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【OpenGL ES】绘制魔方

来源:博客园

1 前言

​ 在立方体贴图(6张图)中,绘制了一个立方体,贴了 6 张图,本文的魔方案例,将实现绘制 27个立方体,贴 162 张图。贴图图片如下:

​ 说明:inside.png 为魔方内部色块,用粉红色块代替白色块是为了凸显白色线框。

​ 读者如果对 OpenGL ES 不太熟悉,请回顾以下内容:


(相关资料图)

  • 绘制三角形
  • 绘制立方体
  • MVP矩阵变换
  • 纹理贴图
  • 立方体贴图(6张图)

​ 本文完整代码资源见→【OpenGL ES】绘制魔方

​ 项目目录如下:

2 案例

​ MainActivity.java

package com.zhyan8.rubik;import android.opengl.GLSurfaceView;import android.os.Bundle;import androidx.appcompat.app.AppCompatActivity;public class MainActivity extends AppCompatActivity {    private GLSurfaceView mGlSurfaceView;    @Override    protected void onCreate(Bundle savedInstanceState) {        super.onCreate(savedInstanceState);        mGlSurfaceView = new MyGLSurfaceView(this);        setContentView(mGlSurfaceView);        mGlSurfaceView.setRenderer(new MyRender(this));    }    @Override    protected void onResume() {        super.onResume();        mGlSurfaceView.onResume();    }    @Override    protected void onPause() {        super.onPause();        mGlSurfaceView.onPause();    }}

​ MyGLSurfaceView.java

package com.zhyan8.rubik;import android.content.Context;import android.opengl.GLSurfaceView;import android.util.AttributeSet;public class MyGLSurfaceView extends GLSurfaceView {    public MyGLSurfaceView(Context context) {        super(context);        setEGLContextClientVersion(3);    }    public MyGLSurfaceView(Context context, AttributeSet attrs) {        super(context, attrs);        setEGLContextClientVersion(3);    }}

​ MyRender.java

package com.zhyan8.rubik;import android.content.Context;import android.opengl.GLES30;import android.opengl.GLSurfaceView;import java.nio.FloatBuffer;import javax.microedition.khronos.egl.EGLConfig;import javax.microedition.khronos.opengles.GL10;public class MyRender implements GLSurfaceView.Renderer {    private Model model;    private FloatBuffer vertexBuffer;    private FloatBuffer textureBuffer;    private int[] mipmap;    private MyGLUtils mGLUtils;    private int mProgramId;    private float mRatio;    private int[] mTextureIds;    public MyRender(Context context) {        model = new Model();        mGLUtils = new MyGLUtils(context);        getFloatBuffer();    }    @Override    public void onSurfaceCreated(GL10 gl, EGLConfig eglConfig) {        //设置背景颜色        GLES30.glClearColor(0.1f, 0.2f, 0.3f, 0.4f);        //启动深度测试        gl.glEnable(GLES30.GL_DEPTH_TEST);        //编译着色器        final int vertexShaderId = mGLUtils.compileShader(GLES30.GL_VERTEX_SHADER, R.raw.vertex_shader);        final int fragmentShaderId = mGLUtils.compileShader(GLES30.GL_FRAGMENT_SHADER, R.raw.fragment_shader);        //链接程序片段        mProgramId = mGLUtils.linkProgram(vertexShaderId, fragmentShaderId);        GLES30.glUseProgram(mProgramId);        mTextureIds = mGLUtils.loadTexture(mipmap);    }    @Override    public void onSurfaceChanged(GL10 gl, int width, int height) {        //设置视图窗口        GLES30.glViewport(0, 0, width, height);        mRatio = 1.0f * width / height;    }    @Override    public void onDrawFrame(GL10 gl) {        //将颜色缓冲区设置为预设的颜色        GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);        mGLUtils.transform(mProgramId, mRatio); //计算MVP变换矩阵        //启用顶点的数组句柄        GLES30.glEnableVertexAttribArray(0);        GLES30.glEnableVertexAttribArray(1);        //准备顶点坐标和纹理坐标        GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 0, vertexBuffer);        GLES30.glVertexAttribPointer(1, 2, GLES30.GL_FLOAT, false, 0, textureBuffer);        //激活纹理        GLES30.glActiveTexture(GLES30.GL_TEXTURE);        //绘制纹理        drawTextures();        //禁止顶点数组句柄        GLES30.glDisableVertexAttribArray(0);        GLES30.glDisableVertexAttribArray(1);    }    private void getFloatBuffer() {        vertexBuffer = mGLUtils.getFloatBuffer(model.getVertex());        textureBuffer = mGLUtils.getFloatBuffer(model.getTexture());        mipmap = model.getMipmap();    }    private void drawTextures() {        int count = 4;        for (int i =0; i < mTextureIds.length; i++) {            int first = i * count;            //绑定纹理            GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mTextureIds[i]);            //绘制魔方(162个方块,每个方块2个三角形)            GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, first, count);        }    }}

