一连串的OpenGL处理,不知道大家疲惫了没有,但是walfred却更加的着迷了,今天就接着在上一篇的立方体之后,对立方体进行光照处理,老样子先上效果图:
效果图这次我就上静态图了,因为尝试过截取gif格式,但由于不同的光照导致截取的gif格式的图片很丑,所以只好取一张静态图。
本节的内容很简单,介绍两种光照:环境光Ambient和漫射光Diffuse。
Ambient: 指光线经过多次反射后已经无法得知其方向(可以看作来自所有方向),可以成为环境光,该光源如果射到某个平面,其反射方向为所有方向。Ambient 不依赖于光源的方向。
Diffuse:当一束平行的入射光线射到粗糙的表面时,因面上凹凸不平,所以入射线虽然互相平行,由于各点的法线方向不一致,造成反射光线向不同的方向无规则地反射,这种反射称之为“漫反射”或“漫射”。这个反射的光则称为漫射光。漫射光射到某个平面时,其反射方向也为所有方向。diffuse 只依赖于光源的方向和法线的方向。
这两种光照使用方法都一样,但是效果却不同,具体使用方法如下:定义光源、定义光源位置、开启指定代号的光源、开启光照步;
数据准备:
- //定义环境光
- private FloatBuffer lightAmbient = FloatBuffer.wrap(new float[]{0.5f, 0.5f, 0.5f, 1.0f });
- //定义漫射光
- private FloatBuffer lightDiffuse = FloatBuffer.wrap(new float[]{1.0f, 1.0f, 1.0f, 1.0f });
- //定义光源的位置
- private FloatBuffer lightPosition = FloatBuffer.wrap(new float[]{0.0f, 0.0f, 2.0f, 1.0f });
在onSurfaceCreated方法中做如下处理:
- //设置环境光
- gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient);
- //设置漫射光
- gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse);
- //设置光源的位置
- gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition);
- //开启ID号为GL_LIGHT1的光源
- gl.glEnable(GL10.GL_LIGHT1);
在onDraw方法中开启即可:
- //开启光源
- gl.glEnable(GL10.GL_LIGHTING);
源码如下:
- package org.ourunix.android.opengltest;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import java.nio.IntBuffer;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- import android.app.Activity;
- import android.graphics.Bitmap;
- import android.graphics.BitmapFactory;
- import android.opengl.GLSurfaceView;
- import android.opengl.GLUtils;
- import android.opengl.GLSurfaceView.Renderer;
- import android.os.Bundle;
- public class OpenGLTestActivity extends Activity {
- /** Called when the activity is first created. */
- @Override
- public void onCreate(Bundle savedInstanceState) {
- super.onCreate(savedInstanceState);
- GLSurfaceView glView = new GLSurfaceView(this);
- glView.setRenderer(new GLRender());
- setContentView(glView);
- }
- public class GLRender implements Renderer{
- private int texture = -1;
- private int one = 0x10000;
- private int[] quarter = {-one,-one,one,
- one,-one,one,
- one,one,one,
- -one,one,one,
- -one,-one,-one,
- -one,one,-one,
- one,one,-one,
- one,-one,-one,
- -one,one,-one,
- -one,one,one,
- one,one,one,
- one,one,-one,
- -one,-one,-one,
- one,-one,-one,
- one,-one,one,
- -one,-one,one,
- one,-one,-one,
- one,one,-one,
- one,one,one,
- one,-one,one,
- -one,-one,-one,
- -one,-one,one,
- -one,one,one,
- -one,one,-one,};
- private int[] texCoords = {one,0,0,0,0,one,one,one,
- 0,0,0,one,one,one,one,0,
- one,one,one,0,0,0,0,one,
- 0,one,one,one,one,0,0,0,
- 0,0,0,one,one,one,one,0,
- one,0,0,0,0,one,one,one,};
- //准备正方体顶点
- private IntBuffer quarterBuffer = BufferUtil.iBuffer(quarter);
- //纹理映射数据
- private IntBuffer texCoordsBuffer = BufferUtil.iBuffer(texCoords);
- ByteBuffer indicesBuffer = ByteBuffer.wrap(new byte[]{
- 0,1,3,2,
- 4,5,7,6,
- 8,9,11,10,
- 12,13,15,14,
- 16,17,19,18,
- 20,21,23,22,
- });
- private float rotateX; //用于正方体x轴的旋转;
- private float rotateY; //用于正方体y轴的旋转;
- private float rotateZ; //用于正方体z轴的旋转;
- //定义环境光
- private FloatBuffer lightAmbient = FloatBuffer.wrap(new float[]{0.5f, 0.5f, 0.5f, 1.0f });
- //定义漫射光
- private FloatBuffer lightDiffuse = FloatBuffer.wrap(new float[]{1.0f, 1.0f, 1.0f, 1.0f });
- //定义光源的位置
- private FloatBuffer lightPosition = FloatBuffer.wrap(new float[]{0.0f, 0.0f, 2.0f, 1.0f });
- //咳,咳现在开始画图了
- @Override
- public void onDrawFrame(GL10 gl) {
- // TODO Auto-generated method stub
