package com.example.home;

import java.io.IOException;
import java.io.InputStream;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.opengl.GLUtils;
import android.view.MotionEvent;
import android.view.SurfaceHolder; public class MyGLView extends GLSurfaceView{
private final float TOUCH_SCALE_FACTOR = 180.0f/1000;//角度缩放比例
private SceneRenderer renderer;//场景渲染器
private float previousX;//上次的触控位置
private float previousY;
private float cameraX=0;//摄像机的位置
private float cameraY=0;
private float cameraZ=0;
private float targetX=0;//看点
private float targetY=0;
private float targetZ=-4;
private float sightDis=40;//摄像机和目标的距离
private float angdegElevation=45;//仰角
private float angdegAzimuth=90;//方位角
//关于灯光旋转的量
float angdegLight=0;//灯光旋转的角度
float angdegZ=45;//灯在xz面上的投影与z轴的夹角
float rLight=10;
LightRatateThread lightRatateThread;//旋转灯的线程
public MyGLView(Context context) {
super(context);
renderer=new SceneRenderer();//创建渲染器
this.setRenderer(renderer);//设置渲染器
this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
}
//触摸事件回调方法
@Override
public boolean onTouchEvent(MotionEvent e) {
float y = e.getY();
float x = e.getX();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dy = y - previousY;//计算触控笔Y位移
float dx = x - previousX;//计算触控笔Y位移
angdegAzimuth += dx * TOUCH_SCALE_FACTOR;//设置沿y轴旋转角度
angdegElevation+= dy * TOUCH_SCALE_FACTOR;//设置沿x轴旋转角度
requestRender();//重绘画面
}
previousY = y;//记录触控笔位置
previousX = x;//记录触控笔位置
return true;
}
private class SceneRenderer implements GLSurfaceView.Renderer { Dadi dimian;//地面
longCube longcube;//左教学楼
longCube longcube2;//右教学楼
longCube northcube;//北教学楼
longCube southcube;//南教学楼
longCube westcube;//西教学楼
longCube eastcube;//东教学楼 longCube zoulang1;//左前走廊下
longCube zoulang2;//左后走廊下
longCube zoulang3;//右前走廊下
longCube zoulang4;//右后走廊下 longCube zoulang1_1;//左前走廊中
longCube zoulang2_1;//左后走廊中
longCube zoulang3_1;//右前走廊中
longCube zoulang4_1;//右后走廊中 Cylinder cylinder1;//1右圆柱
Cylinder cylinder1_1;//1左圆柱 Cylinder cylinder2;//2右圆柱
Cylinder cylinder2_1;//2左圆柱 Cylinder cylinder3;//3右圆柱
Cylinder cylinder3_1;//3左圆柱 Cylinder cylinder4;//4右圆柱
Cylinder cylinder4_1;//4左圆柱 sanlingzui louti;//梯台 Cylinder cylinderAA;//1号楼梯
Cylinder cylinderBB;//2号楼梯
Cylinder cylinderCC;//3号楼梯
Cylinder cylinderDD;//4号楼梯 longCube caocong1;//左草丛
longCube caocong2;//右草丛 longCube paifang;//牌坊 Cylinder p1;//牌坊1柱
Cylinder p2;//牌坊2柱 Cylinder p3;//牌坊3柱
Cylinder p4;//牌坊4柱 Ball tree1;//树
Ball tree2;//树 Cylinder gan1;//树干1
Cylinder gan2;//树干2
private int[] textureIds; private int topTexIdPlat;
private int sideTexIdPlat;
private int bottomTexIdPlat;
private int AAding;
private int ok;
private int kk;
private int[] huacong;
private int cylinderSideTexId;
private int loucheng;
private int[] face;
private int greenye;
private int shugan;
public SceneRenderer(){}
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);//清除颜色与深度缓存
gl.glMatrixMode(GL10.GL_MODELVIEW);//设置当前矩阵为模式矩阵
gl.glLoadIdentity();//设置当前矩阵为单位矩阵
