android opengl es--纹理映射,光照

import zhou.ne.he.four.FourRend;
import zhou.ne.he.one.OneRend;
import zhou.ne.he.thri.ThriRend;
import zhou.ne.he.two.TwoRend;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;

public class Run extends Activity {

 private GLSurfaceView gl_view = null;
 private GLSurfaceView.Renderer gl_rend = null;
 private float mPreviousX;
 private float mPreviousY;

 public void onCreate(Bundle savedInstanceState) {
  super.onCreate(savedInstanceState);
  gl_view = new GLSurfaceView(this);
//  gl_rend = new FourRend(this.getApplicationContext());
//  gl_rend = new OneRend();
//  gl_rend = new TwoRend();
  gl_rend = new ThriRend(this.getApplicationContext());
  gl_view.setRenderer(gl_rend);
  setContentView(gl_view);
 }

 public boolean onKeyUp(int keyCode, KeyEvent event) {
  ((ThriRend) gl_rend).onKeyUp(keyCode, event);
  return false;
 }

 public boolean onTouchEvent(MotionEvent event) {
  float x = event.getX();
  float y = event.getY();
  if (event.getAction() == event.ACTION_MOVE) {
   ((ThriRend) gl_rend).rato += (x - mPreviousX) * 0.5f;
  }
  mPreviousX = x;
  mPreviousY = y;
  return super.onTouchEvent(event);
 }

 protected void onResume() {
  super.onResume();
  gl_view.onResume();
 }

 protected void onPause() {
  super.onPause();
  gl_view.onPause();
 }
}

 

 

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLSurfaceView.Renderer;

public class BaseRend implements Renderer {
 
 public float rato = 0.0f;

 public void onDrawFrame(GL10 gl) {
           gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
           gl.glMatrixMode(GL10.GL_MODELVIEW);
           gl.glLoadIdentity();
 }

 public void onSurfaceChanged(GL10 gl, int width, int height) {
           if(height == 0){
            height = 1;
           }
           float ratio = (float)width / (float)height;
           gl.glViewport(0, 0, width, height);
           gl.glMatrixMode(GL10.GL_PROJECTION);
           gl.glLoadIdentity();
           gl.glFrustumf(-ratio, ratio, -1, 1, 1.0f, 10.0f);
           gl.glMatrixMode(GL10.GL_MODELVIEW);
           gl.glLoadIdentity();
 }

 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
                 gl.glDisable(GL10.GL_DITHER);
//                 gl.glEnable(GL10.GL_CULL_FACE);
                 gl.glShadeModel(GL10.GL_SMOOTH);
                 gl.glClearColor(0, 0, 0, 0.5f);
                 gl.glClearDepthf(1.0f);
                 gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
 }

}

 

import java.nio.IntBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import zhou.ne.he.BaseRend;
import zhou.ne.he.Cube;
import zhou.ne.he.R;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import android.view.KeyEvent;

public class ThriRend extends BaseRend {

 public float rato = 0;
 private int[] texture = null;// 纹理数组
 private Bitmap[] bit = new Bitmap[6];
 private boolean key = true;

 public ThriRend(Context context) {
  bit[0] = BitmapFactory.decodeResource(context.getResources(),
    R.drawable.icon1);
  bit[1] = BitmapFactory.decodeResource(context.getResources(),
    R.drawable.icon2);
  bit[2] = BitmapFactory.decodeResource(context.getResources(),
    R.drawable.icon3);
  bit[3] = BitmapFactory.decodeResource(context.getResources(),
    R.drawable.icon4);
  bit[4] = BitmapFactory.decodeResource(context.getResources(),
    R.drawable.icon5);
  bit[5] = BitmapFactory.decodeResource(context.getResources(),
    R.drawable.icon6);
 }

 public boolean onKeyUp(int keyCode, KeyEvent event) {
  key = !key;
  return false;
 }

 public void onDrawFrame(GL10 gl) {
  super.onDrawFrame(gl);
  gl.glTranslatef(0.0f, 0.0f, -5.0f);

  // 设置旋转
  // gl.glRotatef(rato, 0.0f, 1.0f, 0.0f);
  gl.glRotatef(rato, 1.0f, 0.0f, 0.0f);
  gl.glRotatef(rato, 0.0f, 1.0f, 0.0f);

  gl.glNormalPointer(GL10.GL_FIXED, 0, Cube.normals);
  gl.glVertexPointer(3, GL10.GL_FIXED, 0, Cube.vertices);
  gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, Cube.texCoords);

  gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
  gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

  // 绘制四边形
  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
  gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE,
    Cube.indices1);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);
  gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 8, GL10.GL_UNSIGNED_BYTE,
    Cube.indices2);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);
  gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 12, GL10.GL_UNSIGNED_BYTE,
    Cube.indices3);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
  gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 16, GL10.GL_UNSIGNED_BYTE,
    Cube.indices4);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
  gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 20, GL10.GL_UNSIGNED_BYTE,
    Cube.indices5);
  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[5]);
  gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24, GL10.GL_UNSIGNED_BYTE,
    Cube.indices6);

  gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
  gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
  gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
  // rato += 2.5f;
  if(key){
   gl.glEnable(GL10.GL_BLEND); // 打开混合
   gl.glDisable(GL10.GL_DEPTH_TEST); // 关闭深度测试
  }else{
   gl.glDisable(GL10.GL_BLEND); // 打开混合
   gl.glEnable(GL10.GL_DEPTH_TEST); // 关闭深度测试
  }
 }

 public void onSurfaceChanged(GL10 gl, int width, int height) {
  super.onSurfaceChanged(gl, width, height);
 }

 public void onSurfaceCreated(GL10 gl, EGLConfig config) {
  super.onSurfaceCreated(gl, config);
  
   gl.glEnable(GL10.GL_DEPTH_TEST);
         gl.glDepthFunc(GL10.GL_LEQUAL);
  
  // 打开纹理
  gl.glEnable(GL10.GL_TEXTURE_2D);

  // 绑定纹理
  IntBuffer t_b = IntBuffer.allocate(6);
  gl.glGenTextures(6, t_b);// 设置纹理的个数
  texture = t_b.array();

  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
  GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[0], 0);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
    GL10.GL_NEAREST);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
    GL10.GL_NEAREST);

  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);
  GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[1], 0);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
    GL10.GL_NEAREST);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
    GL10.GL_NEAREST);

  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);
  GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[2], 0);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
    GL10.GL_NEAREST);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
    GL10.GL_NEAREST);

  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
  GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[3], 0);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
    GL10.GL_NEAREST);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
    GL10.GL_NEAREST);

  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
  GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[4], 0);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
    GL10.GL_NEAREST);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
    GL10.GL_NEAREST);

  gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[5]);
  GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[5], 0);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
    GL10.GL_NEAREST);
  gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
    GL10.GL_NEAREST);

  gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

  gl.glColor4f(1.0f, 1.0f, 1.0f, 0.4f);

  gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);

  // 设置环境光
  gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, Cube.lightAmbient);

  // 设置漫射光
  gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, Cube.lightDiffuse);

  // 设置光源位置
  gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, Cube.lightPosition);

  // 开启光源
  gl.glEnable(GL10.GL_LIGHT1);

  // 开启混合
  gl.glEnable(GL10.GL_BLEND);
 }

}

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