public void initVertexData(){
int angleSpan = 90;//// 将球进行切分的角度
float r = 0.6f;//球的半径
final float UNIT_SIZE = 1.0f;
for (int vAngle = 0; vAngle < 180; vAngle = vAngle + angleSpan)
{
for (int hAngle = 0; hAngle <= 360; hAngle = hAngle + angleSpan)
{
float x0 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.cos(Math
.toRadians(hAngle)));
float y0 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.sin(Math
.toRadians(hAngle)));
float z0 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle)));
}
}
}每次循环我们都得到一个四边形的左上角的顶点坐标。我们知道如何求该顶点坐标后,其他三个坐标就很容易求得了,package com.cumt.shape;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
public class Ball {
private static final float UNIT_SIZE = 1.0f;// 单位尺寸
private float r = 0.6f; // 球的半径
final int angleSpan = 10;// 将球进行单位切分的角度
private FloatBuffer vertexBuffer;// 顶点坐标
int vCount = 0;// 顶点个数,先初始化为0
// float类型的字节数
private static final int BYTES_PER_FLOAT = 4;
// 数组中每个顶点的坐标数
private static final int COORDS_PER_VERTEX = 3;
public void initVertexData() {
ArrayList<Float> alVertix = new ArrayList<Float>();// 存放顶点坐标的ArrayList
for (int vAngle = 0; vAngle < 180; 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
float x0 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.cos(Math
.toRadians(hAngle)));
float y0 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.sin(Math
.toRadians(hAngle)));
float z0 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle)));
// Log.w("x0 y0 z0","" + x0 + " "+y0+ " " +z0);
float x1 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.cos(Math
.toRadians(hAngle + angleSpan)));
float y1 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.sin(Math
.toRadians(hAngle + angleSpan)));
float z1 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle)));
// Log.w("x1 y1 z1","" + x1 + " "+y1+ " " +z1);
float x2 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.cos(Math.toRadians(hAngle + angleSpan)));
float y2 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.sin(Math.toRadians(hAngle + angleSpan)));
float z2 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle + angleSpan)));
// Log.w("x2 y2 z2","" + x2 + " "+y2+ " " +z2);
float x3 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.cos(Math.toRadians(hAngle)));
float y3 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.sin(Math.toRadians(hAngle)));
float z3 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle + angleSpan)));
// Log.w("x3 y3 z3","" + x3 + " "+y3+ " " +z3);
// 将计算出来的XYZ坐标加入存放顶点坐标的ArrayList
alVertix.add(x1);
alVertix.add(y1);
alVertix.add(z1);
alVertix.add(x3);
alVertix.add(y3);
alVertix.add(z3);
alVertix.add(x0);
alVertix.add(y0);
alVertix.add(z0);
alVertix.add(x1);
alVertix.add(y1);
alVertix.add(z1);
alVertix.add(x2);
alVertix.add(y2);
alVertix.add(z2);
alVertix.add(x3);
alVertix.add(y3);
alVertix.add(z3);
}
}
vCount = alVertix.size() / COORDS_PER_VERTEX;// 顶点的数量
// 将alVertix中的坐标值转存到一个float数组中
float vertices[] = new float[vCount * COORDS_PER_VERTEX];
for (int i = 0; i < alVertix.size(); i++) {
vertices[i] = alVertix.get(i);
}
vertexBuffer = ByteBuffer
.allocateDirect(vertices.length * BYTES_PER_FLOAT)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
// 把坐标们加入FloatBuffer中
vertexBuffer.put(vertices);
// 设置buffer,从第一个坐标开始读
vertexBuffer.position(0);
}
}
我们使用ArrayList来保存顶点坐标,要注意顺序的问题,因为我们的四边形也是由三角形组成的,我们实际上还是绘制两个三角形。<span style="font-size:14px;">//vertex_shader_ball.glsl
uniform mat4 u_Matrix;//最终的变换矩阵
attribute vec4 a_Position;//顶点位置
void main()
{
gl_Position = u_Matrix * a_Position;
