前面讨论了如何给3D图形染色,更一般的情况是使用位图来给Mesh上色(渲染材质)。主要步骤如下:
创建Bitmap对象
使用材质渲染,首先需要构造用来渲染的Bitmap对象,Bitmap对象可以从资源文件中读取或是从网络下载或是使用代码构造。为简单起见,从资源中读取:
Bitmap bitmap = BitmapFactory.decodeResource(contect.getResources(), R.drawable.icon);
要注意的是,有些设备对使用的Bitmap的大小有要求,要求Bitmap的宽度和长度为2的几次幂(1,2,4,8,16,32,64.。。。),如果使用不和要求的Bitmap来渲染,可能只会显示白色。
创建材质(Generating a texture)
下一步使用OpenGL库创建一个材质(Texture),首先是获取一个Texture Id。
// Create an int array with the number of textures we want, // in this case 1. int[] textures = new int[1]; // Tell OpenGL to generate textures. gl.glGenTextures(1, textures, 0);
textures中存放了创建的Texture ID,使用同样的Texture Id ,也可以来删除一个Texture:
// Delete a texture. gl.glDeleteTextures(1, textures, 0)
有了Texture Id之后,就可以通知OpenGL库使用这个Texture:
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
设置Texture参数glTexParameter
下一步需要给Texture填充设置参数,用来渲染的Texture可能比要渲染的区域大或者小,这是需要设置Texture需要放大或是缩小时OpenGL的模式:
// Scale up if the texture if smaller. gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // scale linearly when image smalled than texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
常用的两种模式为GL10.GL_LINEAR和GL10.GL_NEAREST。
需要比较清晰的图像使用GL10.GL_NEAREST:
而使用GL10.GL_LINEAR则会得到一个较模糊的图像:
下一步要告知OpenGL库如何将Bitmap的像素映射到Mesh上。这可以分为两步来完成:
定义UV坐标
UV Mapping指将Bitmap的像素映射到Mesh上的顶点。UV坐标定义为左上角(0,0),右下角(1,1)(因为使用的2D Texture),下图坐标显示了UV坐标,右边为我们需要染色的平面的顶点顺序:
为了能正确的匹配,需要把UV坐标中的(0,1)映射到顶点0,(1,1)映射到顶点2等等。
float textureCoordinates[] = {0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f };
float textureCoordinates[] = {0.0f, 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.0f };
而
float textureCoordinates[] = {0.0f, 2.0f, 2.0f, 2.0f, 0.0f, 0.0f, 2.0f, 0.0f };
将使用一些不存在的Texture去渲染平面(UV坐标为0,0-1,1 而 (0,0)-(2,2)定义超过UV定义的大小),这时需要告诉OpenGL库如何去渲染这些不存在的Texture部分。
有两种设置
下面有四种不同组合:
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);
然后是将Bitmap资源和Texture绑定起来:
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
使用Texture
为了能够使用上面定义的Texture,需要创建一Buffer来存储UV坐标:
FloatBuffer byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(textureCoordinates); textureBuffer.position(0);
渲染
// Telling OpenGL to enable textures. gl.glEnable(GL10.GL_TEXTURE_2D); // Tell OpenGL where our texture is located. gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // Tell OpenGL to enable the use of UV coordinates. gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Telling OpenGL where our UV coordinates are. gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); // ... here goes the rendering of the mesh ... // Disable the use of UV coordinates. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable the use of textures. gl.glDisable(GL10.GL_TEXTURE_2D);
代码是在一个平面上(SimplePlane)下使用Texture来渲染,首先是修改Mesh基类,使它能够支持定义UV 坐标:
// Our UV texture buffer. private FloatBuffer mTextureBuffer; /** * Set the texture coordinates. * * @param textureCoords */ protected void setTextureCoordinates(float[] textureCoords) { // float is 4 bytes, therefore we multiply the number if // vertices with 4. ByteBuffer byteBuf = ByteBuffer.allocateDirect( textureCoords.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuf.asFloatBuffer(); mTextureBuffer.put(textureCoords); mTextureBuffer.position(0); }
并添加设置Bitmap和创建Texture的方法:
// Our texture id. private int mTextureId = -1; // The bitmap we want to load as a texture. private Bitmap mBitmap; /** * Set the bitmap to load into a texture. * * @param bitmap */ public void loadBitmap(Bitmap bitmap) { this.mBitmap = bitmap; mShouldLoadTexture = true; } /** * Loads the texture. * * @param gl */ private void loadGLTexture(GL10 gl) { // Generate one texture pointer... int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTextureId = textures[0]; // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureId); // Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); // Use the Android GLUtils to specify a two-dimensional texture image // from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0); }
最后修改draw方法来渲染材质:
// Indicates if we need to load the texture. private boolean mShouldLoadTexture = false; /** * Render the mesh. * * @param gl * the OpenGL context to render to. */ public void draw(GL10 gl) { ... // Smooth color if (mColorBuffer != null) { // Enable the color array buffer to be used during rendering. gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); } if (mShouldLoadTexture) { loadGLTexture(gl); mShouldLoadTexture = false; } if (mTextureId != -1 && mTextureBuffer != null) { gl.glEnable(GL10.GL_TEXTURE_2D); // Enable the texture state gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Point to our buffers gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer); gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureId); } gl.glTranslatef(x, y, z); ... // Point out the where the color buffer is. gl.glDrawElements(GL10.GL_TRIANGLES, mNumOfIndices, GL10.GL_UNSIGNED_SHORT, mIndicesBuffer); ... if (mTextureId != -1 && mTextureBuffer != null) { gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } ... }
使用的SimplePlane定义如下:
package se.jayway.opengl.tutorial.mesh; /** * SimplePlane is a setup class for Mesh that creates a plane mesh. * * @author Per-Erik Bergman (per-erik.bergman@jayway.com) * */ public class SimplePlane extends Mesh { /** * Create a plane with a default with and height of 1 unit. */ public SimplePlane() { this(1, 1); } /** * Create a plane. * * @param width * the width of the plane. * @param height * the height of the plane. */ public SimplePlane(float width, float height) { // Mapping coordinates for the vertices float textureCoordinates[] = { 0.0f, 2.0f, // 2.0f, 2.0f, // 0.0f, 0.0f, // 2.0f, 0.0f, // }; short[] indices = new short[] { 0, 1, 2, 1, 3, 2 }; float[] vertices = new float[] { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f, 0.5f, 0.5f, 0.0f }; setIndices(indices); setVertices(vertices); setTextureCoordinates(textureCoordinates); } }
示例代码下载 ,到本篇为止介绍了OpenGL ES开发的基本方法,更详细的教程将在以后发布,后面先回到Android ApiDemos中OpenGL ES的示例。