​ GLUtils.java

package com.zhyan8.rubik;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.opengl.GLES30;import android.opengl.GLUtils;import android.opengl.Matrix;import java.io.BufferedReader;import java.io.InputStream;import java.io.InputStreamReader;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;public class MyGLUtils {    private Context mContext;    private int mRotateAgree = 0;    public MyGLUtils(Context context) {        mContext = context;    }    public FloatBuffer getFloatBuffer(float[] floatArr) {        FloatBuffer fb = ByteBuffer.allocateDirect(floatArr.length * Float.BYTES)            .order(ByteOrder.nativeOrder())            .asFloatBuffer();        fb.put(floatArr);        fb.position(0);        return fb;    }    //通过代码片段编译着色器    public int compileShader(int type, String shaderCode){        int shader = GLES30.glCreateShader(type);        GLES30.glShaderSource(shader, shaderCode);        GLES30.glCompileShader(shader);        return shader;    }    //通过外部资源编译着色器    public int compileShader(int type, int shaderId){        String shaderCode = readShaderFromResource(shaderId);        return compileShader(type, shaderCode);    }    //链接到着色器    public int linkProgram(int vertexShaderId, int fragmentShaderId) {        final int programId = GLES30.glCreateProgram();        //将顶点着色器加入到程序        GLES30.glAttachShader(programId, vertexShaderId);        //将片元着色器加入到程序        GLES30.glAttachShader(programId, fragmentShaderId);        //链接着色器程序        GLES30.glLinkProgram(programId);        return programId;    }    //从shader文件读出字符串    private String readShaderFromResource(int shaderId) {        InputStream is = mContext.getResources().openRawResource(shaderId);        BufferedReader br = new BufferedReader(new InputStreamReader(is));        String line;        StringBuilder sb = new StringBuilder();        try {            while ((line = br.readLine()) != null) {                sb.append(line);                sb.append("\n");            }            br.close();        } catch (Exception e) {            e.printStackTrace();        }        return sb.toString();    }    //加载纹理贴图    public int[] loadTexture(int[] resIds) {        BitmapFactory.Options options = new BitmapFactory.Options();        options.inScaled = false;        Bitmap[] bitmaps = new Bitmap[resIds.length];        // 生成纹理id        final int[] textureIds = new int[resIds.length];        GLES30.glGenTextures(resIds.length, textureIds, 0);        for (int i = 0; i < resIds.length; i++) {            bitmaps[i] = BitmapFactory.decodeResource(mContext.getResources(), resIds[i], options);            // 绑定纹理到OpenGL            GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, textureIds[i]);            GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_LINEAR_MIPMAP_LINEAR);            GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);            // 加载bitmap到纹理中            GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, 0, bitmaps[i], 0);            // 生成MIP贴图            GLES30.glGenerateMipmap(GLES30.GL_TEXTURE_2D);            // 取消绑定纹理            GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);            bitmaps[i].recycle();        }        return textureIds;    }    //计算MVP变换矩阵    public void transform(int programId, float ratio) {        //初始化modelMatrix, viewMatrix, projectionMatrix        float[] modelMatrix = getIdentityMatrix(16, 0); //模型变换矩阵        float[] viewMatrix = getIdentityMatrix(16, 0); //观测变换矩阵        float[] projectionMatrix = getIdentityMatrix(16, 0); //投影变换矩阵        //获取modelMatrix, viewMatrix, projectionMatrix        mRotateAgree = (mRotateAgree + 2) % 360;        Matrix.rotateM(modelMatrix, 0, mRotateAgree, -1, -1, 1); //获取模型旋转变换矩阵        Matrix.setLookAtM(viewMatrix, 0, 0, 5, 10, 0, 0, 0, 0, 1, 0); //获取观测变换矩阵        Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1, 1, 3, 20); //获取投影变换矩阵        //计算MVP变换矩阵: mvpMatrix = projectionMatrix * viewMatrix * modelMatrix        float[] tempMatrix = new float[16];        float[] mvpMatrix = new float[16];        Matrix.multiplyMM(tempMatrix, 0, viewMatrix, 0, modelMatrix, 0);        Matrix.multiplyMM(mvpMatrix, 0, projectionMatrix, 0, tempMatrix, 0);        //设置MVP变换矩阵        int mvpMatrixHandle = GLES30.glGetUniformLocation(programId, "mvpMatrix");        GLES30.glUniformMatrix4fv(mvpMatrixHandle, 1, false, mvpMatrix, 0);    }    private float[] getIdentityMatrix(int size, int offset) {        float[] matrix = new float[size];        Matrix.setIdentityM(matrix, offset);        return matrix;    }}

