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[Android开发学习14]Android OpenGL ES 纹理映射之glDrawElements

2013-04-06

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:要实现每个面上贴一张图片,首先需要创建一个纹理,并使用图片来生成一个纹理。============================================================...

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:
要实现每个面上贴一张图片,首先需要创建一个纹理,并使用图片来生成一个纹理。
==========================================================================


1.初始化:


IntBuffer intBuffer = IntBuffer.allocate(2);
// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 2.创建纹理
gl.glGenTextures(2, intBuffer);
texture = intBuffer.get(0);
// 3.设置要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.close_Bitmap, 0);
// 5.线形滤波
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.移动到指定的位置
gl.glTranslatef(0.0f, 0.0f, -5.0f);

// 4.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);

texture = intBuffer.get(1);;
// 5.绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);

// 6.开启顶点和纹理功能
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

// 7.纹理和四边形对应的顶点
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords);

// 8.绘制0
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_0);

// 9.关闭顶点和纹理功能
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
==========================================================================

二、实现:

1. 界面编辑:
【res\layout\main.xml】

[html]
<SPAN style="BACKGROUND-COLOR: #999999"><SPAN style="BACKGROUND-COLOR: #333333"><?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>
</SPAN></SPAN>
<?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】

[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();
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 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;

public class GLRender implements Renderer
{
float xrot, yrot, zrot;
int texture = -1;
int one = 0x10000;

IntBuffer intBuffer = IntBuffer.allocate(2);
int n_view_start_x=100;
int n_view_start_y=20;
int n_close_flag=0; // 1: close_icon show. 0: close_icon hide.
public int textureId;

IntBuffer vertices = IntBuffer.wrap(new int[]{
-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,

});
IntBuffer texCoords = IntBuffer.wrap(new int[]{
one,0,0,0,0,one,one,one,
0,0,0,one,one,one,one,0,
one,one,one,0,0,0,0,one,
0,one,one,one,one,0,0,0,
0,0,0,one,one,one,one,0,
one,0,0,0,0,one,one,one,
});

ByteBuffer indices = ByteBuffer.wrap(new byte[]{
0,1,3,2,
4,5,7,6,
8,9,11,10,
12,13,15,14,
16,17,19,18,
20,21,23,22,
});

ByteBuffer indices_0 = ByteBuffer.wrap(new byte[]{
0,1,3,2
});

ByteBuffer indices_1 = ByteBuffer.wrap(new byte[]{
4,5,7,6
});

ByteBuffer indices_2 = ByteBuffer.wrap(new byte[]{
8,9,11,10
});

ByteBuffer indices_3 = ByteBuffer.wrap(new byte[]{
12,13,15,14
});

ByteBuffer indices_4 = ByteBuffer.wrap(new byte[]{
16,17,19,18
});

ByteBuffer indices_5 = ByteBuffer.wrap(new byte[]{
20,21,23,22
});

//正方形的4个顶点
private IntBuffer quaterBuffer = IntBuffer.wrap(new int[]{
one,one,0,
-one,one,0,
one,-one,0,
-one,-one,0});
IntBuffer texCoords_rect = IntBuffer.wrap(new int[]{
0,1,1,1,1,0,0,0,
});

@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.移动到指定的位置
gl.glTranslatef(0.0f, 0.0f, -5.0f);

// 4.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);

texture = intBuffer.get(1);;
// 5.绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);

// 6.开启顶点和纹理功能
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

// 7.纹理和四边形对应的顶点
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords);

// 8.绘制0
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_0);

//绘制1
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.jBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_1);

//绘制2
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.kBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_2);

//绘制3
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.lBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_3);

//绘制4
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_4);

//绘制5
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.close_Bitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_5);

if(0==n_close_flag)
{

// 重置当前的模型观察矩阵
gl.glLoadIdentity();
// 左移 1.5 单位,并移入屏幕 5.0
gl.glTranslatef(-4.5f, 3.0f, -5.0f);

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

texture = intBuffer.get(0);
// 绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.close_Bitmap, 0);

// 绘制关闭按钮
// 设置和绘制正方形
gl.glVertexPointer(3, GL10.GL_FIXED, 0, quaterBuffer);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords_rect);

gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_5);

n_close_flag=1;
}

// 9.关闭顶点和纹理功能
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

xrot+=0.5f;
yrot+=0.6f;
zrot+=0.3f;

}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
float ratio = (float) (width-n_view_start_x) / (height-n_view_start_x);
//设置OpenGL场景的大小
//gl.glViewport(0, 0, width, height);
gl.glViewport(n_view_start_x, n_view_start_y, width-n_view_start_x, height-n_view_start_y);

//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)
{
// 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);
//精细的透视修正
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

/*
// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);

