【OpenGL ES】立方体贴图(6张图)

1 前言

本文通过一个立方体贴图的例子,讲解三维纹理贴图的应用,案例中使用 6 张不同的图片给立方体贴图,图片如下:

本文涉及到的知识点主要包含:三维绘图、MVP 矩阵变换、纹理贴图,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】立方体贴图(6张图)

项目目录如下:

2 案例

MainActivity.java

package com.zhyan8.texture3d;

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.texture3d;

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.texture3d;

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 FloatBuffer vertexBuffer;
 private FloatBuffer textureBuffer;
 private MyGLUtils mGLUtils;
 private int mProgramId;
 private float mRatio;
 private int[] mTextureIds;

 public MyRender(Context context) {
 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);
 mTextureIds = mGLUtils.loadTexture(Model.resIds);
 }

 @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.vertex);
 textureBuffer = mGLUtils.getFloatBuffer(Model.texture);
 }

 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]);
 //绘制正方体的表面(6个面,每个面2个三角形)
 GLES30.glDrawArrays(GLES30.GL_TRIANGLE_FAN, first, count);
 }
 }
}

GLUtils.java

package com.zhyan8.texture3d;

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.texture3d;

public class Model {
 private static float r = 1.0f;

 public static int[] resIds = new int[] {
 R.raw.x1, R.raw.x2, R.raw.x3,
 R.raw.x4, R.raw.x5, R.raw.x6
 };

 public static float[] vertex = new float[] {
 //前面
 r, r, r,
 -r, r, r,
 -r, -r, r,
 r, -r, r,
 //后面
 r, r, -r,
 -r, r, -r,
 -r, -r, -r,
 r, -r, -r,
 //上面
 r, r, r,
 r, r, -r,
 -r, r, -r,
 -r, r, r,
 //下面
 r, -r, r,
 r, -r, -r,
 -r, -r, -r,
 -r, -r, r,
 //右面
 r, r, r,
 r, r, -r,
 r, -r, -r,
 r, -r, r,
 //左面
 -r, r, r,
 -r, r, -r,
 -r, -r, -r,
 -r, -r, r
 };

 public static float[] texture = new float[] {
 //前面
 0f, 0f,
 1f, 0f,
 1f, 1f,
 0f, 1f,
 //后面
 0f, 0f,
 1f, 0f,
 1f, 1f,
 0f, 1f,
 //上面
 0f, 0f,
 1f, 0f,
 1f, 1f,
 0f, 1f,
 //下面
 0f, 0f,
 1f, 0f,
 1f, 1f,
 0f, 1f,
 //右面
 0f, 0f,
 1f, 0f,
 1f, 1f,
 0f, 1f,
 //左面
 0f, 0f,
 1f, 0f,
 1f, 1f,
 0f, 1f
 };
}

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】立方体贴图(6张图)

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