​ Model.java

package com.zhyan8.rubik;public class Model {    private final int PLANE_NUM = 3 * 6; // 面数    private final int SQUARE_NUM_PER_PLANE = 9; // 每面方块数    private final int VERTEXT_NUM_PER_SQUARE = 4; // 每个方块顶点数    private final int DIMENSION_PER_VERTEXT = 3; // 每个顶点坐标维度    private final int DIMENSION_PER_TEXTURE = 2; // 每个纹理坐标维度    private final float SQUARE_SIDE = 0.7f; // 每个方块的边长    private final float HALF_PLANE_SIDE = 1.5f * SQUARE_SIDE; //每个面的边长的一半    private final int[] RESOURCE_ID = new int[] { // 图片资源id            R.raw.white, R.raw.yellow, R.raw.blue, R.raw.green,            R.raw.orange, R.raw.red, R.raw.inside    };    // 顶点坐标数组    private float[][][][] vertex = new float[PLANE_NUM][SQUARE_NUM_PER_PLANE][VERTEXT_NUM_PER_SQUARE][DIMENSION_PER_VERTEXT];    // 纹理坐标数组    private float[][][][] texture = new float[PLANE_NUM][SQUARE_NUM_PER_PLANE][VERTEXT_NUM_PER_SQUARE][DIMENSION_PER_TEXTURE];    // 贴图资源数组    private int[][] mipmap = new int[PLANE_NUM][SQUARE_NUM_PER_PLANE];    public Model() {        initModel();    }    // 初始化模型顶点坐标和纹理坐标    private void initModel() {        for (int i = 0; i < 3; i++) { // 遍历三视图            initView(i);        }    }    // 初始化三视图顶点坐标和纹理坐标    private void initView(int direction) {        int baseIndex = direction * 6;        int axis = 2 - direction; // 固定的坐标轴        for (int i = 0; i < 6; i++) {            int planeIndex = baseIndex + i;            float value = HALF_PLANE_SIDE - ((i + 1) / 2) * SQUARE_SIDE;            initPlane(planeIndex, axis, value);            initMipmap(direction, planeIndex, i);        }    }    // 初始化贴图资源    private void initMipmap(int direction, int planeIndex, int seq) {        int near = direction * 2;        int far = near + 1;        int inside = 6;        int index = (seq == 0 ? near : (seq == 5 ? far : inside));        for (int i = 0; i < SQUARE_NUM_PER_PLANE; i++) {            mipmap[planeIndex][i] = RESOURCE_ID[index];        }    }    // 初始化一个面顶点坐标和纹理坐标    private void initPlane(int planeIndex, int axis, float value) {        for (int i = 0; i < 9; i++) {            initSquare(planeIndex, i, axis, value);        }    }    // 初始化一个方块顶点坐标和纹理坐标    private void initSquare(int planeIndex, int squareIndex, int axis, float value) {        float row = HALF_PLANE_SIDE - SQUARE_SIDE * (squareIndex / 3);        float col = -HALF_PLANE_SIDE + SQUARE_SIDE * (squareIndex % 3);        switch(axis) {            case 0: // 右视图                for (int i = 0; i < 4; i++) {                    vertex[planeIndex][squareIndex][i][0] = value;                    vertex[planeIndex][squareIndex][i][1] = row - SQUARE_SIDE * (i / 2);                    vertex[planeIndex][squareIndex][i][2] = col + SQUARE_SIDE * (i % 2);                }                break;            case 1: // 俯视图                for (int i = 0; i < 4; i++) {                    vertex[planeIndex][squareIndex][i][0] = col + SQUARE_SIDE * (i % 2);                    vertex[planeIndex][squareIndex][i][1] = value; //axis                    vertex[planeIndex][squareIndex][i][2] = row - SQUARE_SIDE * (i / 2);                }                break;            case 2: // 正视图                for (int i = 0; i < 4; i++) {                    vertex[planeIndex][squareIndex][i][0] = col + SQUARE_SIDE * (i % 2);                    vertex[planeIndex][squareIndex][i][1] = row - SQUARE_SIDE * (i / 2);                    vertex[planeIndex][squareIndex][i][2] = value;                }                break;        }        for (int i = 0; i < 4; i++) {            texture[planeIndex][squareIndex][i][0] = i % 2;            texture[planeIndex][squareIndex][i][1] = i / 2;        }    }    // 获取顶点坐标    public float[] getVertex() {        int length = PLANE_NUM * SQUARE_NUM_PER_PLANE * VERTEXT_NUM_PER_SQUARE * DIMENSION_PER_VERTEXT;        float[] res = new float[length];        int index = 0;        for (int i = 0; i < PLANE_NUM; i++) {            for (int j = 0; j < SQUARE_NUM_PER_PLANE; j++) {                for (int k = 0; k < VERTEXT_NUM_PER_SQUARE; k++) {                    int ver = k * DIMENSION_PER_VERTEXT;                    for (int l = 0; l < DIMENSION_PER_VERTEXT; l++) {                        res[index++] = vertex[i][j][k][l];                    }                }            }        }        return res;    }    // 获取纹理坐标    public float[] getTexture() {        int length = PLANE_NUM * SQUARE_NUM_PER_PLANE * VERTEXT_NUM_PER_SQUARE * DIMENSION_PER_TEXTURE;        float[] res = new float[length];        int index = 0;        for (int i = 0; i < PLANE_NUM; i++) {            for (int j = 0; j < SQUARE_NUM_PER_PLANE; j++) {                for (int k = 0; k < VERTEXT_NUM_PER_SQUARE; k++) {                    for (int l = 0; l < DIMENSION_PER_TEXTURE; l++) {                        res[index++] = texture[i][j][k][l];                    }                }            }        }        return res;    }    public int[] getMipmap() {        int length = PLANE_NUM * SQUARE_NUM_PER_PLANE;        int[] res = new int[length];        int index = 0;        for (int i = 0; i < PLANE_NUM; i++) {            for (int j = 0; j < SQUARE_NUM_PER_PLANE; j++) {                res[index++] = mipmap[i][j];            }        }        return res;    }}

