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opengles之展翅飞翔的雄鹰

时间:2021-09-02 00:58:10

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opengles之展翅飞翔的雄鹰

效果图:

核心看 顶点 shader的实现

uniform mat4 uMVPMatrix; //总变换矩阵attribute vec3 aPosition; //顶点位置 来自1号关键帧attribute vec3 bPosition; //顶点位置 来自2号关键帧attribute vec3 cPosition; //顶点位置 来自3号关键帧attribute vec2 aTexCoor; //顶点纹理坐标uniform float uBfb;//融合比例varying vec2 vTextureCoord;void main(){vec3 tv;if(uBfb<=1.0)//若融合比例小于1,则需要执行的是1,2号关键帧的融合{tv=mix(aPosition,bPosition,uBfb);//mix(x,y,z) x,y的线性混叠,x(1-a)+y*a;}else //若融合比例大于1,则需要执行的是2,3号关键帧的融合{tv=mix(bPosition,cPosition,uBfb-1.0);}gl_Position = uMVPMatrix * vec4(tv,1);vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器}

package .opengles_zcfxdxy;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import android.opengl.GLES20;/*** Created by hbin on /11/3.* //加载后的物体——仅携带顶点信息,颜色随机*/public class GledeForDraw {int mProgram;//自定义渲染管线着色器程序idint muMVPMatrixHandle;//总变换矩阵引用int maPositionHandle1; //顶点位置属性引用int maPositionHandle2; //顶点位置属性引用int maPositionHandle3; //顶点位置属性引用int maTexCoorHandle; //顶点纹理坐标属性引用int muBfbHandle;//变化百分比引用String mVertexShader;//顶点着色器代码脚本String mFragmentShader;//片元着色器代码脚本FloatBuffer mVertexBuffer1;//顶点坐标数据缓冲FloatBuffer mVertexBuffer2;//顶点坐标数据缓冲FloatBuffer mVertexBuffer3;//顶点坐标数据缓冲FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲float[][] glede_one;float[] glede_two;float[] glede_three;int vCount=0;int operator=1;float span=0.15f;float bfbCurr=0f;public GledeForDraw(MySurfaceView mv){//初始化顶点坐标与着色数据initVertexData(mv);//初始化shaderintShader(mv);new Thread(){@Overridepublic void run(){while(true){bfbCurr=bfbCurr+operator*span;if(bfbCurr>2.0f){bfbCurr=2.0f;operator=-operator;}else if(bfbCurr<0){bfbCurr=0;operator=-operator;}try{Thread.sleep(50);}catch(Exception e){e.printStackTrace();}}}}.start();}//初始化顶点坐标与着色数据的方法public void initVertexData(MySurfaceView mv){glede_one=LoadUtil.loadFromFileVertexOnly("laoying01.obj",mv);glede_two=LoadUtil.loadFromFileVertexOnly("laoying02.obj",mv)[0];glede_three=LoadUtil.loadFromFileVertexOnly("laoying03.obj",mv)[0];//========================1=========================================vCount=glede_one.length/3;//创建顶点坐标数据缓冲//vertices.length*4是因为一个整数四个字节ByteBuffer vbb = ByteBuffer.allocateDirect(glede_one[0].length*4);vbb.order(ByteOrder.nativeOrder());//设置字节顺序mVertexBuffer1 = vbb.asFloatBuffer();//转换为Float型缓冲mVertexBuffer1.put(glede_one[0]);//向缓冲区中放入顶点坐标数据mVertexBuffer1.position(0);//设置缓冲区起始位置//====================2==========================vCount=glede_two.length/3;//创建顶点坐标数据缓冲//vertices.length*4是因为一个整数四个字节vbb = ByteBuffer.allocateDirect(glede_two.length*4);vbb.order(ByteOrder.nativeOrder());//设置字节顺序mVertexBuffer2 = vbb.asFloatBuffer();//转换为Float型缓冲mVertexBuffer2.put(glede_two);//向缓冲区中放入顶点坐标数据mVertexBuffer2.position(0);//设置缓冲区起始位置//---------------------------------3-----------------------------vCount=glede_three.length/3;//创建顶点坐标数据缓冲//vertices.length*4是因为一个整数四个字节vbb = ByteBuffer.allocateDirect(glede_three.length*4);vbb.order(ByteOrder.nativeOrder());//设置字节顺序mVertexBuffer3 = vbb.asFloatBuffer();//转换为Float型缓冲mVertexBuffer3.put(glede_three);//向缓冲区中放入顶点坐标数据mVertexBuffer3.position(0);//设置缓冲区起始位置//------------------纹理-----------------------------------------ByteBuffer tbb = ByteBuffer.allocateDirect(glede_one[1].length*4);tbb.order(ByteOrder.nativeOrder());//设置字节顺序mTexCoorBuffer = tbb.asFloatBuffer();//转换为Float型缓冲mTexCoorBuffer.put(glede_one[1]);//向缓冲区中放入顶点纹理坐标数据mTexCoorBuffer.position(0);//设置缓冲区起始位置//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题//顶点纹理坐标数据的初始化================end============================}//初始化shaderpublic void intShader(MySurfaceView mv){//加载顶点着色器的脚本内容mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());//加载片元着色器的脚本内容mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());//基于顶点着色器与片元着色器创建程序mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);//获取程序中顶点位置属性引用maPositionHandle1 = GLES20.glGetAttribLocation(mProgram, "aPosition");maPositionHandle2 = GLES20.glGetAttribLocation(mProgram, "bPosition");maPositionHandle3 = GLES20.glGetAttribLocation(mProgram, "cPosition");//获取程序中总变换矩阵引用muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");//获取程序中顶点纹理坐标属性引用maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");//变化百分比引用muBfbHandle= GLES20.glGetUniformLocation(mProgram, "uBfb");}public void drawSelf(int texId){//制定使用某套shader程序GLES20.glUseProgram(mProgram);//将最终变换矩阵传入shader程序GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);//将变化百分比传入shader程序GLES20.glUniform1f(muBfbHandle, bfbCurr);System.out.println(bfbCurr);//将顶点位置数据GLES20.glVertexAttribPointer(maPositionHandle1,3,GLES20.GL_FLOAT,false,3*4,mVertexBuffer1);//将顶点位置数据GLES20.glVertexAttribPointer(maPositionHandle2,3,GLES20.GL_FLOAT,false,3*4,mVertexBuffer2);//将顶点位置数据传入渲染管线GLES20.glVertexAttribPointer(maPositionHandle3,3,GLES20.GL_FLOAT,false,3*4,mVertexBuffer3);//将顶点纹理坐标数据传入渲染管线GLES20.glVertexAttribPointer(maTexCoorHandle,2,GLES20.GL_FLOAT,false,2*4,mTexCoorBuffer);//启用顶点位置、法向量、纹理坐标数据GLES20.glEnableVertexAttribArray(maPositionHandle1);GLES20.glEnableVertexAttribArray(maPositionHandle2);GLES20.glEnableVertexAttribArray(maPositionHandle3);GLES20.glEnableVertexAttribArray(maTexCoorHandle);//绑定纹理GLES20.glActiveTexture(GLES20.GL_TEXTURE0);GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);//绘制加载的物体GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);}}

