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Android OpenGL ES画金字塔并为每一面贴不同的纹理图

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    睡觉之前再记录一点,也算是自己学习的小总结吧,前段时间总能看见有人问怎么为一个物体的每一面贴不同的纹理图,我这有个为金字塔形状四面贴不同纹理图的例子,拿出来整理分享一下,有需要的同志们可以看一看。
    不废话了,上代码,
    第一步: Main.java
    在入口Activity中定义一个内部类,用于获取Bitmap用的
   
class BitGL {
	public static Bitmap bitmap;

	public static void init(Resources resources) {
		bitmap = BitmapFactory.decodeResource(resources, R.drawable.walla);
	}
}


    第二步:在MySurfaceView.java中的onSurfaceCreated()方法中初始化金字塔类,并赋相应的值
py = new Pyramid(gl,15.0f, 2.6f, 5.0f, 0, mContext); // 初始化金字塔
绘制金字塔的时候在onDrawFrame()方法中调用py.drawSlef(gl); 画金字塔


    第三步:然后就是画金字塔并贴图了,注意,这是一个单独的类
public class Pyramid {
	Context mContext = null;
	private int one = 0x10000;
	public float mAngleX;
	public float mAngleY;

	private IntBuffer mVertexBuffer;
	private FloatBuffer mTexBuffer;

	FloatBuffer lightDiffuse = FloatBuffer.wrap(new float[] { 0.5f, 0.5f, 0.5f,
			1.0f });

	FloatBuffer specularParams = FloatBuffer.wrap(new float[] { 0.5f, 1.0f,
			0.5f, 1.0f });

	FloatBuffer lightPosition = FloatBuffer.wrap(new float[] { 0.3f, 0.0f,
			2.0f, 1.0f });

	int vertices[] = { 0, one, 0, -one, -one, one, one, -one, one,

	0, one, 0, one, -one, one, one, -one, -one,

	0, one, 0, one, -one, -one, -one, -one, -one,

	0, one, 0, -one, -one, -one, -one, -one, one };


    //纹理点
    private int[] texCoords = {   
            0, one,one, 
            one,0, 0, 
            one, 0
    }; 

	float x, y, z;

	boolean isY = true;

	private Bitmap bitmap;
	private int[] textureids=null;
	private IntBuffer texBuffer;
	private Bitmap[] bit =new Bitmap[4];
	public Pyramid(GL10 gl,float x, float y, float z, float rot,Context context) {
        this.mContext = context;
		this.x = x;
		this.y = y;
		this.z = z;
		ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
		vbb.order(ByteOrder.nativeOrder());
		mVertexBuffer = vbb.asIntBuffer();
		mVertexBuffer.put(vertices);
		mVertexBuffer.position(0);
		
		 // 初始化
        textureids = new int[4]; 

        bit[0]=BitmapFactory.decodeResource(mContext.getResources(), R.drawable.walla);
        bit[1]=BitmapFactory.decodeResource(mContext.getResources(), R.drawable.wallb);
        bit[2]=BitmapFactory.decodeResource(mContext.getResources(), R.drawable.walld);
        bit[3]=BitmapFactory.decodeResource(mContext.getResources(), R.drawable.wallf);
        
        // 实例化bitmap
        bitmap = BitGL.bitmap;

        ByteBuffer tbbs = ByteBuffer.allocateDirect(texCoords.length * 3 * 4);
        tbbs.order(ByteOrder.nativeOrder());
        texBuffer = tbbs.asIntBuffer();
        //为每一个面贴上纹理
        for (int i = 0; i < 3; i++) {
            texBuffer.put(texCoords);
        }
        texBuffer.position(0); 

		
        /*********贴图开始********/
		//打开纹理
        gl.glEnable(GL10.GL_TEXTURE_2D);
        IntBuffer ib = IntBuffer.allocate(4);
        gl.glGenTextures(4, ib);
        textureids = ib.array();
        
        //gl.glGenTextures(4, textureids, 0); //4个纹理个数,用于四面
        // 绑定要使用的纹理
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[0]);
        // 生成纹理
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[0], 0);
        // 线性滤波
        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); 

        gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[1]);
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[1], 0);
        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); 
        
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[2]);
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[2], 0);
        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); 
        
        gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[3]);
        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[3], 0);
        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); 
        /*********贴图结束********/
	}

	public void drawSlef(GL10 gl) {
		gl.glPushMatrix();
		gl.glTranslatef(x, y, z); // 绘制对象的位置
		//gl.glRotatef(mAngleX, 0, 1, 0); // 对象的X旋转角度
		//gl.glRotatef(mAngleY, 1, 0, 0); // 对象的Y旋转角度

		gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);// 使用纹理数组

		gl.glVertexPointer(3, gl.GL_FIXED, 0, mVertexBuffer);
        gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, texBuffer); // Define

		for (int i = 0; i < 4; i++) {        // 创建纹理

        	gl.glBindTexture(GL10.GL_TEXTURE_2D, textureids[i]);
			gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, i * 3, 3);
		}

		gl.glDisable(GL10.GL_TEXTURE_2D);// 关闭纹理
		gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
	    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glLoadIdentity();

		mAngleX++;
		if (isY) {
			mAngleY = mAngleY + 0.01f;
			if (mAngleY > 1.8) {
				isY = false;
			}
		} else {
			mAngleY = mAngleY - 0.01f;
			if (mAngleY < -2.5) {
				isY = true;
			}
		}
		gl.glPopMatrix();
	}


下面是Pyramid.java类的下载,有些多余的调试代码,可以删掉
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