Android高级进阶十 Android OpenGL开启混合色

         这一节看看混合色的开启,主要是实现立方体半透明的效果,但是今天这篇文章因为内容比较少,所以就增加了点触事件,当触及屏幕的时候,开启半透明效果,再次点击就关闭混合效果,效果图如下:

开启透明混色前

开启半透明混色后

        接着上一节的Android高级进阶九 Android OpenGL对立方体进行光照处理代码,我们接着整改,看代码:

  1.             //设置光线,,1.0f为全光线,a=50%  
  2.             gl.glColor4f(1.0f,1.0f,1.0f,0.5f);    
  3.             // 基于源象素alpha通道值的半透明混合函数  
  4.             gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE);  

        只需增加上述方法即可开启,现在我们通过点触事件来控制其开启:

  1.     @Override  
  2.     public boolean onTouchEvent(MotionEvent event) {  
  3.         // TODO Auto-generated method stub  
  4.         if (event.getAction() == MotionEvent.ACTION_DOWN){  
  5.             key = !key;  
  6.         }  
  7.         return super.onTouchEvent(event);  
  8.     } 

        完整代码如下:

  1. package org.ourunix.android.opengltest;  
  2. import java.nio.ByteBuffer;  
  3. import java.nio.ByteOrder;  
  4. import java.nio.FloatBuffer;  
  5. import java.nio.IntBuffer;  
  6.   
  7. import javax.microedition.khronos.egl.EGLConfig;  
  8. import javax.microedition.khronos.opengles.GL10;  
  9.   
  10. import android.app.Activity;  
  11. import android.graphics.Bitmap;  
  12. import android.graphics.BitmapFactory;  
  13. import android.opengl.GLSurfaceView;  
  14. import android.opengl.GLUtils;  
  15. import android.opengl.GLSurfaceView.Renderer;  
  16. import android.os.Bundle;  
  17. import android.view.KeyEvent;  
  18. import android.view.MotionEvent;  
  19.   
  20. public class OpenGLTestActivity extends Activity {  
  21.     private boolean key = false;  
  22.     /** Called when the activity is first created. */  
  23.     @Override  
  24.     public void onCreate(Bundle savedInstanceState) {  
  25.         super.onCreate(savedInstanceState);  
  26.         GLSurfaceView glView = new GLSurfaceView(this);  
  27.         glView.setRenderer(new GLRender());  
  28.         setContentView(glView);  
  29.     }  
  30.       
  31.     public class GLRender implements Renderer{   
  32.           
  33.         private int texture = -1;  
  34.         private int one = 0x10000;    
  35.         private int[] quarter = {-one,-one,one,  
  36.                                 one,-one,one,  
  37.                                 one,one,one,  
  38.                                 -one,one,one,  
  39.                                   
  40.                                 -one,-one,-one,  
  41.                                 -one,one,-one,  
  42.                                 one,one,-one,  
  43.                                 one,-one,-one,  
  44.                                   
  45.                                 -one,one,-one,  
  46.                                 -one,one,one,  
  47.                                 one,one,one,  
  48.                                 one,one,-one,  
  49.                                   
  50.                                 -one,-one,-one,  
  51.                                 one,-one,-one,  
  52.                                 one,-one,one,  
  53.                                 -one,-one,one,  
  54.                                   
  55.                                 one,-one,-one,  
  56.                                 one,one,-one,  
  57.                                 one,one,one,  
  58.                                 one,-one,one,  
  59.                                   
  60.                                 -one,-one,-one,  
  61.                                 -one,-one,one,  
  62.                                 -one,one,one,  
  63.                                 -one,one,-one,};  
  64.           
  65.         private int[] texCoords = {one,0,0,0,0,one,one,one,   
  66.                                 0,0,0,one,one,one,one,0,  
  67.                                 one,one,one,0,0,0,0,one,  
  68.                                 0,one,one,one,one,0,0,0,  
  69.                                 0,0,0,one,one,one,one,0,  
  70.                                 one,0,0,0,0,one,one,one,};  
  71.         //准备正方体顶点    
