 = getCoor(1, vAngle - angleSpan, hAngle - angleSpan);
				float z3 = getCoor(2, vAngle - angleSpan, hAngle - angleSpan);

				float x4 = getCoor(0, vAngle, hAngle - angleSpan);
				float y4 = getCoor(1, vAngle, hAngle - angleSpan);
				float z4 = getCoor(2, vAngle, hAngle - angleSpan);

				alVertix.add(x1);
				alVertix.add(y1);
				alVertix.add(z1);
				alVertix.add(x2);
				alVertix.add(y2);
				alVertix.add(z2);
				alVertix.add(x4);
				alVertix.add(y4);
				alVertix.add(z4);
				// 构建第二三角形
				alVertix.add(x4);
				alVertix.add(y4);
				alVertix.add(z4);
				alVertix.add(x2);
				alVertix.add(y2);
				alVertix.add(z2);
				alVertix.add(x3);
				alVertix.add(y3);
				alVertix.add(z3);
			}
		}
		
		vCount = alVertix.size() / 3;
		
		float vertices[] = new float[vCount * 3];
		for (int i = 0; i < alVertix.size(); i++) {
			vertices[i] = alVertix.get(i);
		}
		ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
		vbb.order(ByteOrder.nativeOrder());
		mVertexBuffer = vbb.asFloatBuffer();
		mVertexBuffer.put(vertices);
		mVertexBuffer.position(0);

		float[] texCoor = generateTexCoor(// 获取切分整图的纹理数组
				(int) (360 / angleSpan), // 纹理图切分的列数
				(int) (180 / angleSpan) // 纹理图切分的行数
		);
		ByteBuffer llbb = ByteBuffer.allocateDirect(texCoor.length * 4);
		llbb.order(ByteOrder.nativeOrder());// 设置字节顺序
		mTexCoorBuffer = llbb.asFloatBuffer();
		mTexCoorBuffer.put(texCoor);
		mTexCoorBuffer.position(0);
	}

	private void initShader(int mProgram) {
		// TODO Auto-generated method stub
		this.mProgram = mProgram;
		muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
		maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
		maTexCoorHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoor");
	}

	public void drawSelf(int texId) {
		MatrixState.rotate(roateX, 1, 0, 0);
		MatrixState.rotate(roateY, 0, 1, 0);
		
		GLES20.glUseProgram(mProgram);
		GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
		GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mVertexBuffer);
		GLES20.glVertexAttribPointer(maTexCoorHandle, 2, GLES20.GL_FLOAT, false, 2 * 4, mTexCoorBuffer);
		GLES20.glEnableVertexAttribArray(maPositionHandle);
		GLES20.glEnableVertexAttribArray(maTexCoorHandle);
		GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
		GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
		GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
	}

	private float getCoor(int which, float vAngle, float hAngle) {
		switch (which) {
		case 0:// x
			return (float) (R * UNIT_SIZE * Math.cos(Math.toRadians(vAngle)) * Math.cos(Math.toRadians(hAngle)));
		case 1:// y
			return (float) (R * UNIT_SIZE * Math.sin(Math.toRadians(vAngle)));
		case 2:// z
			return (float) (R * UNIT_SIZE * Math.cos(Math.toRadians(vAngle)) * Math.sin(Math.toRadians(hAngle)));
		}
		return 0;
	}

	// 自动切分纹理产生纹理数组的方法
	public float[] generateTexCoor(int bw, int bh) {
		float[] result = new float[bw * bh * 6 * 2];
		float sizew = 1.0f / bw;// 列数
		float sizeh = 1.0f / bh;// 行数
		int c = 0;
		for (int i = 0; i < bh; i++) {
			for (int j = 0; j < bw; j++) {
				// 每行列一个矩形,由两个三角形构成,共六个点,12个纹理坐标
				float s = j * sizew;
				float t = i * sizeh;
				result[c++] = s;
				result[c++] = t;
				result[c++] = s;
				result[c++] = t + sizeh;
				result[c++] = s + sizew;
				result[c++] = t;
				result[c++] = s + sizew;
				result[c++] = t;
				result[c++] = s;
				result[c++] = t + sizeh;
				result[c++] = s + sizew;
				result[c++] = t + sizeh;
			}
		}
		return result;
	}

}

二、顶点着色器:

uniform mat4 uMVPMatrix;
attribute vec3 aPosition;
attribute vec2 aTexCoor;
varying vec2 vTextureCoord;

void main(){
    gl_Position=uMVPMatrix*vec4(aPosition,1); 
    vTextureCoord=aTexCoor;
}
三、片源着色器:

precision mediump float;

varying vec2 vTextureCoord;
uniform sampler2D sTexture;

void main(){
    gl_FragColor=texture2D(sTexture,vTextureCoord);
}



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