http://blog.csdn.net/hmg25/article/details/6740136
(球上纹理)
package com.ct.testmyfirst3d; import android.app.Activity; import android.os.Bundle; import android.widget.CompoundButton; import android.widget.CompoundButton.OnCheckedChangeListener; import android.widget.LinearLayout; import android.widget.ToggleButton; public class TextureActivity extends Activity{ TextureSurface mSurface; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); mSurface = new TextureSurface(this); mSurface.requestFocus(); mSurface.setFocusableInTouchMode(true); LinearLayout llLayout = (LinearLayout)findViewById(R.id.main_liner); llLayout.addView(mSurface); ToggleButton tb = (ToggleButton)findViewById(R.id.ToggleButton01); tb.setOnCheckedChangeListener(new OnCheckedChangeListener() { @Override public void onCheckedChanged(CompoundButton buttonView, boolean isChecked) { // TODO Auto-generated method stub mSurface.setSmoothFlag(!mSurface.isSmoothFlag()); } }); } }
package com.ct.testmyfirst3d; import java.io.IOException; import java.io.InputStream; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.R.integer; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLSurfaceView; import android.opengl.GLUtils; import android.view.MotionEvent; import android.view.SurfaceHolder; public class TextureSurface extends GLSurfaceView{ private final float TOUCH_SCALE_FACTOR = 180.0f/320; private SceneRenderer mRenderer; private float mPreviousX; private float mPreviousY; private boolean smoothFlag = true; private int lightAngleaGreen; private int lightAngleRed; int textureId; public TextureSurface(Context context) { super(context); mRenderer = new SceneRenderer(); setRenderer(mRenderer); setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY); // TODO Auto-generated constructor stub } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub float y = event.getY(); float x = event.getX(); switch (event.getAction()) { case MotionEvent.ACTION_MOVE: float dy = y - mPreviousY;//计算触控笔Y位移 float dx = x - mPreviousX;//计算触控笔Y位移 mRenderer.ball.mAngleX += dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度 mRenderer.ball.mAngleZ += dx * TOUCH_SCALE_FACTOR;//设置沿z轴旋转角度 requestRender();//重绘画面 break; default: break; } mPreviousY = y;//记录触控笔位置 mPreviousX = x;//记录触控笔位置 return true; } public void setSmoothFlag(boolean smoothFlag){ this.smoothFlag = smoothFlag; } public boolean isSmoothFlag() { return smoothFlag; } private class SceneRenderer implements GLSurfaceView.Renderer{ Ball ball; public SceneRenderer(){ new Thread(){ @Override public void run() { // TODO Auto-generated method stub try{ Thread.sleep(1000); }catch (Exception e) { // TODO: handle exception e.printStackTrace(); } while (true) { lightAngleaGreen+=5; lightAngleRed+=5; requestRender(); try { Thread.sleep(50); } catch (Exception e) { // TODO: handle exception e.printStackTrace(); } } } }.start(); } @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub if(smoothFlag){ //进行平滑着色 gl.glShadeModel(GL10.GL_SMOOTH); } else { //相反的 gl.glShadeModel(GL10.GL_FLAT); } //设定绿色光源的位置 float lxGreen=(float)(7*Math.cos(Math.toRadians(lightAngleaGreen))); float lzGreen=(float)(7*Math.sin(Math.toRadians(lightAngleaGreen))); float[] positionParamsGreen={lxGreen,0,lzGreen,1};//最后的1表示使用定位光 gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParamsGreen,0); //设定红色光源的位置 float