本文主要介绍使用 OpenGL ES 绘制立方体,并实现手动触摸事件控制立方体旋转。
为方便控制触摸旋转,假设旋转轴始终在 xoy 平面上,设 z 轴的方向向量 u = (0, 0, 1),触摸方向向量为 v(起点为ACTION_DOWN 时坐标,终点 ACTION_MOVE 时坐标),则旋转轴 w = u x v(x 为向量叉乘运算,运算结果仍然是一个向量,并且 w 垂直于 uov 平面)。
在每次触摸结束时(ACTION_UP),为保证下次触摸事件与立方体旋转的一致性,将变换后的顶点坐标刷新到模型中,即更新模型的顶点坐标。
读者如果对 OpenGL ES 不太熟悉,请回顾以下内容:
- 绘制三角形
- 绘制立方体
- MVP矩阵变换
本文完整代码资源见→ 【OpenGL ES】立方体手动旋转
项目目录如下:
2 案例MainActivity.java
package com.zhyan8.touchCube; 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.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); } @Override protected void onResume() { super.onResume(); mGlSurfaceView.onResume(); } @Override protected void onPause() { super.onPause(); mGlSurfaceView.onPause(); } }
MyGLSurfaceView.java
package com.zhyan8.touchCube; import android.content.Context; import android.opengl.GLSurfaceView; import android.util.AttributeSet; import android.view.MotionEvent; public class MyGLSurfaceView extends GLSurfaceView { private MyRender mRender; private float mRate = 1f; private float mPreviousX; private float mPreviousY; public MyGLSurfaceView(Context context) { super(context); setEGLContextClientVersion(3); mRender = new MyRender(context); setRenderer(mRender); } public MyGLSurfaceView(Context context, AttributeSet attrs) { super(context, attrs); setEGLContextClientVersion(3); } @Override public boolean onTouchEvent(MotionEvent event) { float x = event.getX(); float y = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: mPreviousX = x; mPreviousY = y; break; case MotionEvent.ACTION_MOVE: requestRender(x, y); break; case MotionEvent.ACTION_UP: updateVertex(); break; case MotionEvent.ACTION_CANCEL: break; } return true; } private void requestRender(float x, float y) { getRate(); float dx = x - mPreviousX; float dy = mPreviousY - y; //屏幕坐标Y轴向下,模型坐标Y轴向上 float[] axis = getRotationAxis(dx, dy); float angle = getRotationAngle(dx, dy); mRender.setRotateArrt(axis, angle); requestRender(); } // 更新顶点坐标 private void updateVertex() { mRender.updateVertex(); float[] axis = new float[] {0, 0, 1}; float angle = 0f; mRender.setRotateArrt(axis, angle); requestRender(); } // 获取旋转轴 private float[] getRotationAxis(float dx, float dy) { float[] axis = new float[] {0, 0, 1}; float dis = (float) Math.sqrt(dx * dx + dy * dy); if (dis < 0.000001f) { return axis; } // axis = (dx, dy, 0) X (0, 0, -1) axis[0] = -dy; axis[1] = dx; axis[2] = 0; return axis; } // 获取旋转角度 private float getRotationAngle(float dx, float dy) { float d = (float) Math.sqrt(dx * dx + dy * dy); float angle = d * mRate; return angle; } // 获取滑动比例 private void getRate() { float w = getWidth(); float h = getHeight(); mRate = 360 / (float) Math.sqrt(w * w + h * h); } }
MyRender.java
package com.zhyan8.touchCube; 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 colorBuffer; private MyGLUtils mGLUtils; private int mProgramId; private float mRatio; public MyRender(Context context) { model = new Model(); mGLUtils = new MyGLUtils(context); } @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); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { //设置视图窗口 GLES30.glViewport(0, 0, width, height); getFloatBuffer(); 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); //准备顶点坐标和颜色数据 GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 