} </span><span style="font-size:14px;">precision mediump float;
void main()
{
gl_FragColor=vec4(0.2,1.0,0.129,0);
}</span>接下来和前面一样,编译链接~~
等等,此时代码如下 (Ball.java ):package com.cumt.shape;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import android.content.Context;
import android.opengl.GLES20;
import com.cumt.opengeschange.R;
import com.cumt.utils.MatrixState;
import com.cumt.utils.ShaderHelper;
import com.cumt.utils.TextResourceReader;
public class Ball {
private Context context;
private static final float UNIT_SIZE = 1.0f;// 单位尺寸
private float r = 0.6f; // 球的半径
final int angleSpan = 10;// 将球进行单位切分的角度
private FloatBuffer vertexBuffer;// 顶点坐标
int vCount = 0;// 顶点个数,先初始化为0
// float类型的字节数
private static final int BYTES_PER_FLOAT = 4;
// 数组中每个顶点的坐标数
private static final int COORDS_PER_VERTEX = 3;
private int program;
private static final String A_POSITION = "a_Position";
private static final String U_MATRIX = "u_Matrix";
private int uMatrixLocation;
private int aPositionLocation;
public Ball(Context context){
this.context = context;
initVertexData();
getProgram();
aPositionLocation = GLES20.glGetAttribLocation(program, A_POSITION);
uMatrixLocation = GLES20.glGetUniformLocation(program, U_MATRIX);
//---------传入顶点数据数据
GLES20.glVertexAttribPointer(aPositionLocation, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false, 0, vertexBuffer);
GLES20.glEnableVertexAttribArray(aPositionLocation);
}
public void initVertexData() {
ArrayList<Float> alVertix = new ArrayList<Float>();// 存放顶点坐标的ArrayList
for (int vAngle = 0; vAngle < 180; 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
float x0 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.cos(Math
.toRadians(hAngle)));
float y0 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.sin(Math
.toRadians(hAngle)));
float z0 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle)));
// Log.w("x0 y0 z0","" + x0 + " "+y0+ " " +z0);
float x1 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.cos(Math
.toRadians(hAngle + angleSpan)));
float y1 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle)) * Math.sin(Math
.toRadians(hAngle + angleSpan)));
float z1 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle)));
// Log.w("x1 y1 z1","" + x1 + " "+y1+ " " +z1);
float x2 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.cos(Math.toRadians(hAngle + angleSpan)));
float y2 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.sin(Math.toRadians(hAngle + angleSpan)));
float z2 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle + angleSpan)));
// Log.w("x2 y2 z2","" + x2 + " "+y2+ " " +z2);
float x3 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.cos(Math.toRadians(hAngle)));
float y3 = (float) (r * UNIT_SIZE
* Math.sin(Math.toRadians(vAngle + angleSpan)) * Math
.sin(Math.toRadians(hAngle)));
float z3 = (float) (r * UNIT_SIZE * Math.cos(Math
.toRadians(vAngle + angleSpan)));
// Log.w("x3 y3 z3","" + x3 + " "+y3+ " " +z3);
// 将计算出来的XYZ坐标加入存放顶点坐标的ArrayList
alVertix.add(x1);
alVertix.add(y1);
alVertix.add(z1);
alVertix.add(x3);
alVertix.add(y3);
alVertix.add(z3);
alVertix.add(x0);
alVertix.add(y0);
alVertix.add(z0);
alVertix.add(x1);
alVertix.add(y1);
alVertix.add(z1);
alVertix.add(x2);
alVertix.add(y2);
alVertix.add(z2);
alVertix.add(x3);
alVertix.add(y3);
alVertix.add(z3);
}
}
vCount = alVertix.size() / COORDS_PER_VERTEX;// 顶点的数量
// 将alVertix中的坐标值转存到一个float数组中
float vertices[] = new float[vCount * COORDS_PER_VERTEX];
for (int i = 0; i < alVertix.size(); i++) {
vertices[i] = alVertix.get(i);
