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android opengl es 飄落的星星

用的是别人七彩星星的架構,

自己親手去調試,雖然還有很多不懂的地方,但算是對android opengl es的架構有了一定的認識

兩個類

StarsActivity.class

package wjw.stars;

import android.app.Activity;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.os.Bundle;

public class StarsActivity extends Activity {

	private GLSurfaceView glSurfaceView;
	private MyRenderer renderer;

	@Override
	public void onCreate(Bundle savedInstanceState) {
		
		super.onCreate(savedInstanceState);
		
		Load.loadBitmap(getResources());
		
		renderer = new MyRenderer();
		glSurfaceView = new GLSurfaceView(this);
		glSurfaceView.setRenderer(renderer);
		
		setContentView(glSurfaceView);
	}
}

class Load {
	public static Bitmap bitmap;

	public static void loadBitmap(Resources res) {
		bitmap = BitmapFactory.decodeResource(res, R.drawable.star);
	}
}
           

MyRenderer.class

package wjw.stars;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.util.Random;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLUtils;
import android.opengl.GLSurfaceView.Renderer;

public class MyRenderer implements Renderer {
	private int one = 0x10000;
	private IntBuffer vertexBuffer;
	private int[] vertex = new int[] { -one, -one, 0, one, -one, 0, -one, one,
			0, one, one, 0 };
	private IntBuffer coordBuffer;
	private int[] coord = { 0, 0, one, 0, 0, one, one, one };
	private int[] textures = new int[1];
	private Random random = new Random();
	// 閃爍的星星
	boolean twinkle = true;
	// star數目
	int num = 50;
	// star數目數組
	NiceStar[] star = new NiceStar[num];
	// star 傾角
	float tilt = 90.0f;
	// star 距人的dist
	float zoom = -10.0f;
	float spin; // 閃爍星星的自轉
	int PortWidth;
	int PortHeight;

	// init資料
	public void initData() {

		ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertex.length * 4);
		byteBuffer.order(ByteOrder.nativeOrder());
		vertexBuffer = byteBuffer.asIntBuffer();
		vertexBuffer.put(vertex);
		vertexBuffer.position(0);

		ByteBuffer coordByteBuffer = ByteBuffer
				.allocateDirect(coord.length * 4);
		coordByteBuffer.order(ByteOrder.nativeOrder());
		coordBuffer = coordByteBuffer.asIntBuffer();
		coordBuffer.put(coord);
		coordBuffer.position(0);
	}

	@Override
	public void onDrawFrame(GL10 gl) {
		// 清除螢幕和深度緩存
		gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT);
		// 初始化資料
		initData();

		for (int i = 0; i < num; i++) {
			gl.glLoadIdentity();
			// 向螢幕裡移入zoom
			gl.glTranslatef(0.0f, 0.0f, zoom);


			// 開啟頂點、顔色和紋理
			gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
			gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
			gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

			gl.glTranslatef(star[i].x, star[i].y, 0.0f);
			if (twinkle) // 啟用閃爍效果
			{
				// 使用byte型數值指定一個顔色
				gl.glColor4f((float) star[(num - i) - 1].r / 255.0f,
						(float) star[(num - i) - 1].g / 255.0f,
						(float) star[(num - i) - 1].b / 255.0f, 1.0f);
				gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);
				gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, coordBuffer);
				// 繪制
				gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
				// 繪制結束
				gl.glFinish();
			}

			//自轉
			 gl.glRotatef(star[i].angle, 0.0f, 0.0f, 1.0f); // 繞z軸旋轉星星

			// 使用byte型數值指定一個顔色
			gl.glColor4f((float) star[(num - i) - 1].r / 255.0f,
					(float) star[(num - i) - 1].g / 255.0f,
					(float) star[(num - i) - 1].b / 255.0f, 1.0f);

			gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);
			gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, coordBuffer);
			// 繪制
			gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
			// 關閉頂點、顔色和紋理
			gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
			gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
			gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

			//自轉參數
			star[i].angle += (float) (i+1) / (float) num; // 改變星星的自轉角度

			// 向下
			star[i].y -= (float) 0.05;

			//循環
			if (star[i].y < -11.0) 
			{
				star[i].y += 22.0f;
				// 賦一個新紅色分量
				star[i].r = random.nextInt(256);
				// 賦一個新綠色分量
				star[i].g = random.nextInt(256);
				// 賦一個新藍色分量
				star[i].b = random.nextInt(256);
			}
		}
	}

	@Override
	public void onSurfaceChanged(GL10 gl, int width, int height) {
		PortWidth = width;
//		String ans = "";
//		Log.v("PortWidth",ans.valueOf(PortWidth));
		PortHeight = height;
		gl.glViewport(0, 0, width, height);
		float ratio = (float) width / height;
		gl.glMatrixMode(GL10.GL_PROJECTION);
		gl.glLoadIdentity();
		gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
		// 設定觀察模型
		gl.glMatrixMode(GL10.GL_MODELVIEW);
		gl.glLoadIdentity();
	}

	@Override
	public void onSurfaceCreated(GL10 gl, EGLConfig config) {
		gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
		// 黑色背景色
		gl.glClearColorx(0, 0, 0, 0);
		// 啟用陰影平滑
		gl.glShadeModel(GL10.GL_SMOOTH);
		// 啟用深度測試
		gl.glEnable(GL10.GL_DEPTH_TEST);
		// 深度測試類型
		gl.glDepthFunc(GL10.GL_LEQUAL);
		// 設定深度緩存
		gl.glClearDepthf(1.0f);

		// 啟用紋理
		gl.glEnable(GL10.GL_TEXTURE_2D);
		// 生成紋理
		gl.glGenTextures(1, textures, 0);
		// 綁定紋理
		gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
		GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, Load.bitmap, 0);

		gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); // 設定混色函數取得半透明效果
		gl.glEnable(GL10.GL_BLEND); // 啟用混色

		// 初始化 all star
		for (int i = 0; i < num; i++) {
			
			NiceStar starTmp = new NiceStar();
			// all star from 0 angle
			starTmp.angle = 0.0f;
			
			// 随機的坐标
			starTmp.x = (float)(i+1)/(float)num * (float)20.0;
			starTmp.x -= 10.0;
//			String ans = "";
//			Log.v("starTmp", ans.valueOf(starTmp.x));
			starTmp.y = ((float) random.nextInt(22)) ;
			
			// set red
			starTmp.r = random.nextInt(256);
			// set green
			starTmp.g = random.nextInt(256);
			// set blue
			starTmp.b = random.nextInt(256);

			star[i] = starTmp;
		}
	}
}

class NiceStar {
	// star顔色
	int r, g, b;
	// star坐标
	float x, y;
	// current star angle
	float angle = 0.0f;
}
           

效果圖

android opengl es 飄落的星星