​ 说明:魔方绘制的循序是,从前往后,从上往下,从右往左绘制每一个面,共 18 个面。

​ vertex_shader.glsl

#version 300 eslayout (location = 0) in vec4 vPosition;layout (location = 1) in vec2 aTextureCoord;uniform mat4 mvpMatrix;out vec2 vTexCoord;void main() {     gl_Position  = mvpMatrix * vPosition;     vTexCoord = aTextureCoord;}

​ 顶点着色器的作用:进行矩阵变换位置、根据光照公式计算顶点颜⾊⽣成 / 变换纹理坐标,并且把位置和纹理坐标发送到片元着色器。

​ 顶点着色器中,如果没有指定默认精度,则 int 和 float 的默认精度都为 highp。

​ fragment_shader.glsl

#version 300 esprecision mediump float;uniform sampler2D uTextureUnit;in vec2 vTexCoord;out vec4 fragColor;void main() {     fragColor = texture(uTextureUnit,vTexCoord);}

​ 片元着色器的作用:处理经光栅化阶段生成的每个片元,计算每个像素的颜色和透明度。

​ 在片元着色器中,浮点值没有默认的精度值,每个着色器必须声明一个默认的 float 精度。

运行效果:

​ 声明:本文转自【OpenGL ES】绘制魔方

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