}
vertexBuffer = ByteBuffer
.allocateDirect(vertices.length * BYTES_PER_FLOAT)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
// 把坐标们加入FloatBuffer中
vertexBuffer.put(vertices);
// 设置buffer,从第一个坐标开始读
vertexBuffer.position(0);
}
//获取program
private void getProgram(){
//获取顶点着色器文本
String vertexShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.vertex_shader_ball);
//获取片段着色器文本
String fragmentShaderSource = TextResourceReader
.readTextFileFromResource(context, R.raw.fragment_shader_ball);
//获取program的id
program = ShaderHelper.buildProgram(vertexShaderSource, fragmentShaderSource);
GLES20.glUseProgram(program);
}
public void draw(){
//将最终变换矩阵写入
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, MatrixState.getFinalMatrix(),0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
}
package com.cumt.render;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import com.cumt.shape.Ball;
import com.cumt.utils.MatrixState;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;
import static android.opengl.GLES20.glClear;
import static android.opengl.GLES20.glClearColor;
import static android.opengl.GLES20.glViewport;
public class MyRender implements Renderer {
private Context context;
Ball ball;
public MyRender(Context context){
this.context = context;
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
Log.w("MyRender","onSurfaceCreated");
//设置屏幕背景色RGBA
glClearColor(0.5f,0.5f,0.5f, 1.0f);
//打开深度检测
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
//打开背面剪裁
GLES20.glEnable(GLES20.GL_CULL_FACE);
ball = new Ball(context);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
glViewport(0,0,width,height);
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, 20, 100);
// 调用此方法产生摄像机9参数位置矩阵
MatrixState.setCamera(0, 0, 30, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
public void onDrawFrame(GL10 gl) {
//清除深度缓冲与颜色缓冲
glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
ball.draw();
}
}
package com.cumt.opengeschange;
import com.cumt.render.MyRender;
import com.cumt.utils.MatrixState;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.view.MotionEvent;
import android.view.View;
public class MySurfaceView extends GLSurfaceView {
private MyRender myRender;
public MySurfaceView(Context context) {
super(context);
// TODO Auto-generated constructor stub
myRender = new MyRender(context);
this.setEGLContextClientVersion(2);
this.setRenderer(myRender);
// 设置渲染模式为主动渲染
this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
this.setOnTouchListener(new OnTouchListener() {
public boolean onTouch(View v, MotionEvent event) {
// TODO Auto-generated method stub
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN://检测到点击事件时
MatrixState.rotate(20f, 0, 1, 0);//绕y轴旋转
}
return true;
}
});
}
}//vertex_shader_ball.glsl
uniform mat4 u_Matrix;//最终的变换矩阵
attribute vec4 a_Position;//顶点位置
varying vec4 vPosition;//用于传递给片元着色器的顶点位置
void main()
{
gl_Position = u_Matrix * a_Position;
vPosition = a_Position;
}
precision mediump float;
varying vec4 vPosition;//接收从顶点着色器过来的顶点位置
void main()
{
float uR = 0.6;//球的半径
vec4 color;
float n = 8.0;//分为n层n列n行
float span = 2.0*uR/n;//正方形长度
//计算行列层数
int i = int((vPosition.x + uR)/span);//行数
int j = int((vPosition.y + uR)/span);//层数
int k = int((vPosition.z + uR)/span);//列数
int colorType = int(mod(float(i+j+k),2.0));
if(colorType == 1) {//奇数时为绿色
color = vec4(0.2,1.0,0.129,0);
}
else {//偶数时为白色
color = vec4(1.0,1.0,1.0,0);//白色
}
//将计算出的颜色给此片元
gl_FragColor=color;
} 原文:http://blog.csdn.net/cassiepython/article/details/51620114