Android音视频开发-如何用OPENGL ES绘制圆柱体

本文实例为大家分享了android使用OPENGL ES绘制圆柱体的具体代码,供大家参考,具体内容如下

效果图:

o3zdxgk2bk.gif

编写jiem.java

*指定屏幕所要显示的假面,并对见、界面进行相关设置 *为Activity设置恢复处理,当Acitvity恢复设置时显示界面同样应该恢复 *当Activity暂停设置时,显示界面同样应该暂停

package com.scout.eeeeeee;

import android.app.Activity;
import android.os.Bundle;
import android.app.Activity;
import android.os.Bundle;
import android.app.Activity;
import android.content.pm.ActivityInfo;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;

public class jiem extends Activity {
    
    
 private MyGLSurfaceView mGLSurfaceView;
 /** Called when the activity is first created. */
 @Override
 public void onCreate(Bundle savedInstanceState) {
    
    
  super.onCreate(savedInstanceState);

  requestWindowFeature(Window.FEATURE_NO_TITLE);
  getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
  setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);

  mGLSurfaceView = new MyGLSurfaceView(this);
  setContentView(mGLSurfaceView);
  mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
  mGLSurfaceView.requestFocus();//获取焦点
 }

 @Override
 protected void onResume() {
    
    
  super.onResume();
  mGLSurfaceView.onResume();
 }

 @Override
 protected void onPause() {
    
    
  super.onPause();
  mGLSurfaceView.onPause();
 }
}

编写MyGLSurfaceView.java实现场景加载和渲染功能

package com.scout.eeeeeee;
/**
* Created by liuguodong on 2017/10/29.
*/
import java.io.IOException;
import java.io.InputStream;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.view.MotionEvent;
public class MyGLSurfaceView extends GLSurfaceView {
    
    
private final float suo = 180.0f/320;//角度缩放比例
private SceneRenderer mRenderer;//场景渲染器
private float shangY;//上次的触控位置Y坐标
private float shangX;//上次的触控位置Y坐标
private int lightAngle=90;//灯的当前角度
public MyGLSurfaceView(Context context) {
    
    
super(context);
mRenderer = new SceneRenderer(); //创建场景渲染器
setRenderer(mRenderer);    //设置渲染器
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
}
//触摸事件回调方法
@Override
public boolean onTouchEvent(MotionEvent e) {
    
    
float y = e.getY();
float x = e.getX();
switch (e.getAction()) {
    
    
case MotionEvent.ACTION_MOVE:
float dy = y - shangY;//计算触控笔Y位移
float dx = x - shangX;//计算触控笔Y位移
mRenderer.cylinder.mAngleX += dy * suo;//设置沿x轴旋转角度
mRenderer.cylinder.mAngleZ += dx * suo;//设置沿z轴旋转角度
requestRender();//重绘画面
}
shangY = y;//记录触控笔位置
shangX = x;//记录触控笔位置
return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer
{
    
    
int textureId;//纹理名称ID
zhuCH cylinder;//创建圆柱体
public SceneRenderer()
{
    
    
}
public void onDrawFrame(GL10 gl) {
    
    
//清除颜色缓存
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//设置当前矩阵为模式矩阵
gl.glMatrixMode(GL10.GL_MODELVIEW);
//设置当前矩阵为单位矩阵
gl.glLoadIdentity();
gl.glPushMatrix();//保护变换矩阵现场
float lx=0; //设定光源的位置
float ly=(float)(7*Math.cos(Math.toRadians(lightAngle)));
float lz=(float)(7*Math.sin(Math.toRadians(lightAngle)));
float[] positionParamsRed={
    
    lx,ly,lz,0};
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParamsRed,0);
initMaterial(gl);//初始化纹理
gl.glTranslatef(0, 0, -10f);//平移
initLight(gl);//开灯
cylinder.drawSelf(gl);//绘制
closeLight(gl);//关灯
gl.glPopMatrix();//恢复变换矩阵现场
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
    
    
//设置视窗大小及位置
gl.glViewport(0, 0, width, height);
//设置当前矩阵为投影矩阵
gl.glMatrixMode(GL10.GL_PROJECTION);
//设置当前矩阵为单位矩阵
gl.glLoadIdentity();
//计算透视投影的比例
float ratio = (float) width / height;
//调用此方法计算产生透视投影矩阵
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 100);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    
    
