/
LightMapsRenderer.java
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/
LightMapsRenderer.java
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package com.chends.opengl.renderer.light;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.renderscript.Matrix4f;
import com.chends.opengl.R;
import com.chends.opengl.renderer.BaseRenderer;
import com.chends.opengl.utils.OpenGLUtil;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* 光照贴图
* @author chends create on 2019/12/27.
*/
public class LightMapsRenderer extends BaseRenderer {
private String vertexLightShaderCode, fragmentLightShaderCode;
private float[] mLightPosInModelSpace = new float[]{0f, 0.4f, 1f, 1f};
private final float[] mLightPosInWorldSpace = new float[4], mLightPosInEyeSpace = new float[4];
private float[] mViewPos = new float[]{1.5f, -1f, 5f, 1f};
private float[] cubeCoords = new float[]{
// 顶点 // 法向量 // 纹理坐标
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
public LightMapsRenderer(Context context) {
super(context);
vertexShaderCode = OpenGLUtil.getShaderFromResources(context, R.raw.light_maps_vertex);
fragmentShaderCode = OpenGLUtil.getShaderFromResources(context, R.raw.light_maps_fragment);
vertexLightShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec3 aPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vec4(aPosition, 1.0);" +
" gl_PointSize = 35.0;" +
"}";
fragmentLightShaderCode =
"precision mediump float;" +
"void main() {" +
" gl_FragColor = vec4(1.0);" +
"}";
}
private final float[] mMVPMatrix = new float[16], projectionMatrix = new float[16],
viewMatrix = new float[16], modelMatrix = new float[16],
mLightMVPMatrix = new float[16], mLightModelMatrix = new float[16];
private int diffuse, specular, emission;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
super.onSurfaceCreated(gl, config);
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),
R.drawable.ic_light_maps_image1);
Bitmap bitmap2 = BitmapFactory.decodeResource(context.getResources(),
R.drawable.ic_light_maps_image2);
Bitmap bitmap3 = BitmapFactory.decodeResource(context.getResources(),
R.drawable.ic_light_maps_image3);
diffuse = OpenGLUtil.createTextureNormal(bitmap);
specular = OpenGLUtil.createTextureNormal(bitmap2);
emission = OpenGLUtil.createTextureNormal(bitmap3);
bitmap.recycle();
bitmap2.recycle();
bitmap3.recycle();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
super.onSurfaceChanged(gl, width, height);
float ratio = (float) width / height;
// 设置透视投影矩阵,近点是3,远点是7
Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1, 1, 3f, 10f);
Matrix.setLookAtM(viewMatrix, 0, mViewPos[0], mViewPos[1], mViewPos[2],
0f, 0f, 0f,
0f, 1.0f, 0.0f);
}
@Override
public void onDrawFrame(GL10 gl) {
super.onDrawFrame(gl);
float angleInDegrees = (360.0f / 10000.0f) * (SystemClock.uptimeMillis() % 10000L);
Matrix.setIdentityM(mLightModelMatrix, 0);
//Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, 1.0f);
Matrix.rotateM(mLightModelMatrix, 0, angleInDegrees, 0.0f, 1.0f, 0.0f);
//Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, 1.0f);
Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
Matrix.multiplyMV(mLightPosInEyeSpace, 0, viewMatrix, 0, mLightPosInWorldSpace, 0);
Matrix.setIdentityM(modelMatrix, 0);
//Matrix.translateM(modelMatrix, 0, 2.0f, 0.0f, -4.0f);
//Matrix.rotateM(modelMatrix, 0, angleInDegrees, 0.0f, 1.0f, 0.0f);
drawCube();
drawLight();
}
/**
* 绘制立方体
*/
private void drawCube() {
int shaderProgram = OpenGLUtil.createProgram(vertexShaderCode, fragmentShaderCode);
GLES20.glUseProgram(shaderProgram);
// 传入顶点坐标
int positionHandle = GLES20.glGetAttribLocation(shaderProgram, "aPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
