天空盒这个效果最早是在腾讯的实景地图里看到的,当时觉得很牛逼,但是没有想过自己去实现以下。最近这段时间对opengl很有兴趣,顺便就搞了这个天空盒,话不多说,先上效果。
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天空盒的原理就是在三维空间中放置一个正方体,然后将我们的相机放置在正方体内,当我们的视点转动,相机跟着转动。我们就可以看到相应的景色的变换了,天空盒本质上是一个立方体。
1.
关于什么是OpenGL,什么是OpenGLES就不细说了,不了解的就自行百度吧,我们主要是关注代码。整个项目采用了Kotlin + Ndk的形式进行的开发。现在NDK的环境搭建比以前容易了,而且现在是使用CMakeList来构建C++代码的,不熟悉的可以去查看一下。整个项目就两个关键类,SkyBoxView和SkyBoxRender。下面分别来看一下。
2.
SkyBoxView继承了GLSurfaceView,为什么要继承GLSurfaceView,因为在使用OpenGLES需要建立一个窗口和一个上下文,GLSurfaceView帮我们做了这些工作。下面是SkyBoxView的主要代码:
class SkyBoxView(context: Context, attributeSet: AttributeSet?) : GLSurfaceView(context, attributeSet){ private lateinit var skyBoxRender: SkyBoxRender private var lastX=0F private var lastY=0F private var yaw=0f private var pitch=0f private var screenWidth=0private var screenHeight=0private var horSensity=0.03f private var verSensity=0.03f constructor(context: Context) : this(context, null) init {// initSensor() initSensity() initConfig() } private fun initSensity() { screenWidth=resources.displayMetrics.widthPixels screenHeight=resources.displayMetrics.heightPixels horSensity= 360.0f/screenWidth verSensity=180.0f/screenHeight } private fun rotate(pitch:Float,yaw:Float) { queueEvent { skyBoxRender.rotate(pitch,yaw) } } private fun initConfig() { setEGLContextClientVersion(3) skyBoxRender=SkyBoxRender(context) setRenderer(skyBoxRender) renderMode = GLSurfaceView.RENDERMODE_CONTINUOUSLY } override fun onTouchEvent(event: MotionEvent?): Boolean { when(event?.action) { MotionEvent.ACTION_DOWN-> { lastX=event.x lastY=event.y return true } MotionEvent.ACTION_MOVE-> { val offsetX=event.x-lastX val offsetY=lastY-event.y yaw+=offsetX*horSensity pitch+=offsetY*verSensity lastX=event.x lastY=event.y skyBoxRender.rotate(pitch,yaw) } } return true} }
在initConfig方法里,设置了render为SkyBoxRender,真正的绘制是在这里进行的。在initSensity方法里设置了旋转精度, horSensity和verSensity,水平和数值旋转时的精度,就像你玩fps游戏设置的鼠标灵敏度一样。在onTouchEvent则根据手指滑动的距离设置俯仰角pitch和偏移脚yaw,调用skyBoxRender进行相机的旋转。另外如果你看github可能发现我注释掉了很多代码,那是用传感器旋转的尝试,但是觉得麻烦,也没继续做,有兴趣的读者可以自己搞一下。
3.
SkyboxRender的主要工作就是加载贴在正方体表面的6个图片纹理,从文件读取着色器语言,而真正创建opengles program和绘制是用C++代码来写的,所以主要看一下这里。
#include <jni.h>#include <string>#include <GLUtils/GLUtils.h>#include <glm/glm.hpp>#include <glm/gtc/type_ptr.hpp>#include <glm/gtc/matrix_transform.hpp>extern "C" {JNIEXPORT jint JNICALLJava_com_skateboard_skybox_SkyBoxRender_genProgram(JNIEnv *env, jobject thiz, jstring vertexPath, jstring fragmentPath) {//load programconst char *cVertexPath = env->GetStringUTFChars(vertexPath, nullptr);const char *cFragmentPath = env->GetStringUTFChars(fragmentPath, nullptr);int program = glutils::loadProgram(cVertexPath, cFragmentPath);return program; }JNIEXPORT jint JNICALLJava_com_skateboard_skybox_SkyBoxRender_preparePos(JNIEnv *env, jobject thiz, jfloatArray pos) {//gen vao vbounsigned int VAO, VBO; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);int posSize = env->GetArrayLength(pos);float* p=env->GetFloatArrayElements(pos, nullptr); glBufferData(GL_ARRAY_BUFFER, posSize* sizeof(float), p, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0); glBindVertexArray(0);return VAO; }JNIEXPORT jint JNICALLJava_com_skateboard_skybox_SkyBoxRender_prepareTexture(JNIEnv *env, jobject thiz) {//gen textureunsigned int TEXTURE; glGenTextures(1, &TEXTURE); glBindTexture(GL_TEXTURE_CUBE_MAP, TEXTURE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);return 1; } glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f); JNIEXPORT void JNICALLJava_com_skateboard_skybox_SkyBoxRender_draw(JNIEnv *env, jobject thiz, jint program, jint VAO, jint texture,jfloat width,jfloat height) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0.0, 1.0, 0.0, 1.0); glUseProgram(program); glEnable(GL_DEPTH_TEST); glm::mat4 viewMatrix = glm::mat4(1.0f); glm::mat4 projectionMatrix = glm::mat4(1.0f); glm::vec3 v = glm::vec3(cameraFront.x - cameraPos.x, cameraFront.y - cameraPos.y, cameraFront.z - cameraPos.z); viewMatrix = glm::lookAt(cameraPos, v, glm::vec3(0.0f, 1.0f, 0.0f)); projectionMatrix = glm::perspective(glm::radians(45.0f), width / height, 0.1f, 100.0f);int viewMatrixLocation = glGetUniformLocation(program, "view");int projectMatrixLocation = glGetUniformLocation(program, "projection"); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(projectMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glBindVertexArray(VAO); glBindTexture(GL_TEXTURE_CUBE_MAP, texture); glDrawArrays(GL_TRIANGLES, 0, 36);
}
JNIEXPORT void JNICALL Java_com_skateboard_skybox_SkyBoxRender_rotate(JNIEnv *env, jobject thiz,jfloat pitch,jfloat yaw) {if(pitch>89) { pitch=89.0; }if(pitch<-89) { pitch=-89.0; } cameraFront.x=glm::cos(glm::radians(pitch))*glm::cos(glm::radians(yaw)); cameraFront.y=glm::sin(glm::radians(pitch)); cameraFront.z=glm::cos(glm::radians(pitch))*glm::sin(glm::radians(yaw)); cameraFront=glm::normalize(cameraFront); } }
genProgram主要是用来产生opengl es的program的,如果对这个概念不太理解请参考C++编译过程。
preparePos是将java层顶点位置数组传入进来并写入顶点着色器。
prepareTexture用来生成纹理。
draw用来进行绘制。
旋转的时候就是通过改变cameraFront的单位向量的方向来做到的。
作者:滑板上的老砒霜
链接:https://www.jianshu.com/p/a7211b6733b6
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