//关闭抗抖动
gl.glDisable(GL10.GL_DITHER);
//设置特定Hint项目的模式,这里为设置为使用快速模式
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST);
//设置屏幕背景色黑色RGBA
gl.glClearColor(0,0,0,0);
//设置着色模型为平滑着色
gl.glShadeModel(GL10.GL_SMOOTH);
//启用深度测试
gl.glEnable(GL10.GL_DEPTH_TEST);
textureId=initTexture(gl,R.drawable.stone);//纹理ID
cylinder=new zhuCH(10f,2f,18f,textureId);//创建圆柱体
}
}
//初始化白色灯
private void initLight(GL10 gl)
{
    
    
gl.glEnable(GL10.GL_LIGHTING);//允许光照
gl.glEnable(GL10.GL_LIGHT1);//打开1号灯
//环境光设置
float[] ambientParams={
    
    0.2f,0.2f,0.2f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, ambientParams,0);
//散射光设置
float[] diffuseParams={
    
    1f,1f,1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, diffuseParams,0);
//反射光设置
float[] specularParams={
    
    1f,1f,1f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, specularParams,0);
}
//关闭灯
private void closeLight(GL10 gl)
{
    
    
gl.glDisable(GL10.GL_LIGHT1);
gl.glDisable(GL10.GL_LIGHTING);
}
//初始化材质
private void initMaterial(GL10 gl)
{
    
    
//环境光
float ambientMaterial[] = {
    
    248f/255f, 242f/255f, 144f/255f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0);
//散射光
float diffuseMaterial[] = {
    
    248f/255f, 242f/255f, 144f/255f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0);
//高光材质
float specularMaterial[] = {
    
    248f/255f, 242f/255f, 144f/255f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, specularMaterial,0);
gl.glMaterialf(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, 100.0f);
}
//初始化纹理
public int initTexture(GL10 gl,int drawableId)//textureId
{
    
    
//生成纹理ID
int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);
int currTextureId=textures[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, currTextureId);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR_MIPMAP_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR_MIPMAP_LINEAR);
((GL11)gl).glTexParameterf(GL10.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL10.GL_TRUE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,GL10.GL_REPEAT);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,GL10.GL_REPEAT);
InputStream is = this.getResources().openRawResource(drawableId);
Bitmap bitmapTmp;
try
{
    
    
bitmapTmp = BitmapFactory.decodeStream(is);
}
finally
{
    
    
try
{
    
    
is.close();
}
catch(IOException e)
{
    
    
e.printStackTrace();
}
}
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmapTmp, 0);
bitmapTmp.recycle();
return currTextureId;
}
}

编写zgyCH.java

*设置圆柱体的控制属性,主要包括纹理、高度、截面半径、截面角度切分单位和高度切分单位,这些属性用于控制圆柱体的大小 *定义各个圆柱体绘制类的三角形绘制方法和工具方法 *实现圆柱体的线性会执法,线性会执法和三角形会执法顶点的获取方法相同,只是采用的绘制顶点顺序和渲染方法不同,并且先行绘制没有光照和纹理贴图

package com.scout.eeeeeee;
/**
* Created by liuguodong on 2017/10/29.
*/
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import javax.microedition.khronos.opengles.GL10;
public class zhuCH
{
    
    
private FloatBuffer dingBuffer;//顶点坐标缓冲
private FloatBuffer myNormalBuffer;//向量缓冲
private FloatBuffer myTexture;//纹理缓冲
int textureId;
int vCount;//顶点数量
float length;//圆柱长度
float circle_radius;//圆截环半径
float degreespan; //圆截环每一份的度数大小
public float mAngleX;
public float mAngleY;
public float mAngleZ;
public zhuCH(float length,float circle_radius,float degreespan,int textureId)
{
    
    
this.circle_radius=circle_radius;
this.length=length;
this.degreespan=degreespan;
this.textureId=textureId;
float collength=(float)length;//圆柱每块所占的长度
int spannum=(int)(360.0f/degreespan);
ArrayList<Float  val=new ArrayList<Float ();//顶点存放列表
ArrayList<Float  ial=new ArrayList<Float ();//法向量存放列表
for(float circle_degree=180.0f;circle_degree 0.0f;circle_degree-=degreespan)//循环行
{
    