package .opengles_zcfxdxy;import java.io.IOException;import java.io.InputStream;import android.opengl.GLSurfaceView;import android.opengl.GLES20;import android.opengl.GLUtils;import android.view.MotionEvent;import javax.microedition.khronos.egl.EGLConfig;import javax.microedition.khronos.opengles.GL10;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;/*** Created by hbin on /11/3.*/public class MySurfaceView extends GLSurfaceView{private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度缩放比例private SceneRenderer mRenderer;//场景渲染器private float mPreviousY;//上次的触控位置Y坐标private float mPreviousX;//上次的触控位置X坐标int textureId;//系统分配的纹理idpublic MySurfaceView(Context context) {super(context);this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0mRenderer = 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this.setKeepScreenOn(true);}//触摸事件回调方法@Overridepublic boolean onTouchEvent(MotionEvent e){float y=e.getY();float x=e.getX();switch (e.getAction()){case MotionEvent.ACTION_MOVE:float dy=y-mPreviousY;float dx=x-mPreviousX;mRenderer.yAngle+=dy*TOUCH_SCALE_FACTOR;mRenderer.zAngle+=dx*TOUCH_SCALE_FACTOR;requestRender();}mPreviousX=x;mPreviousY=y;return true;}private class SceneRenderer implements GLSurfaceView.Renderer{float yAngle;//绕Y轴旋转的角度float zAngle; //绕Z轴旋转的角度//从指定的obj文件中加载对象GledeForDraw glede1;@Overridepublic void onSurfaceCreated(GL10 gl, EGLConfig config) {//设置屏幕背景色RGBAGLES20.glClearColor(1.0f,1.0f,1.0f,1.0f);//打开深度检测GLES20.glEnable(GLES20.GL_DEPTH_TEST);//关闭背面剪裁GLES20.glDisable(GLES20.GL_CULL_FACE);//初始化变换矩阵MatrixState.setInitStack();glede1=new GledeForDraw(MySurfaceView.this);//创建雄鹰//加载纹理textureId=initTexture(R.mipmap.ttt);}@Overridepublic void onSurfaceChanged(GL10 gl, int width, int height) {//设置视窗大小及位置GLES20.glViewport(0, 0, width, height);//计算GLSurfaceView的宽高比float ratio = (float) width / height;//调用此方法计算产生透视投影矩阵MatrixState.setProjectFrustum(-ratio, ratio, -1, 1, 2, 100);//调用此方法产生摄像机9参数位置矩阵MatrixState.setCamera(0,0,0,0f,0f,-1f,0f,1.0f,0.0f);}@Overridepublic void onDrawFrame(GL10 gl) {//清除深度缓冲与颜色缓冲GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);//坐标系推远MatrixState.pushMatrix();MatrixState.translate(0, -5f, -40f);//绕Y轴、Z轴旋转MatrixState.rotate(yAngle, 0, 1, 0);MatrixState.rotate(zAngle, 1, 0, 0);//若加载的物体部位空则绘制物体if(glede1!=null){glede1.drawSelf(textureId);}MatrixState.popMatrix();}}public int initTexture(int drawableId)//textureId{//生成纹理IDint[] textures = new int[1];GLES20.glGenTextures(1,//产生的纹理id的数量textures, //纹理id的数组0 //偏移量);int textureId=textures[0];GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_REPEAT);GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_REPEAT);//通过输入流加载图片===============begin===================InputStream is = this.getResources().openRawResource(drawableId);Bitmap bitmapTmp;try{bitmapTmp = BitmapFactory.decodeStream(is);}finally{try{is.close();}catch(IOException e){e.printStackTrace();}}//通过输入流加载图片===============end=====================//实际加载纹理GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, //纹理类型,在OpenGL ES中必须为GL10.GL_TEXTURE_2D0, //纹理的层次,0表示基本图像层,可以理解为直接贴图bitmapTmp, //纹理图像0 //纹理边框尺寸);bitmapTmp.recycle(); //纹理加载成功后释放图片return textureId;}}

完整代码下载地址:

/detail/hb707934728/9672038

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