0, vertexBuffer); GLES30.glVertexAttribPointer(1, 4, GLES30.GL_FLOAT, false, 0, colorBuffer); //绘制正方体的表面(6个面,每面2个三角形,每个三角形3个顶点) draw(); //禁止顶点数组句柄 GLES30.glDisableVertexAttribArray(0); GLES30.glDisableVertexAttribArray(1); } private void draw() { int count = 4; for (int i =0; i < model.getPlaneNum(); i++) { int first = i * count; GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, first, count); } } private void getFloatBuffer() { vertexBuffer = mGLUtils.getFloatBuffer(model.getVertex()); colorBuffer = mGLUtils.getFloatBuffer(model.getColor()); } // 设置旋转轴和旋转角度 public void setRotateArrt(float[] axis, float angle) { mGLUtils.setRotateArrt(axis, angle); } // 更新顶点坐标 public void updateVertex() { float[] newVertex = mGLUtils.updateVertex(model.getVertex()); model.updateVertex(newVertex); vertexBuffer = mGLUtils.getFloatBuffer(model.getVertex()); } }
GLUtils.java
package com.zhyan8.touchCube; import android.content.Context; import android.opengl.GLES30; 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 float[] mModelMatrix; //模型变换矩阵 private float mAngle = 0; private float[] mAxis = new float[] {0, 0, 1}; 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; } public ByteBuffer getByteBuffer(byte[] byteArr) { ByteBuffer bb = ByteBuffer.allocateDirect(byteArr.length * Byte.BYTES) .order(ByteOrder.nativeOrder()); bb.put(byteArr); bb.position(0); return bb; } //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(); } //计算MVP变换矩阵 public void transform(int programId, float ratio) { //初始化modelMatrix, viewMatrix, projectionMatrix mModelMatrix = 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 Matrix.rotateM(mModelMatrix, 0, mAngle, mAxis[0], mAxis[1], mAxis[2]); //获取模型旋转变换矩阵 Matrix.setLookAtM(viewMatrix, 0, 0, 0, 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, mModelMatrix, 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; } // 设置旋转轴和旋转角度 public void setRotateArrt(float[] axis, float angle) { mAxis = axis; mAngle = angle; } // 更新顶点坐标 public float[] updateVertex(float[] oldVertex) { float[] newVertex = new float[oldVertex.length]; int num = oldVertex.length / 3; for (int i = 0; i < num; i++) { int offset = i * 3; float[] in = new float[4]; for (int j = 0; j < 3; j++) { in[j] = oldVertex[offset + j]; } in[3] = 1; float[] out = new float[4]; Matrix.multiplyMV(out, 0, mModelMatrix, 0, in, 0); for (int j = 0; j < 3; j++) { newVertex[offset + j] = out[j]; } } return newVertex; } }
Model.java
package com.zhyan8.touchCube; public class Model { private final int PLANE_NUM = 6; // 面数 private final int VERTEXT_NUM_PER_PLANE = 4; // 每个面顶点数 private final int DIMENSION_PER_VERTEXT = 3; // 每个顶点坐标维度 private final int DIMENSION_PER_COLOR = 4; // 每个顶点颜色维度 private final float HALF_SIDE = 1.0f; // 立方体边长的一半 private final float[][] COLORS = new float[][] { // 颜色饱和度 {0.96f, 0.72f, 0.82f, 1f}, // white {0.84f, 0.84f, 0.04f, 1f}, // yellow {0.27f, 0.70f, 0.84f, 1f}, // blue {0.41f, 0.56f, 0.25f, 1f}, // green {0.95f, 0.42f, 0.02f, 1f}, // orange {0.95f, 0.17f, 0.04f, 1f} // red }; // 顶点坐标数组 private volatile float[][][] vertex = new float[PLANE_NUM][VERTEXT_NUM_PER_PLANE][DIMENSION_PER_VERTEXT]; // 顶点颜色数组 private float[][][] color = new