Opengl ES 1.x NDK实例开发之七:旋转的纹理立方体
开发框架介绍请參见:Opengl
ES NDK实例开发之中的一个:搭建开发框架
本章在第六章(Opengl ES 1.x NDK实例开发之六:纹理贴图)的基础上绘制一个旋转的纹理立方体,原理和纹理贴图一样,须要注意的是定好正方体的顶点数组。
【实例解说】
本实例加入了一个显示fps的小功能,在java层实现,原理是统计一分钟内屏幕刷新的次数
【实例源代码】
[GLJNIActivity.java]
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* author: mnorst@foxmail.com
*/ package com.android.gljni; import java.text.DecimalFormat; import com.android.gljni.GLJNIView; import android.app.Activity;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.view.ViewGroup.LayoutParams;
import android.widget.TextView; public class GLJNIActivity extends Activity {
GLJNIView mView;
TextView mTextView; @Override
protected void onCreate(Bundle icicle) {
super.onCreate(icicle);
mView = new GLJNIView(getApplication());
setContentView(mView); mView.setHandler(new Handler(){
@Override
public void handleMessage(Message msg) {
super.handleMessage(msg); // 显示fps
mTextView.setText("fps:"+msg.what);
}
}
); mTextView = new TextView(this);
mTextView.setText("fps:0");
addContentView(mTextView, new LayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT));
} @Override
protected void onPause() {
super.onPause();
mView.onPause();
} @Override
protected void onResume() {
super.onResume();
mView.onResume();
}
}
[GLJNIView.java]
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* author: mnorst@foxmail.com
*/ package com.android.gljni; import java.io.IOException;
import java.io.InputStream; import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10; import com.android.gljni.GLJNILib;
import com.android.gljnidemo07.R; import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.os.Handler;
import android.util.Log; /**
* A simple GLSurfaceView sub-class that demonstrate how to perform
* OpenGL ES 1.x rendering into a GL Surface.
*/
public class GLJNIView extends GLSurfaceView { private static final String LOG_TAG = GLJNIView.class.getSimpleName(); private Renderer renderer; public GLJNIView(Context context) {
super(context); // setEGLConfigChooser会对fps产生影响
setEGLConfigChooser(8, 8, 8, 8, 16, 0); renderer = new Renderer(context);
setRenderer(renderer);
} public void setHandler( Handler handler){
renderer.setHandler(handler);
} private static class Renderer implements GLSurfaceView.Renderer {
//用于纹理映射的绑定,并把绑定后的ID传递给C++代码。供其调用
private int[] mTexture = new int[2];
//用于载入Bitmap的context
private Context mContext; // 统计fps
private Handler mHandler;
private long mStartMili;
private long mEndMili;
private int mFps = 0; public Renderer(Context ctx) {
mContext = ctx;
mStartMili =System.currentTimeMillis();
} public void setHandler( Handler handler){
mHandler = handler;
} public void onDrawFrame(GL10 gl) { GLJNILib.step(); // 以一分钟绘制的帧数来统计fps
mEndMili = System.currentTimeMillis();
if( mEndMili - mStartMili > 1000 ){
mHandler.sendEmptyMessageDelayed(mFps, 100);
mStartMili = mEndMili;
mFps = 0;
}
mFps++;
} public void onSurfaceChanged(GL10 gl, int width, int height) {
GLJNILib.resize(width, height);
} public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//用来绑定Bitmap纹理
genTexture(gl, mContext);
//调用本地setTexture方法。把纹理绑定的ID传递给C++代码,以供其调用
GLJNILib.setTexture(mTexture);
GLJNILib.init();
} /**
* 载入Bitmap的方法,
* 用来从res中载入Bitmap资源
* */
private Bitmap loadBitmap(Context context, int resourceId) {
InputStream is = context.getResources().openRawResource(resourceId);
Bitmap bitmap = null;
try { // 利用BitmapFactory生成Bitmap
bitmap = BitmapFactory.decodeStream(is);
} finally {
try { // 关闭流
is.close();
is = null;
} catch (IOException e) {
e.printStackTrace();
} }
return bitmap; } /**
* 绑定Bitmap纹理
* */ private void genTexture(GL10 gl, Context context) {
//生成纹理
gl.glGenTextures(2, mTexture, 0);
//载入Bitmap
Bitmap bitmap = loadBitmap(context, R.drawable.logo);
if (bitmap != null) {
//假设bitmap载入成功,则生成此bitmap的纹理映射
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture[0]);
//设置纹理映射的属性
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_NEAREST);
//生成纹理映射
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
//释放bitmap资源
bitmap.recycle();
} }
} }
[GLJNILib.java]
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* author: mnorst@foxmail.com
*/ package com.android.gljni; //Wrapper for native library
public class GLJNILib { static {
System.loadLibrary("gljni");
} /**
* @param width the current view width
* @param height the current view height
*/
public static native void resize(int width, int height); /**
* render
*/
public static native void step(); /**
