用OpenGL ES 3写一个车载空调出风的Android demo
时间: 2024-05-21 07:11:57 浏览: 21
好的,我了解了您的要求。对于您的问题,您可以参考以下步骤来创建您的Android demo:
1. 首先,您需要创建一个新的Android项目,您可以在Android Studio中创建一个新的项目。
2. 接下来,您需要导入OpenGL ES 3库,您可以使用Gradle依赖项将它们添加到您的项目中。
3. 然后,您需要创建一个OpenGL视图,它将用于呈现您的3D场景。您可以在XML布局文件中创建这个视图,并在Java代码中引用它。
4. 接着,您需要编写OpenGL渲染器,它将负责呈现您的3D场景。您可以创建一个实现GLSurfaceView.Renderer接口的类,并在其中实现onSurfaceCreated,onSurfaceChanged和onDrawFrame方法。
5. 然后,您需要添加您的3D模型和纹理。您可以使用Blender等工具创建3D模型,并导出为OBJ文件。您还可以使用GIMP等工具创建纹理。
6. 最后,您需要编写代码来将您的3D模型和纹理呈现在OpenGL视图中。您可以使用OpenGL ES 3 API来进行渲染操作。
希望我的回答能为您提供帮助!
相关问题
写一个OpenGL ES 纹理从上到下循环流动的Android demo
好的,我理解了你的问题,以下是 OpenGL ES 纹理从上到下循环流动的 Android demo:
1. 首先,我们需要在 Android Studio 中创建一个新项目。
2. 在项目中创建一个名为“texture.glsl”的文件,并在其中添加以下代码:
vertexShaderCode:
```glsl
attribute vec4 position;
attribute vec2 textureCoordinate;
varying vec2 vTextureCoord;
void main() {
gl_Position = position;
vTextureCoord = textureCoordinate;
}
```
fragmentShaderCode:
```glsl
precision mediump float;
uniform sampler2D uTexture;
varying vec2 vTextureCoord;
uniform float uTime;
void main() {
vec2 uv = vec2(vTextureCoord.x, vTextureCoord.y + uTime);
if (uv.y > 1.0) {
uv.y -= 1.0;
}
vec4 textureColor = texture2D(uTexture, uv);
gl_FragColor = textureColor;
}
```
3. 接下来,在项目中创建一个名为“TextureRenderer.java”的类,并在其中添加以下代码:
```java
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.os.SystemClock;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class TextureRenderer implements GLSurfaceView.Renderer {
private Context context;
private int textureId;
private int program;
private int positionHandle;
private int textureCoordinateHandle;
private int uTextureHandle;
private int uTimeHandle;
private float[] vertices = {
-1f, -1f,
1f, -1f,
-1f, 1f,
1f, 1f
};
private float[] textureCoords = {
0f, 1f,
1f, 1f,
0f, 0f,
1f, 0f
};
private Bitmap bitmap;
public TextureRenderer(Context context) {
this.context = context;
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0f, 0f, 0f, 1f);
createProgram();
createTexture();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(program);
long time = SystemClock.uptimeMillis();
float seconds = time / 1000f;
float timeValue = seconds % 1.0f;
GLES20.glUniform1f(uTimeHandle, timeValue);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(uTextureHandle, 0);
GLES20.glVertexAttribPointer(
positionHandle,
2,
GLES20.GL_FLOAT,
false,
0,
VertexArrayHelper.createFloatBuffer(vertices)
);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(
textureCoordinateHandle,
2,
GLES20.GL_FLOAT,
false,
0,
VertexArrayHelper.createFloatBuffer(textureCoords)
);
GLES20.glEnableVertexAttribArray(textureCoordinateHandle);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(textureCoordinateHandle);
}
private void createProgram() {
String vertexShaderCode = AssetsHelper.loadShaderCode(context, "texture.glsl", "vertexShaderCode");
String fragmentShaderCode = AssetsHelper.loadShaderCode(context, "texture.glsl", "fragmentShaderCode");
program = GLES20.glCreateProgram();
int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
GLES20.glShaderSource(vertexShader, vertexShaderCode);
GLES20.glCompileShader(vertexShader);
GLES20.glAttachShader(program, vertexShader);
int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glShaderSource(fragmentShader, fragmentShaderCode);
GLES20.glCompileShader(fragmentShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
positionHandle = GLES20.glGetAttribLocation(program, "position");
textureCoordinateHandle = GLES20.glGetAttribLocation(program, "textureCoordinate");
uTextureHandle = GLES20.glGetUniformLocation(program, "uTexture");
uTimeHandle = GLES20.glGetUniformLocation(program, "uTime");
}
private void createTexture() {
bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.texture);
int[] textureIds = new int[1];
GLES20.glGenTextures(1, textureIds, 0);
textureId = textureIds[0];
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(
GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_REPEAT
);
GLES20.glTexParameteri(
GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_REPEAT
);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
}
```
4. 最后,在 MainActivity 中,添加以下代码:
```java
public class MainActivity extends AppCompatActivity {
private GLSurfaceView glSurfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
glSurfaceView = findViewById(R.id.gl_surface_view);
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setRenderer(new TextureRenderer(this));
glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
}
```
5. 运行应用程序,您将看到纹理从上到下循环流动的效果。
希望这个demo能够帮到你。
写出Android OpenGL ES实现3D抛骰子
好的,下面是一个简单的Android OpenGL ES实现3D抛骰子的示例代码:
首先在build.gradle中添加OpenGL ES依赖:
```groovy
implementation 'com.android.support:support-v4:28.0.0'
implementation 'com.android.support:appcompat-v7:28.0.0'
implementation 'com.google.android.gms:play-services-gcm:16.0.0'
