OpenGL ES绘制魔方

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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:

​ 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 es
layout (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 es
precision 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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