FloatBuffer vertexBuffer = OpenGLUtil.createFloatBuffer(cubeCoords);
GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT,
false, 8 * 4, vertexBuffer);
// 法向量
int normalHandle = GLES20.glGetAttribLocation(shaderProgram, "aNormal");
GLES20.glEnableVertexAttribArray(normalHandle);
vertexBuffer.position(3);
GLES20.glVertexAttribPointer(normalHandle, 3, GLES20.GL_FLOAT,
false, 8 * 4, vertexBuffer);
// 纹理坐标
int textHandle = GLES20.glGetAttribLocation(shaderProgram, "aTexCoords");
GLES20.glEnableVertexAttribArray(textHandle);
vertexBuffer.position(6);
GLES20.glVertexAttribPointer(textHandle, 2, GLES20.GL_FLOAT,
false, 8 * 4, vertexBuffer);
int mMVMatrixHandle = GLES20.glGetUniformLocation(shaderProgram, "uMVMatrix");
int mMVPMatrixHandle = GLES20.glGetUniformLocation(shaderProgram, "uMVPMatrix");
int mNormalPosHandle = GLES20.glGetUniformLocation(shaderProgram, "normalMatrix");
Matrix.multiplyMM(mMVPMatrix, 0, viewMatrix, 0, modelMatrix, 0);
GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, projectionMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
final Matrix4f normalMatrix = new Matrix4f();
normalMatrix.loadMultiply(new Matrix4f(viewMatrix), new Matrix4f(modelMatrix));
normalMatrix.inverse();
normalMatrix.transpose();
GLES20.glUniformMatrix4fv(mNormalPosHandle, 1, false, normalMatrix.getArray(), 0);
int materialDiffusePosHandle = GLES20.glGetUniformLocation(shaderProgram, "material.diffuse");
int materialSpecularPosHandle = GLES20.glGetUniformLocation(shaderProgram, "material.specular");
int materialShininessPosHandle = GLES20.glGetUniformLocation(shaderProgram, "material.shininess");
int materialEmissionPosHandle = GLES20.glGetUniformLocation(shaderProgram, "material.emission");
OpenGLUtil.bindTexture(materialDiffusePosHandle, diffuse, 0);
OpenGLUtil.bindTexture(materialSpecularPosHandle, specular, 1);
OpenGLUtil.bindTexture(materialEmissionPosHandle, emission, 2);
GLES20.glUniform1f(materialShininessPosHandle, 256.0f);
int lightAmbientPosHandle = GLES20.glGetUniformLocation(shaderProgram, "light.ambient");
int lightDiffusePosHandle = GLES20.glGetUniformLocation(shaderProgram, "light.diffuse");
int lightSpecularPosHandle = GLES20.glGetUniformLocation(shaderProgram, "light.specular");
int lightPosHandle = GLES20.glGetUniformLocation(shaderProgram, "light.position");
GLES20.glUniform3f(lightPosHandle, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);
GLES20.glUniform3f(lightAmbientPosHandle, 0.2f, 0.2f, 0.2f);
GLES20.glUniform3f(lightDiffusePosHandle, 0.5f, 0.5f, 0.5f);
GLES20.glUniform3f(lightSpecularPosHandle, 1.0f, 1.0f, 1.0f);
// 绘制顶点
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, cubeCoords.length / (3 + 3 + 2));
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(normalHandle);
GLES20.glDisableVertexAttribArray(textHandle);
}
/**
* 绘制光源
*/
private void drawLight() {
// ---------- 绘制光源 ---------------
int lightProgram = OpenGLUtil.createProgram(vertexLightShaderCode, fragmentLightShaderCode);
GLES20.glUseProgram(lightProgram);
// 传入顶点坐标
int lightPositionHandle = GLES20.glGetAttribLocation(lightProgram, "aPosition");
GLES20.glEnableVertexAttribArray(lightPositionHandle);
GLES20.glVertexAttribPointer(lightPositionHandle, 3, GLES20.GL_FLOAT,
false, 3 * 4, OpenGLUtil.createFloatBuffer(mLightPosInModelSpace));
Matrix.multiplyMM(mLightMVPMatrix, 0, viewMatrix, 0, mLightModelMatrix, 0);
Matrix.multiplyMM(mLightMVPMatrix, 0, projectionMatrix, 0, mLightMVPMatrix, 0);
int mMVPMatrixHandle = GLES20.glGetUniformLocation(lightProgram, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mLightMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
GLES20.glDisableVertexAttribArray(lightPositionHandle);
}
}