IntBuffer intBuffer = IntBuffer.allocate(1);
// 2.创建纹理
gl.glGenTextures(1, intBuffer);
texture = intBuffer.get();
// 3.设置要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);

// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);

// 5.线形滤波
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);
*/

// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);

// 2.创建纹理
gl.glGenTextures(2, intBuffer);

texture = intBuffer.get(0);
// 3.设置要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.close_Bitmap, 0);

texture = intBuffer.get(1);
// 3.设置要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.nBitmap, 0);

// 5.线形滤波
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);

}

}
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();
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 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;

public class GLRender implements Renderer
{
float xrot, yrot, zrot;
int texture = -1;
int one = 0x10000;

IntBuffer intBuffer = IntBuffer.allocate(2);
int n_view_start_x=100;
int n_view_start_y=20;
int n_close_flag=0; // 1: close_icon show. 0: close_icon hide.
public int textureId;

IntBuffer vertices = IntBuffer.wrap(new int[]{
-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,

});
IntBuffer texCoords = IntBuffer.wrap(new int[]{
one,0,0,0,0,one,one,one,
0,0,0,one,one,one,one,0,
one,one,one,0,0,0,0,one,
0,one,one,one,one,0,0,0,
0,0,0,one,one,one,one,0,
one,0,0,0,0,one,one,one,
});

ByteBuffer indices = ByteBuffer.wrap(new byte[]{
0,1,3,2,
4,5,7,6,
8,9,11,10,
12,13,15,14,
16,17,19,18,
20,21,23,22,
});

ByteBuffer indices_0 = ByteBuffer.wrap(new byte[]{
0,1,3,2
});

ByteBuffer indices_1 = ByteBuffer.wrap(new byte[]{
4,5,7,6
});

ByteBuffer indices_2 = ByteBuffer.wrap(new byte[]{
8,9,11,10
});

ByteBuffer indices_3 = ByteBuffer.wrap(new byte[]{
12,13,15,14
});

ByteBuffer indices_4 = ByteBuffer.wrap(new byte[]{
16,17,19,18
});

ByteBuffer indices_5 = ByteBuffer.wrap(new byte[]{
20,21,23,22
});

//正方形的4个顶点
private IntBuffer quaterBuffer = IntBuffer.wrap(new int[]{
one,one,0,
-one,one,0,
one,-one,0,
-one,-one,0});
IntBuffer texCoords_rect = IntBuffer.wrap(new int[]{
0,1,1,1,1,0,0,0,
});

@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.移动到指定的位置
gl.glTranslatef(0.0f, 0.0f, -5.0f);

// 4.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);

texture = intBuffer.get(1);;
// 5.绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);

// 6.开启顶点和纹理功能
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

// 7.纹理和四边形对应的顶点
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertices);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords);

// 8.绘制0
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.iBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_0);

//绘制1
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.jBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_1);

//绘制2
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.kBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_2);

//绘制3
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.lBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_3);

//绘制4
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_4);

//绘制5
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.close_Bitmap, 0);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_5);

if(0==n_close_flag)
{

// 重置当前的模型观察矩阵
gl.glLoadIdentity();
// 左移 1.5 单位,并移入屏幕 5.0
gl.glTranslatef(-4.5f, 3.0f, -5.0f);

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

texture = intBuffer.get(0);
// 绑定纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.close_Bitmap, 0);

// 绘制关闭按钮
// 设置和绘制正方形
gl.glVertexPointer(3, GL10.GL_FIXED, 0, quaterBuffer);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texCoords_rect);

gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE, indices_5);

n_close_flag=1;
}

// 9.关闭顶点和纹理功能
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

xrot+=0.5f;
yrot+=0.6f;
zrot+=0.3f;

}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
float ratio = (float) (width-n_view_start_x) / (height-n_view_start_x);
//设置OpenGL场景的大小
//gl.glViewport(0, 0, width, height);
gl.glViewport(n_view_start_x, n_view_start_y, width-n_view_start_x, height-n_view_start_y);

//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)
{
// 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);
//精细的透视修正
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

/*
// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);

IntBuffer intBuffer = IntBuffer.allocate(1);
// 2.创建纹理
gl.glGenTextures(1, intBuffer);
texture = intBuffer.get();
// 3.设置要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);

// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.mBitmap, 0);

// 5.线形滤波
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);
*/

// 1.允许2D贴图,纹理
gl.glEnable(GL10.GL_TEXTURE_2D);

// 2.创建纹理
gl.glGenTextures(2, intBuffer);

texture = intBuffer.get(0);
// 3.设置要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.close_Bitmap, 0);

texture = intBuffer.get(1);
// 3.设置要使用的纹理
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
// 4.生成纹理
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GLImage.nBitmap, 0);

// 5.线形滤波
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);

}

}

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