* init
*/
public static native void init(); /**
* set the texture
* @param texture texture id
*/
public static native void setTexture(int[] texture);
}
[[gl_code.cpp]
/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* author: mnorst@foxmail.com
* created: 2014/10/27
* purpose: 旋转的纹理立方体
*/ // OpenGL ES 1.x code #include <jni.h>
#include <android/log.h> #include <GLES/gl.h>
#include <GLES/glext.h> #include <stdio.h>
#include <stdlib.h>
#include <math.h> /************************************************************************/
/* 定义 */
/************************************************************************/ #define LOG_TAG "libgljni"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__) //初始化纹理数组
GLuint *gTexture = 0; // 定义π
const GLfloat PI = 3.1415f; // 定义顶点坐标
#define pos 1.0f // 定义顶点坐标
// 一个正方体有8个顶点,6个面
#define one 1.0f
static GLfloat gVertices[] = {
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
}; // 定义纹理坐标
// 纹理坐标原点会因不同系统环境而有所不同。
// 比方在iOS以及Android上,纹理坐标原点(0, 0)是在左上角
// 而在OS X上,纹理坐标的原点是在左下角
static GLfloat gTexCoords[] = {
0, one,
one, one,
0, 0,
one, 0, 0, one,
one, one,
0, 0,
one, 0, 0, one,
one, one,
0, 0,
one, 0, 0, one,
one, one,
0, 0,
one, 0, 0, one,
one, one,
0, 0,
one, 0, 0, one,
one, one,
0, 0,
one, 0, }; // 旋转角度
static GLfloat gAngle = 0.0f;
/************************************************************************/
/* C++代码 */
/************************************************************************/ static void printGLString(const char *name, GLenum s) {
const char *v = (const char *) glGetString(s);
LOGI("GL %s = %s\n", name, v);
} static void checkGlError(const char* op) {
for (GLint error = glGetError(); error; error = glGetError()) {
LOGI("after %s() glError (0x%x)\n", op, error);
}
} bool init() {
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS); // 启用阴影平滑
glShadeModel(GL_SMOOTH); // 黑色背景
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 设置深度缓存
glClearDepthf(1.0f); // 启用深度測试
glEnable(GL_DEPTH_TEST); // 所作深度測试的类型
glDepthFunc(GL_LEQUAL); // 对透视进行修正
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); return true;
} static void _gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
GLfloat top = zNear * ((GLfloat) tan(fovy * PI / 360.0));
GLfloat bottom = -top;
GLfloat left = bottom * aspect;
GLfloat right = top * aspect;
glFrustumf(left, right, bottom, top, zNear, zFar);
} void resize(int width, int height)
{
// 防止被零除
if (height==0)
{
height=1;
} // 重置当前的视口
glViewport(0, 0, width, height);
// 选择投影矩阵
glMatrixMode(GL_PROJECTION);
// 重置投影矩阵
glLoadIdentity(); // 设置视口的大小
_gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); // 选择模型观察矩阵
glMatrixMode(GL_MODELVIEW); // 重置模型观察矩阵
glLoadIdentity();
} void renderFrame() {
// 清除屏幕和深度缓存
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 重置当前的模型观察矩阵
glLoadIdentity(); glTranslatef(0,0,-10.0f);
glRotatef(gAngle, 0, 1.0F, 0);
glRotatef(gAngle, 0, 0, 1.0F); // 启用顶点数组
glEnableClientState(GL_VERTEX_ARRAY);
//glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // 启用纹理映射
glEnable(GL_TEXTURE_2D); // 选择纹理
glBindTexture(GL_TEXTURE_2D, gTexture[0]); // 绘制正方体的六个面
glVertexPointer(3,GL_FLOAT,0,gVertices);
glTexCoordPointer(2, GL_FLOAT, 0, gTexCoords); for (int i = 0; i < 6; i++) {
glDrawArrays(GL_TRIANGLE_STRIP, i * 4, 4);
} // 关闭顶点数组
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//glDisableClientState(GL_OLOR_ARRAY); gAngle += 5.f;
} /************************************************************************/
/* JNI代码 */
/************************************************************************/ extern "C" {
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_resize(JNIEnv * env, jobject obj, jint width, jint height);
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_setTexture(JNIEnv * env, jclass obj, jintArray tex);
}; JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_resize(JNIEnv * env, jobject obj, jint width, jint height)
{
resize(width, height);
} JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj)
{
renderFrame();
} JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj)
{
init();
} JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_setTexture(JNIEnv * env, jclass obj, jintArray tex)
{
gTexture = (GLuint *)env->GetIntArrayElements(tex,0);
}
Opengl ES 1.x NDK实例开发之七:旋转的纹理立方体的更多相关文章
- Opengl ES 1.x NDK实例开发之六:纹理贴图
开发框架介绍请參见:Opengl ES NDK实例开发之中的一个:搭建开发框架 本章在第三章(Opengl ES 1.x NDK实例开发之三:多边形的旋转)的基础上演示怎样使用纹理贴图,分别实现了三角 ...