lyRed=(float)(7*Math.cos(Math.toRadians(lightAngleRed))); float lzRed=(float)(7*Math.sin(Math.toRadians(lightAngleRed))); float[] positionParamsRed={0,lyRed,lzRed,1};//最后的1表示使用定位光 gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, positionParamsRed,0); //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.glTranslatef(0, 0f, -1.8f); gl.glPushMatrix();//保护变换矩阵现场 ball.drawSelf(gl);//绘制球 gl.glPopMatrix();//恢复变换矩阵现场 } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub //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, 10); } @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub //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);//GL10.GL_SMOOTH GL10.GL_FLAT //启用深度测试 gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_LIGHTING);//允许光照 initGreenLight(gl);//初始化绿色灯 initRedLight(gl);//初始化红色灯 initMaterial(gl);//初始化材质 textureId=initTexture(gl,R.drawable.duke);//初始化纹理 ball=new Ball(4,textureId); } } //初始化绿色灯 private void initGreenLight(GL10 gl) { gl.glEnable(GL10.GL_LIGHT0);//打开0号灯 //环境光设置 float[] ambientParams={0.1f,0.1f,0.1f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0); //散射光设置 float[] diffuseParams={0f,1f,0f,1.0f};//光参数 RGBA gl.glLightfv(GL10.GL_LIGHT0, 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_LIGHT0, GL10.GL_SPECULAR, specularParams,0); } //初始化红色灯 private void initRedLight(GL10 gl) { 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,0f,0f,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); } //初始化材质 private void initMaterial(GL10 gl) {//材质为白色时什么颜色的光照在上面就将体现出什么颜色 //环境光为白色材质 float ambientMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0); //散射光为白色材质 float diffuseMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0); //高光材质为白色 float specularMaterial[] = {1f, 1f, 1f, 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); } public int initTexture(GL10 gl,int textureId)//textureId { 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_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_LINEAR); 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(textureId); 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; } }
package com.ct.testmyfirst3d; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.util.ArrayList; import javax.microedition.khronos.opengles.GL10; import android.R.integer; public class Ball { private IntBuffer mVertexBuffer;//定点坐标数据缓冲 private IntBuffer mNormalBuffer;//顶点向量数据缓冲 private FloatBuffer mTextureBuffer;//顶点纹理数据缓冲 public float mAngleX; public float mAngleY; public float mAngleZ; int vCount=0;//顶点数量 int textureId;//纹理ID public Ball(int scale,int textureId){ this.textureId = textureId; final int UNIT_SIZE=10000; //实际顶点坐标数据的初始化================begin============================ ArrayList<Integer> alVertix=new ArrayList<Integer>();//存放顶点坐标的ArrayList final int angleSpan=18;//将球进行单位切分的角度 for(int vAngle=-90;vAngle<=90;vAngle=vAngle+angleSpan)//垂直方向angleSpan度一份 { for(int hAngle=0;hAngle<360;hAngle=hAngle+angleSpan)//水平方向angleSpan度一份 {//纵向横向各到一个角度后计算对应的此点在球面上的坐标 double xozLength=scale*UNIT_SIZE*Math.cos(Math.toRadians(vAngle)); int x=(int)(xozLength*Math.cos(Math.toRadians(hAngle))); int z=(int)(xozLength*Math.sin(Math.toRadians(hAngle))); int y=(int)(scale*UNIT_SIZE*Math.sin(Math.toRadians(vAngle))); //将计算出来的XYZ坐标加入存放顶点坐标的ArrayList alVertix.add(x);alVertix.add(y);alVertix.add(z); } } vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标 //将alVertix中的坐标值转存到一个int数组中 int vertices[] = new int[vCount*3]; for(int i=0;i<alVertix.size();i++){ vertices[i] = alVertix.get(i); } alVertix.clear(); ArrayList<Float> alTexture = new ArrayList<Float>(); int row=(180/angleSpan)+1;//球面切分的行数 int col=360/angleSpan;//球面切分的列数 for(int i=0;i<row;i++)//对每一行循环 { if(i>0&&i<row-1) {//中间行 for(int j=-1;j<col;j++) {//中间行的两个相邻点与下一行的对应点构成三角形 int k=i*col+j; //第1个三角形顶点 alVertix.add(vertices[(k+col)*3]); alVertix.add(vertices[(k+col)*3+1]); alVertix.add(vertices[(k+col)*3+2]); alTexture.add(0.0f);alTexture.add(0.0f); //第2个三角形顶点 alVertix.add(vertices[(k+1)*3]); alVertix.add(vertices[(k+1)*3+1]); alVertix.add(vertices[(k+1)*3+2]); alTexture.add(1.0f);alTexture.add(1.0f); //第3个三角形顶点 alVertix.add(vertices[k*3]); alVertix.add(vertices[k*3+1]); alVertix.add(vertices[k*3+2]); alTexture.add(1.0f);alTexture.add(0.0f); } for(int j=0;j<col+1;j++) {//中间行的两个相邻点与上一行的对应点构成三角形 int k=i*col+j; //第1个三角形顶点 alVertix.add(vertices[(k-col)*3]); alVertix.add(vertices[(k-col)*3+1]); alVertix.add(vertices[(k-col)*3+2]); alTexture.add(1f);alTexture.add(1f); //第2个三角形顶点 alVertix.add(vertices[(k-1)*3]); alVertix.add(vertices[(k-1)*3+1]); alVertix.add(vertices[(k-1)*3+2]); alTexture.add(0.0f);alTexture.add(0.0f); //第3个三角形顶点 alVertix.add(vertices[k*3]); alVertix.add(vertices[k*3+1]); alVertix.add(vertices[k*3+2]); alTexture.add(0f);alTexture.add(1f); } } } vCount=alVertix.size()/3;//顶点的数量为坐标值数量的1/3,因为一个顶点有3个坐标 //将alVertix中的坐标值转存到一个int数组中 vertices=new int[vCount*3]; for(int i=0;i<alVertix.size();i++) { vertices[i]=alVertix.get(i); } //创建绘制顶点数据缓冲 ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4); vbb.order(ByteOrder.nativeOrder());//设置字节顺序 mVertexBuffer = vbb.asIntBuffer();//转换为int型缓冲 mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据 mVertexBuffer.position(0);//设置缓冲区起始位置 //创建顶点法向量数据缓冲 ByteBuffer nbb = ByteBuffer.allocateDirect(vertices.length*4); nbb.order(ByteOrder.nativeOrder());//设置字节顺序 mNormalBuffer = vbb.asIntBuffer();//转换为int型缓冲 mNormalBuffer.put(vertices);//向缓冲区中放入顶点坐标数据 mNormalBuffer.position(0);//设置缓冲区起始位置 //创建纹理坐标缓冲 float textureCoors[]=new float[alTexture.size()];//顶点纹理值数组 for(int i=0;i<alTexture.size();i++) { textureCoors[i]=alTexture.get(i); } ByteBuffer cbb = ByteBuffer.allocateDirect(textureCoors.length*4); cbb.order(ByteOrder.nativeOrder());//设置字节顺序 mTextureBuffer = cbb.asFloatBuffer();//转换为int型缓冲 mTextureBuffer.put(textureCoors);//向缓冲区中放入顶点着色数据 mTextureBuffer.position(0);//设置缓冲区起始位置 //三角形构造顶点、纹理、法向量数据初始化== } public void drawSelf(GL10 gl){ gl.glRotatef(mAngleZ, 0, 0, 1);//沿Z轴旋转 gl.glRotatef(mAngleX, 1, 0, 0);//沿X轴旋转 gl.glRotatef(mAngleY, 0, 1, 0);//沿Y轴旋转 //允许使用顶点数组 gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //为画笔指定顶点坐标数据 gl.glVertexPointer ( 3, //每个顶点的坐标数量为3 xyz GL10.GL_FIXED, //顶点坐标值的类型为 GL_FIXED 0, //连续顶点坐标数据之间的间隔 mVertexBuffer //顶点坐标数据 ); //允许使用法向量数组 gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); //为画笔指定顶点法向量数据 gl.glNormalPointer(GL10.GL_FIXED, 0, mNormalBuffer); //开启纹理 gl.glEnable(GL10.GL_TEXTURE_2D); //允许使用纹理ST坐标缓冲 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); //为画笔指定纹理ST坐标缓冲 gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); //绑定当前纹理 gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId); //绘制图形 gl.glDrawArrays ( GL10.GL_TRIANGLES, //以三角形方式填充 0, //开始点编号 vCount //顶点数量 ); } }
(在F:\java\TestMyFirst3d)