  72.         private IntBuffer quarterBuffer = BufferUtil.iBuffer(quarter);    
  73.         //纹理映射数据  
  74.         private IntBuffer texCoordsBuffer = BufferUtil.iBuffer(texCoords);   
  75.         ByteBuffer indicesBuffer = ByteBuffer.wrap(new byte[]{  
  76.                 0,1,3,2,  
  77.                 4,5,7,6,  
  78.                 8,9,11,10,  
  79.                 12,13,15,14,  
  80.                 16,17,19,18,  
  81.                 20,21,23,22,  
  82.         });  
  83.           
  84.         private float rotateX; //用于正方体x轴的旋转;  
  85.         private float rotateY; //用于正方体y轴的旋转;  
  86.         private float rotateZ; //用于正方体z轴的旋转;  
  87.           
  88.         //定义环境光  
  89.         private FloatBuffer lightAmbient = FloatBuffer.wrap(new float[]{0.5f, 0.5f, 0.5f, 1.0f });  
  90.         //定义漫射光  
  91.         private FloatBuffer lightDiffuse = FloatBuffer.wrap(new float[]{1.0f, 1.0f, 1.0f, 1.0f });  
  92.         //定义光源的位置  
  93.         private FloatBuffer lightPosition = FloatBuffer.wrap(new float[]{0.0f, 0.0f, 2.0f, 1.0f });  
  94.         //咳,咳现在开始画图了    
  95.         @Override    
  96.         public void onDrawFrame(GL10 gl) {    
  97.             // TODO Auto-generated method stub    
  98.             //清楚屏幕和深度缓存    
  99.             gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);  
  100.             //重置当前的观察模型矩阵  
  101.             gl.glLoadIdentity();  
  102.             //开启光源  
  103.             gl.glEnable(GL10.GL_LIGHTING);  
  104.             //现将屏幕向里移动,用来画正方体    
  105.             gl.glTranslatef(0.0f, 0.0f, -6.0f);   
  106.             //设置3个方向的旋转  
  107.             gl.glRotatef(rotateX, 1.0f, 0.0f, 0.0f);  
  108.             gl.glRotatef(rotateY, 0.0f, 1.0f, 0.0f);  
  109.             gl.glRotatef(rotateZ, 0.0f, 0.0f, 1.0f);  
  110.             //通知opnegl将文理名字texture绑定到指定的纹理目标上GL10.GL_TEXTURE_2D  
  111.             gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);  
  112.              
  113.             gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);   
  114.             //纹理的使用与开启颜色渲染一样,需要开启纹理功能  
  115.             gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);  
  116.               
  117.             //设置正方体 各顶点  
  118.             gl.glVertexPointer(3, GL10.GL_FIXED, 0, quarterBuffer);  
  119.             gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoordsBuffer);  
  120.               
  121.             //绘制  
  122.             gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24,  GL10.GL_UNSIGNED_BYTE, indicesBuffer);  
  123.             gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);  
  124.             gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);  
  125.               
  126.             rotateX += 0.5f;  
  127.             rotateY += 0.6f;   
  128.             rotateZ += 0.3f;   
  129.               
  130.             //混合开关  
  131.             if (key)  
  132.             {  
  133.                 gl.glEnable(GL10.GL_BLEND);     // 打开混合  
  134.                 gl.glDisable(GL10.GL_DEPTH_TEST);   // 关闭深度测试  
  135.             }  
  136.             else   
  137.             {  
  138.                 gl.glDisable(GL10.GL_BLEND);        // 关闭混合  
  139.                 gl.glEnable(GL10.GL_DEPTH_TEST);    // 打开深度测试  
  140.             }  
  141.         }    
  142.     
  143.         //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    
  144.         @Override    
  145.         public void onSurfaceChanged(GL10 gl, int width, int height) {    
  146.             // TODO Auto-generated method stub    
  147.             //设置OpenGL场景大小    
  148.             float ratio = (float) width / height;    
  149.             gl.glViewport(00, width, height);    
  150.             gl.glMatrixMode(GL10.GL_PROJECTION);//设置为投影矩阵模式    
  151.             gl.glLoadIdentity();//重置    
  152.             gl.glFrustumf(-ratio, ratio, -11110);//设置视角    
  153.             gl.glMatrixMode(GL10.GL_MODELVIEW);    
  154.             gl.glLoadIdentity();    