- OpenGL ES 画直线代码实例
http://blog.csdn.net/yexiaozi_007/article/details/7978620 以画xyz坐标轴为例,很多人会遇到用glcolor设置了颜色,但是直线画出来还是黑色 ...
- OpenGL ES: (3) EGL、EGL绘图的基本步骤、EGLSurface、ANativeWindow
1. EGL概述 EGL 是 OpenGL ES 渲染 API 和本地窗口系统(native platform window system)之间的一个中间接口层,它主要由系统制造商实现. EGL提供如 ...
- OpenGL ES教程系列(经典合集)
为了搞透播放器的开发,花了些时间收集这些资料,虽然我已经搞定opengles渲染视频的内容,但是想玩玩opengles,往深里玩,图像处理这块是个好的方向,所以opengles是值得好好学的. O ...
- OpenGL ES 2.0 渲染管线 学习笔记
图中展示整个OpenGL ES 2.0可编程管线 图中Vertex Shader和Fragment Shader 是可编程管线: Vertex Array/Buffer objects 顶点数据来源, ...
- Android OpenGL ES 入门系列(二) --- 环境搭建
转载请注明出处 本文出自Hansion的博客 本章介绍如何使用GLSurfaceView和GLSurfaceView.Renderer完成在Activity中的最简单实现. 1.在AndroidMan ...
- OpenGL ES: (1) OpenGL ES的由来 (转)
1. 电脑是做什么用的? 电脑又被称为计算机,那么最重要的工作就是计算.看过三体的同学都知道, 电脑中有无数纳米级别的计算单元,通过 0 和 1 的转换,完成加减乘除的操作. 2. 是什么使电脑工作? ...
- 详解 OpenGL ES 2.x 渲染流程
khronos官方对OpenGL ES的描述如下: OpenGL ES is a royalty-free, cross-platform API for rendering advanced 2D ...
- 一文详解 OpenGL ES 3.x 渲染管线
OpenGL ES 构建的三维空间,其中的三维实体由许多的三角形拼接构成.如下图左侧所示的三维实体圆锥,其由许多三角形按照一定规律拼接构成.而组成圆锥的每一个三角形,其任意一个顶点由三维空间中 x.y ...
随机推荐
- spring中bean的配置详解--定义parent
在工作中碰到了好多的配置文件,具体来说是spring 中bean配置的parent的配置,搞的我一头雾水,仔细看一下spring中有关bean的配置,剖析一下,具体什么含义! 一.Spring IoC ...
- 洛谷——P3939 数颜色(暴力vecotr+二分)
P3939 数颜色 $vecotr$里二分就是好用,全是$STL$ 颜色数目比较少,可以对每一种颜色弄一个$vector$记录一下,查找$l,r$内颜色数为$x$的兔子数,直接在$G[x]$这个$ve ...
- Css选择器和JQuery基本编程接口
使用JQuery之前,首先从官网下载库文件 http://jquery.com/ jquery-2.1.4.js和jquery-2.1.4.min.js,前者是完整无压缩版本,用于开发调试:后者是压缩 ...
- consul无client模式
1.推consul的镜像到生产应用全部服务器. 每个consul的server模式的容器,都需要单独的物理服务器. 主节点:docker run -d --net=host --name=consul ...
- python基础知识05-控制流程
控制流程 1.条件判断 python中的代码从上到下执行. if 条件: 缩进 语句1 elif 条件2: 缩进 语句2 (…或者写pass关键字.不写任何代码的时候,防止报错.) ... else: ...
- LeetCode(171) Excel Sheet Column Number
题目 Related to question Excel Sheet Column Title Given a column title as appear in an Excel sheet, re ...
- 【C#】【数据结构】001-线性表:顺序表
C#数据结构:顺序表结构 1.自定义顺序表结构 using System.Collections; using System.Collections.Generic; /// <summary& ...
- BestCoder Round #47 1003
solution : 就按题解敲了一遍,好久没写这种dp ; ; LL f[MAX][MAX]; ]; scanf( scanf(,b+); ...
- Python基础之 一 文件操作
文件操作 流程: 1:打开文件,得到文件句柄并赋值给一个变量 2:通过句柄对文件进行操作 3:关闭文件 模式解释 r(读) , w(写) ,a(附加)r+(读写的读), w+(读写的写),a+(读附加 ...
- IDEA下使用protobuf2(java)
目录 一.介绍 二.特点 三.结构 四.选择版本 五.Intellij IDEA中使用Protobuf 1.下载个protoc.exe 2.编辑个.proto文件 3.将.proto文件转成Java类 ...