    
float x1 =(float)(-length/2);
float y1=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
float z1=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));
float a1=0;
float b1=y1;
float c1=z1;
float l1=getVectorLength(a1, b1, c1);//模长
a1=a1/l1;//法向量规格化
b1=b1/l1;
c1=c1/l1;
float x2 =(float)(-length/2);
float y2=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
float z2=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));
float a2=0;
float b2=y2;
float c2=z2;
float l2=getVectorLength(a2, b2, c2);//模长
a2=a2/l2;//法向量规格化
b2=b2/l2;
c2=c2/l2;
float x3 =(float)(length/2);
float y3=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree-degreespan)));
float z3=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree-degreespan)));
float a3=0;
float b3=y3;
float c3=z3;
float l3=getVectorLength(a3, b3, c3);//模长
a3=a3/l3;//法向量规格化
b3=b3/l3;
c3=c3/l3;
float x4 =(float)(length/2);
float y4=(float) (circle_radius*Math.sin(Math.toRadians(circle_degree)));
float z4=(float) (circle_radius*Math.cos(Math.toRadians(circle_degree)));
float a4=0;
float b4=y4;
float c4=z4;
float l4=getVectorLength(a4, b4, c4);//模长
a4=a4/l4;//法向量规格化
b4=b4/l4;
c4=c4/l4;
val.add(x1);val.add(y1);val.add(z1);//两个三角形,共6个顶点的坐标
val.add(x2);val.add(y2);val.add(z2);
val.add(x4);val.add(y4);val.add(z4);
val.add(x2);val.add(y2);val.add(z2);
val.add(x3);val.add(y3);val.add(z3);
val.add(x4);val.add(y4);val.add(z4);
ial.add(a1);ial.add(b1);ial.add(c1);//顶点对应的法向量
ial.add(a2);ial.add(b2);ial.add(c2);
ial.add(a4);ial.add(b4);ial.add(c4);
ial.add(a2);ial.add(b2);ial.add(c2);
ial.add(a3);ial.add(b3);ial.add(c3);
ial.add(a4);ial.add(b4);ial.add(c4);
}
vCount=val.size()/3;//确定顶点数量
//顶点
float[] vertexs=new float[vCount*3];
for(int i=0;i<vCount*3;i++)
{
    
    
vertexs[i]=val.get(i);
}
ByteBuffer vbb=ByteBuffer.allocateDirect(vertexs.length*4);
vbb.order(ByteOrder.nativeOrder());
dingBuffer=vbb.asFloatBuffer();
dingBuffer.put(vertexs);
dingBuffer.position(0);
//法向量
float[] normals=new float[vCount*3];
for(int i=0;i<vCount*3;i++)
{
    
    
normals[i]=ial.get(i);
}
ByteBuffer ibb=ByteBuffer.allocateDirect(normals.length*4);
ibb.order(ByteOrder.nativeOrder());
myNormalBuffer=ibb.asFloatBuffer();
myNormalBuffer.put(normals);
myNormalBuffer.position(0);
//纹理
float[] textures=generateTexCoor(spannum);
ByteBuffer tbb=ByteBuffer.allocateDirect(textures.length*4);
tbb.order(ByteOrder.nativeOrder());
myTexture=tbb.asFloatBuffer();
myTexture.put(textures);
myTexture.position(0);
}
public void drawSelf(GL10 gl)
{
    
    
gl.glRotatef(mAngleX, 1, 0, 0);//旋转
gl.glRotatef(mAngleY, 0, 1, 0);
gl.glRotatef(mAngleZ, 0, 0, 1);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);//打开顶点缓冲
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, dingBuffer);//指定顶点缓冲
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);//打开法向量缓冲
gl.glNormalPointer(GL10.GL_FLOAT, 0, myNormalBuffer);//指定法向量缓冲
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, myTexture);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, vCount);//绘制图像
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);//关闭缓冲
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
}
//法向量规格化,求模长度
public float getVectorLength(float x,float y,float z)
{
    
    
float pingfang=x*x+y*y+z*z;
float length=(float) Math.sqrt(pingfang);
return length;
}
//自动切分纹理产生纹理数组的方法
public float[] generateTexCoor(int bh)
{
    
    
float[] result=new float[bh*6*2];
float REPEAT=2;
float sizeh=1.0f/bh;//行数
int c=0;
for(int i=0;i<bh;i++)
{
    
    
//每行列一个矩形,由两个三角形构成,共六个点,12个纹理坐标
float t=i*sizeh;
result[c++]=0;
result[c++]=t;
result[c++]=0;
result[c++]=t+sizeh;
result[c++]=REPEAT;
result[c++]=t;
result[c++]=0;
result[c++]=t+sizeh;
result[c++]=REPEAT;
result[c++]=t+sizeh;
result[c++]=REPEAT;
result[c++]=t;
}
return result;
}
}

以上就是本文的全部内容,希望对大家的学习有所帮助。

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转载自blog.csdn.net/m0_70749039/article/details/130331372