目标: 为四方体的每个面贴上一张图片,并自动旋转。
一、基础知识:
1.初始化:
// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 2.创建纹理
gl.glGenTextures(1, textureids, 0);
// 3.绑定要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
// 5.线性滤波
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);
2.使用:
// 1.清除屏幕和深度缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// 2.重置当前的模型观察矩阵
gl.glLoadIdentity();
// 3.开启顶点和纹理功能(开启顶点和纹理缓冲)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// 4.设置点点和纹理
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer);
// 5.向z轴里移入6.0f
gl.glTranslatef(0.0f, 0.0f, -5.0f);
// 6.设置3个方向的旋转
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);
// 7.绘制正方体
for (int i = 0; i < 6; i++) {
switch(i)
{
case 0:
// 8.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
break;
}
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 4, 4);
}
// 9.关闭顶点和纹理功能
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// 10.调节旋转角度
xrot+=0.5f;
yrot+=0.4f;
zrot+=0.6f;
3.补充说明,相对上一节中,我多添加了一个函数:
public GLRender(Context context) {
this.context = context;
// 初始化
textureids = new int[1];
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asIntBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * 6);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asIntBuffer();
//为每一个面贴上纹理
for (int i = 0; i < 6; i++) {
texBuffer.put(texCoords);
}
texBuffer.position(0);
}
主要是对各个面的顶点做一个初始化。
二、实现:
1. 界面编辑:
【res\layout\main.xml】
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
<TextView
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:text="@string/hello"
/>
<Button
android:id="@+id/button1"
android:layout_width="145dp"
android:layout_height="wrap_content"
android:text="演示开始" />
</LinearLayout>
2.代码编辑:
【\src\com\yarin\android\Examples\Activity01.java】
package com.yarin.android.Examples_12_05;
import java.io.IOException;
import java.io.InputStream;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.res.Resources;
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;
import android.view.View;
import android.widget.Button;
public class Activity01 extends Activity
{
Renderer render = new GLRender(this);
GLSurfaceView glView;
Button start; // 演示开始
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
GLImage.load(this.getResources());
glView = new GLSurfaceView(this);
glView.setRenderer(render);
setContentView(R.layout.main);
start=(Button)findViewById(R.id.button1); // "演示开始"按钮初始化
start.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
// TODO Auto-generated method stub
setContentView(glView);
}
});
//setContentView(glView);
}
}
class GLImage
{
public static Bitmap iBitmap;
public static Bitmap jBitmap;
public static Bitmap kBitmap;
public static Bitmap lBitmap;
public static Bitmap mBitmap;
public static Bitmap nBitmap;
public static Bitmap close_Bitmap;
public static void load(Resources resources)
{
iBitmap = BitmapFactory.decodeResource(resources, R.drawable.img);
jBitmap = BitmapFactory.decodeResource(resources, R.drawable.jmg);
kBitmap = BitmapFactory.decodeResource(resources, R.drawable.kmg);
lBitmap = BitmapFactory.decodeResource(resources, R.drawable.lmg);
mBitmap = BitmapFactory.decodeResource(resources, R.drawable.mmg);
nBitmap = BitmapFactory.decodeResource(resources, R.drawable.nmg);
close_Bitmap = BitmapFactory.decodeResource(resources, R.drawable.close);
}
}
【\src\com\yarin\android\Examples\GLRender.java】
package com.yarin.android.Examples_12_05;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import java.nio.ByteOrder;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import android.opengl.GLSurfaceView.Renderer;
import android.content.Context;
public class GLRender implements Renderer
{
public Context context;
private int[] textureids;
private IntBuffer vertexBuffer;
private IntBuffer texBuffer;
private float xrot, yrot, zrot;
private int one = 0x10000;
// 正方体顶点
private int[] vertices = {
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
};
//纹理点
private int[] texCoords = {
0, one,
one, one,
0, 0,
one, 0
};
public GLRender(Context context) {
this.context = context;
// 初始化
textureids = new int[1];
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asIntBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * 6);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asIntBuffer();
//为每一个面贴上纹理
for (int i = 0; i < 6; i++) {
texBuffer.put(texCoords);
}
texBuffer.position(0);
}
@Override
public void onDrawFrame(GL10 gl)
{
// 1.清除屏幕和深度缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// 2.重置当前的模型观察矩阵
gl.glLoadIdentity();
// 3.开启顶点和纹理功能(开启顶点和纹理缓冲)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// 4.设置点点和纹理
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer);
// 5.向z轴里移入6.0f
gl.glTranslatef(0.0f, 0.0f, -5.0f);
// 6.设置3个方向的旋转
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f);
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f);
gl.glRotatef(zrot, 0.0f, 0.0f, 1.0f);
// 7.绘制正方体
for (int i = 0; i < 6; i++) {
switch(i)
{
case 0:
// 8.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
break;
case 1:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.jBitmap, 0);
break;
case 2:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.kBitmap, 0);
break;
case 3:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.lBitmap, 0);
break;
case 4:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);
break;
case 5:
// 生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.nBitmap, 0);
break;
}
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 4, 4);
}
// 9.关闭顶点和纹理功能
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
// 10.调节旋转角度
xrot+=0.5f;
yrot+=0.4f;
zrot+=0.6f;
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
float ratio = (float) (width)/height;
//设置OpenGL场景的大小
gl.glViewport(0, 0, width, height);
//设置投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//重置投影矩阵
gl.glLoadIdentity();
// 设置视口的大小
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
// 选择模型观察矩阵
gl.glMatrixMode(GL10.GL_MODELVIEW);
// 重置模型观察矩阵
gl.glLoadIdentity();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// 告诉系统对透视进行修正
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
// 绿色背景
gl.glClearColor(0, 1, 0, 0);
gl.glEnable(GL10.GL_CULL_FACE);
// 启用阴影平滑
gl.glShadeModel(GL10.GL_SMOOTH);
// 启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
//启用纹理映射
gl.glClearDepthf(1.0f);
//深度测试的类型
gl.glDepthFunc(GL10.GL_LEQUAL);
// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 2.创建纹理
gl.glGenTextures(1, textureids, 0);
// 3.绑定要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
// 5.线性滤波
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);
}
}
三、效果:
本文博客源地址:http://blog.csdn.net/ypist