openGL es2.0 创建灯光颜色球

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 DrawBallColorLight {

	int mProgram;
	int muMVPMatrixHandle;
	int muMMatrixHandle;
	int muLightLocationHandle;
	int muCameraHandle;
	
	int maPositionHandle;
	int maNormalHandle;
	
	int muColorRHandle;
	int muColorGHandle;
	int muColorBHandle;
	int muColorAHandle;
	
	FloatBuffer mVertexBuffer;
	FloatBuffer mNormalBuffer;
	int vCount=0;
	
	final float UNIT_SIZE=1f;
	final float angleSpan=10f;
	float R=0;
	
	public float rotateX;
	public float rotateY;
	
	public DrawBallColorLight(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);
	        
	        mNormalBuffer=mVertexBuffer;
	}

	private void initShader(int mProgram) {
		// TODO Auto-generated method stub
		this.mProgram=mProgram;
		muMVPMatrixHandle=GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
		muMMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMMatrix"); 
		muLightLocationHandle=GLES20.glGetUniformLocation(mProgram, "uLightLocation");
		muCameraHandle=GLES20.glGetUniformLocation(mProgram, "uCamera"); 
         
		maPositionHandle=GLES20.glGetAttribLocation(mProgram, "aPosition");
		maNormalHandle= GLES20.glGetAttribLocation(mProgram, "aNormal");
	        
		
		muColorRHandle=GLES20.glGetUniformLocation(mProgram, "uColorR");
		muColorGHandle=GLES20.glGetUniformLocation(mProgram, "uColorG");
		muColorBHandle=GLES20.glGetUniformLocation(mProgram, "uColorB");
		muColorAHandle=GLES20.glGetUniformLocation(mProgram, "uColorA");
	}
	
	public void drawSelf(float r,float g,float b,float a){
		
		MatrixState.rotate(rotateX, 1, 0, 0);
		MatrixState.rotate(rotateY, 0, 1, 0);
		
		GLES20.glUseProgram(mProgram);
		GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
		GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);    
        GLES20.glUniform3fv(muLightLocationHandle, 1, MatrixState.lightPositionFB);
        GLES20.glUniform3fv(muCameraHandle, 1, MatrixState.cameraFB);
        
		GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3*4, mVertexBuffer);
		GLES20.glVertexAttribPointer(maNormalHandle, 3, GLES20.GL_FLOAT, false, 3*4, mNormalBuffer);
		GLES20.glEnableVertexAttribArray(maPositionHandle);
		GLES20.glEnableVertexAttribArray(maNormalHandle);
		
		GLES20.glUniform1f(muColorRHandle, r);
		GLES20.glUniform1f(muColorGHandle, g);
		GLES20.glUniform1f(muColorBHandle, b);
		GLES20.glUniform1f(muColorAHandle, a);
		
		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;
	}
	
}
二、顶点着色器:

uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uLightLocation;	//光源位置
uniform vec3 uCamera;	//摄像机位置
attribute vec3 aPosition;  //顶点位置
attribute vec3 aNormal;    //顶点法向量
//用于传递给片元着色器的变量
varying vec4 vAmbient;
varying vec4 vDiffuse;
varying vec4 vSpecular;
 
//定位光光照计算的方法
void pointLight(					//定位光光照计算的方法
  in vec3 normal,				//法向量
  inout vec4 ambient,			//环境光最终强度
  inout vec4 diffuse,				//散射光最终强度
  inout vec4 specular,			//镜面光最终强度
  in vec3 lightLocation,			//光源位置
  in vec4 lightAmbient,			//环境光强度
  in vec4 lightDiffuse,			//散射光强度
  in vec4 lightSpecular			//镜面光强度
){
  ambient=lightAmbient;			//直接得出环境光的最终强度  
  vec3 normalTarget=aPosition+normal;	//计算变换后的法向量
  vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
  newNormal=normalize(newNormal); 	//对法向量规格化
  //计算从表面点到摄像机的向量
  vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);  
  //计算从表面点到光源位置的向量vp
  vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);  
  vp=normalize(vp);//格式化vp
  vec3 halfVector=normalize(vp+eye);	//求视线与光线的半向量    
  float shininess=50.0;				//粗糙度,越小越光滑
  float nDotViewPosition=max(0.0,dot(newNormal,vp)); 	//求法向量与vp的点积与0的最大值
  diffuse=lightDiffuse*nDotViewPosition;				//计算散射光的最终强度
  float nDotViewHalfVector=dot(newNormal,halfVector);	//法线与半向量的点积 
  float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); 	//镜面反射光强度因子
  specular=lightSpecular*powerFactor;    			//计算镜面光的最终强度
}


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  
   
   vec4 ambientTemp, diffuseTemp, specularTemp;   //存放环境光、散射光、镜面反射光的临时变量      
   pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,
   vec4(0.8,0.8,0.8,1.0),vec4(0.8,0.8,0.8,1.0),vec4(1.0,1.0,1.0,1.0));
   
   vAmbient=ambientTemp;
   vDiffuse=diffuseTemp;
   vSpecular=specularTemp;
}                      
三、片源着色器:

precision mediump float;

uniform float uColorR;
uniform float uColorG;
uniform float uColorB;
uniform float uColorA;

varying vec4 vAmbient;
varying vec4 vDiffuse;
varying vec4 vSpecular;

void main(){
    vec4 finalColor;
    finalColor=vec4(uColorR,uColorG,uColorB,uColorA);
    gl_FragColor=finalColor*vAmbient+finalColor*vDiffuse+finalColor*vSpecular;
}




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