  155.         }    
  156.     
  157.         //当窗口被创建时我们可以做些初始化工作    
  158.         @Override    
  159.         public void onSurfaceCreated(GL10 gl, EGLConfig config) {    
  160.             // TODO Auto-generated method stub    
  161.             //设置清除屏幕时所用的颜色,参数依次为红、绿、蓝、Alpha值    
  162.             gl.glClearColor(0000);  
  163.             gl.glEnable(GL10.GL_CULL_FACE);  
  164.             //启用阴影平滑    
  165.             gl.glShadeModel(GL10.GL_SMOOTH);   
  166.             gl.glEnable(GL10.GL_DEPTH_TEST);//启用深度测试    
  167.               
  168.             //以下是关于深度缓存的设置,非常重要    
  169.             gl.glClearDepthf(1.0f);//设置深度缓存    
  170.             gl.glDepthFunc(GL10.GL_LEQUAL);//所做深度测试的类型    
  171.               
  172.             //告诉系统对透视进行修正    
  173.             gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);    
  174.             //允许2D贴图  
  175.             gl.glEnable(GL10.GL_TEXTURE_2D);  
  176.               
  177.             IntBuffer intBuffer = IntBuffer.allocate(1);  
  178.             //创建纹理  
  179.             gl.glGenTextures(1, intBuffer);  
  180.             texture = intBuffer.get();  
  181.             //设置需要使用的纹理  
  182.             gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);  
  183.               
  184.             Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.test);  
  185.             //生成纹理  
  186.             GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);  
  187.             // 线形滤波  
  188.             gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);  
  189.             gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);  
  190.               
  191.             //设置光线,,1.0f为全光线,a=50%  
  192.             gl.glColor4f(1.0f,1.0f,1.0f,0.5f);    
  193.             // 基于源象素alpha通道值的半透明混合函数  
  194.             gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE);    
  195.               
  196.             //设置环境光  
  197.             gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightAmbient);  
  198.             //设置漫射光  
  199.             gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse);  
  200.             //设置光源的位置  
  201.             gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosition);  
  202.             //开启ID号为GL_LIGHT1的光源  
  203.             gl.glEnable(GL10.GL_LIGHT1);  
  204.         }    
  205.             
  206.     }    
  207.         
  208.     public static class BufferUtil {    
  209.         public static IntBuffer intBuffer;  
  210.         public static FloatBuffer floatBuffer;  
  211.     
  212.         public static IntBuffer iBuffer(int[] a) {    
  213.             // 先初始化buffer,数组的长度*4,因为一个float占4个字节    
  214.             ByteBuffer mbb = ByteBuffer.allocateDirect(a.length * 4);    
  215.             // 数组排列用nativeOrder    
  216.             mbb.order(ByteOrder.nativeOrder());    
  217.             intBuffer = mbb.asIntBuffer();    
  218.             intBuffer.put(a);    
  219.             intBuffer.position(0);    
  220.             return intBuffer;    
  221.         }    
  222.           
  223.         public static FloatBuffer fBuffer(float[] a) {    
  224.             // 先初始化buffer,数组的长度*4,因为一个float占4个字节    
  225.             ByteBuffer mbb = ByteBuffer.allocateDirect(a.length * 4);    
  226.             // 数组排列用nativeOrder    
  227.             mbb.order(ByteOrder.nativeOrder());    
  228.             floatBuffer = mbb.asFloatBuffer();    
  229.             floatBuffer.put(a);    
  230.             floatBuffer.position(0);    
  231.             return floatBuffer;    
  232.         }  
  233.     }  
  234.       
  235.     @Override  
  236.     public boolean onTouchEvent(MotionEvent event) {  
  237.         // TODO Auto-generated method stub  
  238.         if (event.getAction() == MotionEvent.ACTION_DOWN){  
  239.             key = !key;  
  240.         }  
  241.         return super.onTouchEvent(event);  
  242.     }  
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