implementation 'com.google.android.gms:play-services-ads:17.1.1'
implementation 'com.google.android.gms:play-services-auth:16.0.1'
implementation 'com.android.support.constraint:constraint-layout:1.1.3'
implementation 'com.android.support:design:28.0.0'
implementation 'com.android.support:cardview-v7:28.0.0'
implementation 'com.android.support:recyclerview-v7:28.0.0'
implementation 'com.google.code.gson:gson:2.8.5'
implementation 'com.squareup.okhttp3:okhttp:3.11.0'
implementation 'com.squareup.okio:okio:1.14.0'
implementation 'com.github.bumptech.glide:glide:4.9.0'
annotationProcessor 'com.github.bumptech.glide:compiler:4.9.0'
implementation 'com.squareup.retrofit2:retrofit:2.5.0'
implementation 'com.squareup.retrofit2:converter-gson:2.5.0'
implementation 'com.squareup.retrofit2:adapter-rxjava2:2.5.0'
implementation 'com.squareup.okhttp3:logging-interceptor:3.11.0'
implementation 'io.reactivex.rxjava2:rxandroid:2.1.1'
implementation 'io.reactivex.rxjava2:rxjava:2.2.8'
```
接着创建一个继承自GLSurfaceView的自定义视图:
```java
public class DiceView extends GLSurfaceView implements Renderer {
private final static int DICE_NUM = 3; // 骰子数量
private final static float DICE_SIZE = 0.5f; // 骰子大小
private final static float DICE_SPEED = 0.1f; // 骰子旋转速度
private Dice[] dices = new Dice[DICE_NUM]; // 骰子数组
private float xAngle = 0; // x轴旋转角度
private float yAngle = 0; // y轴旋转角度
private float zAngle = 0; // z轴旋转角度
public DiceView(Context context) {
super(context);
setRenderer(this);
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
for (int i = 0; i < DICE_NUM; i++) {
dices[i] = new Dice(getContext(), DICE_SIZE, DICE_SPEED);
}
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
float ratio = (float) width / height;
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
}
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, 3, 0, 0, 0, 0, 1, 0);
gl.glRotatef(xAngle, 1, 0, 0);
gl.glRotatef(yAngle, 0, 1, 0);
gl.glRotatef(zAngle, 0, 0, 1);
for (int i = 0; i < DICE_NUM; i++) {
dices[i].draw(gl);
}
}
public void setAngles(float xAngle, float yAngle, float zAngle) {
this.xAngle = xAngle;
this.yAngle = yAngle;
this.zAngle = zAngle;
}
}
```
然后创建一个Dice类来表示骰子:
```java
public class Dice {
private FloatBuffer vertexBuffer;
private FloatBuffer textureBuffer;
private ByteBuffer indexBuffer;
private int[] textures = new int[1];
private int[] diceValues = {1, 2, 3, 4, 5, 6};
private float diceSize;
private float diceSpeed;
private float angleX = 0;
private float angleY = 0;
private float angleZ = 0;
private float[] vertices = {
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f
};
private float[] textureCoords = {
0, 0, 0, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 1, 1, 0
};
private byte[] indices = {
0, 1, 2, 0, 2, 3,
0, 3, 7, 0, 7, 4,
0, 4, 5, 0, 5, 1,
1, 5, 6, 1, 6, 2,
3, 2, 6, 3, 6, 7,
4, 7, 6, 4, 6, 5
};
public Dice(Context context, float diceSize, float diceSpeed) {
this.diceSize = diceSize;
this.diceSpeed = diceSpeed;
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(textureCoords.length * 4);
tbb.order(ByteOrder.nativeOrder());
textureBuffer = tbb.asFloatBuffer();
textureBuffer.put(textureCoords);
textureBuffer.position(0);
indexBuffer = ByteBuffer.allocateDirect(indices.length);
indexBuffer.put(indices);
indexBuffer.position(0);
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.dice);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
Random random = new Random();
setDiceValue(diceValues[random.nextInt(6)]);
}
public void draw(GL10 gl) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glPushMatrix();
gl.glRotatef(angleX, 1, 0, 0);
gl.glRotatef(angleY, 0, 1, 0);
gl.glRotatef(angleZ, 0, 0, 1);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer);
gl.glPopMatrix();
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
public void setDiceValue(int value) {
angleX = 0;
angleY = 0;
angleZ = 0;
switch (value) {
case 1:
angleX = 90;
break;
case 2:
angleX = -90;
break;
case 3:
angleY = 90;
break;
case 4:
angleY = -90;
break;
case 5:
angleZ = 90;
break;
case 6:
angleZ = -90;
break;
}
}
public void update() {
angleX += diceSpeed;
angleY += diceSpeed;
angleZ += diceSpeed;
}
}
```
最后在Activity中使用DiceView即可:
```java
public class MainActivity extends AppCompatActivity {
private DiceView diceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
diceView = new DiceView(this);
setContentView(diceView);
}
@Override
protected void onResume() {
super.onResume();
diceView.onResume();
}
@Override
protected void onPause() {
super.onPause();
diceView.onPause();
}
@Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - lastX;
float dy = y - lastY;
diceView.setAngles(dy * 0.5f, dx * 0.5f, 0);
diceView.requestRender();
break;
}
lastX = x;
lastY = y;
return true;
}
}
```
这样就实现了一个简单的Android OpenGL ES实现3D抛骰子的程序。
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