- //清楚屏幕和深度缓存
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
- //重置当前的观察模型矩阵
- gl.glLoadIdentity();
- //开启光源
- gl.glEnable(GL10.GL_LIGHTING);
- //现将屏幕向里移动,用来画正方体
- gl.glTranslatef(0.0f, 0.0f, -6.0f);
- //设置3个方向的旋转
- gl.glRotatef(rotateX, 1.0f, 0.0f, 0.0f);
- gl.glRotatef(rotateY, 0.0f, 1.0f, 0.0f);
- gl.glRotatef(rotateZ, 0.0f, 0.0f, 1.0f);
- //通知opnegl将文理名字texture绑定到指定的纹理目标上GL10.GL_TEXTURE_2D
- gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- //纹理的使用与开启颜色渲染一样,需要开启纹理功能
- gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
- //设置正方体 各顶点
- gl.glVertexPointer(3, GL10.GL_FIXED, 0, quarterBuffer);
- gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoordsBuffer);
- //绘制
- gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24, GL10.GL_UNSIGNED_BYTE, indicesBuffer);
- gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
- gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
- rotateX += 0.5f;
- rotateY += 0.6f;
- rotateZ += 0.3f;
- }
- //当窗口改变时,调用,至少在创建窗口时调用一次,这边设置下场景大小
- @Override
- public void onSurfaceChanged(GL10 gl, int width, int height) {
- // TODO Auto-generated method stub
- //设置OpenGL场景大小
- float ratio = (float) width / height;
- gl.glViewport(0, 0, width, height);
- gl.glMatrixMode(GL10.GL_PROJECTION);//设置为投影矩阵模式
- gl.glLoadIdentity();//重置
- gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);//设置视角
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- }
- //当窗口被创建时我们可以做些初始化工作
- @Override
- public void onSurfaceCreated(GL10 gl, EGLConfig config) {
- // TODO Auto-generated method stub
- //设置清除屏幕时所用的颜色,参数依次为红、绿、蓝、Alpha值
- gl.glClearColor(0, 0, 0, 0);
- gl.glEnable(GL10.GL_CULL_FACE);
- //启用阴影平滑
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glEnable(GL10.GL_DEPTH_TEST);//启用深度测试
- //以下是关于深度缓存的设置,非常重要
- gl.glClearDepthf(1.0f);//设置深度缓存
- gl.glDepthFunc(GL10.GL_LEQUAL);//所做深度测试的类型
- //告诉系统对透视进行修正
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
- //允许2D贴图
- gl.glEnable(GL10.GL_TEXTURE_2D);
- IntBuffer intBuffer = IntBuffer.allocate(1);
- //创建纹理
- gl.glGenTextures(1, intBuffer);
- texture = intBuffer.get();
- //设置需要使用的纹理
- gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
- Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.test);
- //生成纹理
- GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
- // 线形滤波
- gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
- gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
- //设置环境光
- gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient);
- //设置漫射光
- gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse);
- //设置光源的位置
- gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition);
- //开启ID号为GL_LIGHT1的光源
- gl.glEnable(GL10.GL_LIGHT1);
- }
- }
- public static class BufferUtil {
- public static IntBuffer intBuffer;
- public static FloatBuffer floatBuffer;
- public static IntBuffer iBuffer(int[] a) {
- // 先初始化buffer,数组的长度*4,因为一个float占4个字节
- ByteBuffer mbb = ByteBuffer.allocateDirect(a.length * 4);
- // 数组排列用nativeOrder
- mbb.order(ByteOrder.nativeOrder());
- intBuffer = mbb.asIntBuffer();
- intBuffer.put(a);
- intBuffer.position(0);
- return intBuffer;
- }
- public static FloatBuffer fBuffer(float[] a) {
- // 先初始化buffer,数组的长度*4,因为一个float占4个字节
- ByteBuffer mbb = ByteBuffer.allocateDirect(a.length * 4);
- // 数组排列用nativeOrder
- mbb.order(ByteOrder.nativeOrder());
- floatBuffer = mbb.asFloatBuffer();
- floatBuffer.put(a);
- floatBuffer.position(0);
- return floatBuffer;
- }
- }
- }