float[PLANE_NUM][VERTEXT_NUM_PER_PLANE][DIMENSION_PER_COLOR]; public Model() { initModel(); } // 初始化模型顶点坐标和颜色 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颜色 private void initView(int direction) { int baseIndex = direction * 2; int axis = 2 - direction; // 固定的坐标轴 for (int i = 0; i < 2; i++) { int planeIndex = baseIndex + i; float value = HALF_SIDE * (1 - 2 * i); initPlane(planeIndex, axis, value); } } // 初始化一个面顶点坐标和颜色 private void initPlane(int planeIndex, int axis, float value) { float row = HALF_SIDE; float col = -HALF_SIDE; float side = 2 * HALF_SIDE; switch(axis) { case 0: // 右视图 for (int i = 0; i < 4; i++) { vertex[planeIndex][i][0] = value; vertex[planeIndex][i][1] = row - side * (i / 2); vertex[planeIndex][i][2] = col + side * (i % 2); } break; case 1: // 俯视图 for (int i = 0; i < 4; i++) { vertex[planeIndex][i][0] = col + side * (i % 2); vertex[planeIndex][i][1] = value; vertex[planeIndex][i][2] = row - side * (i / 2); } break; case 2: // 正视图 for (int i = 0; i < 4; i++) { vertex[planeIndex][i][0] = col + side * (i % 2); vertex[planeIndex][i][1] = row - side * (i / 2); vertex[planeIndex][i][2] = value; } break; } for (int i = 0; i < 4; i++) { color[planeIndex][i][0] = COLORS[planeIndex][0]; color[planeIndex][i][1] = COLORS[planeIndex][1]; color[planeIndex][i][2] = COLORS[planeIndex][2]; color[planeIndex][i][3] = COLORS[planeIndex][3]; } } // 获取顶点坐标 public float[] getVertex() { int length = PLANE_NUM * VERTEXT_NUM_PER_PLANE * DIMENSION_PER_VERTEXT; float[] res = new float[length]; for (int i = 0; i < PLANE_NUM; i++) { int plane = i * VERTEXT_NUM_PER_PLANE * DIMENSION_PER_VERTEXT; for (int j = 0; j < VERTEXT_NUM_PER_PLANE; j++) { int ver = j * DIMENSION_PER_VERTEXT; for (int k = 0; k < DIMENSION_PER_VERTEXT; k++) { int index = plane + ver + k; res[index] = vertex[i][j][k]; } } } return res; } // 获取颜色 public float[] getColor() { int length = PLANE_NUM * VERTEXT_NUM_PER_PLANE * DIMENSION_PER_COLOR; float[] res = new float[length]; for (int i = 0; i < PLANE_NUM; i++) { int plane = i * VERTEXT_NUM_PER_PLANE * DIMENSION_PER_COLOR; for (int j = 0; j < VERTEXT_NUM_PER_PLANE; j++) { int ver = j * DIMENSION_PER_COLOR; for (int k = 0; k < DIMENSION_PER_COLOR; k++) { int index = plane + ver + k; res[index] = color[i][j][k]; } } } return res; } public int getPlaneNum() { return PLANE_NUM; } // 将变换后的顶点坐标刷新到模型中 public void updateVertex(float[] newVertex) { for (int i = 0; i < PLANE_NUM; i++) { int plane = i * VERTEXT_NUM_PER_PLANE * DIMENSION_PER_VERTEXT; for (int j = 0; j < VERTEXT_NUM_PER_PLANE; j++) { int ver = j * DIMENSION_PER_VERTEXT; for (int k = 0; k < DIMENSION_PER_VERTEXT; k++) { int index = plane + ver + k; vertex[i][j][k] = newVertex[index]; } } } } }
vertex_shader.glsl
#version 300 es layout (location = 0) in vec4 vPosition; layout (location = 1) in vec4 aColor; uniform mat4 mvpMatrix; out vec4 vColor; void main() { gl_Position = mvpMatrix * vPosition; vColor = aColor; }
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 es precision mediump float; //声明float型变量的精度为mediump in vec4 vColor; out vec4 fragColor; void main() { fragColor = vColor; }
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:
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