double angradElevation=Math.toRadians(angdegElevation);//仰角(弧度)
double angradAzimuth=Math.toRadians(angdegAzimuth);//方位角
cameraX=(float) (targetX+sightDis*Math.cos(angradElevation)*Math.cos(angradAzimuth));
cameraY=(float) (targetY+sightDis*Math.sin(angradElevation));
cameraZ=(float) (targetZ+sightDis*Math.cos(angradElevation)*Math.sin(angradAzimuth));
GLU.gluLookAt(//设置camera位置
gl,
cameraX, //人眼位置的X
cameraY, //人眼位置的Y
cameraZ, //人眼位置的Z
targetX, //人眼球看的点X
targetY, //人眼球看的点Y
targetZ, //人眼球看的点Z
0, //头的朝向
1,
0
);
//设置定位光
double angradLight=Math.toRadians(angdegLight);
double angradZ=Math.toRadians(angdegZ);
float[] positionParams={
(float) (-rLight*Math.cos(angradLight)*Math.sin(angradZ)),
(float) (rLight*Math.sin(angradLight)),
(float) (rLight*Math.cos(angradLight)*Math.cos(angradZ)),
1};//设置定位光
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, positionParams,0);
gl.glTranslatef(0, 0f, -6f); //调整与原点的位置 左右 ,上下,前后
//地面
gl.glPushMatrix();
gl.glTranslatef(0,-dimian.h-2,0);
dimian.drawSelf(gl);
gl.glPopMatrix();
//左教学楼
gl.glPushMatrix();
gl.glTranslatef(-3f, longcube.b/2-2, -1.0f);
longcube.drawSelf(gl);
gl.glPopMatrix();
//右教学楼
gl.glPushMatrix();
gl.glTranslatef(3f, longcube2.b/2-2, -1.0f);
longcube2.drawSelf(gl);
gl.glPopMatrix();
//北教学楼
gl.glPushMatrix();
gl.glTranslatef(0f, northcube.b/2-2, -2.0f);
northcube.drawSelf(gl);
gl.glPopMatrix();
//南教学楼
gl.glPushMatrix();
gl.glTranslatef(0f, southcube.b/2-2, 0.0f);
southcube.drawSelf(gl);
gl.glPopMatrix();
//西教学楼
gl.glPushMatrix();
gl.glTranslatef(-1f, westcube.b/2-2, -1.0f);
westcube.drawSelf(gl);
gl.glPopMatrix();
//东教学楼
gl.glPushMatrix();
gl.glTranslatef(1f, eastcube.b/2-2, -1.0f);
eastcube.drawSelf(gl);
gl.glPopMatrix();
//调整与原点的位置 左右 ,上下,前后
//左前走廊下
gl.glPushMatrix();
gl.glTranslatef(-2f, zoulang1.b/2-2+0.2f, 0.0f);
zoulang1.drawSelf(gl);
gl.glPopMatrix();
//左后走廊下
gl.glPushMatrix();
gl.glTranslatef(-2f, zoulang2.b/2-2+0.2f, -2.0f);
zoulang2.drawSelf(gl);
gl.glPopMatrix();
//右前走廊下
gl.glPushMatrix();
gl.glTranslatef(2f, zoulang3.b/2-2+0.2f, 0.0f);
zoulang3.drawSelf(gl);
gl.glPopMatrix();
//右后走廊下
gl.glPushMatrix();
gl.glTranslatef(2f, zoulang4.b/2-2+0.2f, -2.0f);
zoulang4.drawSelf(gl);
gl.glPopMatrix();
//调整与原点的位置 左右 ,上下,前后
//左前走廊中
gl.glPushMatrix();
gl.glTranslatef(-2f, zoulang1.b/2-2+0.8f, 0.0f);
zoulang1_1.drawSelf(gl);
gl.glPopMatrix();
//左后走廊中
gl.glPushMatrix();
gl.glTranslatef(-2f, zoulang2.b/2-2+0.8f, -2.0f);
zoulang2_1.drawSelf(gl);
gl.glPopMatrix();
//右前走廊中
gl.glPushMatrix();
gl.glTranslatef(2f, zoulang3.b/2-2+0.8f, 0.0f);
zoulang3_1.drawSelf(gl);
gl.glPopMatrix();
//右后走廊中
gl.glPushMatrix();
gl.glTranslatef(2f, zoulang4.b/2-2+0.8f, -2.0f);
zoulang4_1.drawSelf(gl);
gl.glPopMatrix();
//调整与原点的位置 左右 ,上下,前后
//1右圆柱
gl.glPushMatrix();
gl.glTranslatef(-1.7f,zoulang1.b/2-2+0.2f, 0.2f);
cylinder1.drawSelf(gl);
gl.glPopMatrix(); //1左圆柱
gl.glPushMatrix();
gl.glTranslatef(-2.2f,zoulang1.b/2-2+0.2f, 0.2f);
cylinder1_1.drawSelf(gl);
gl.glPopMatrix(); //2右圆柱
gl.glPushMatrix();
gl.glTranslatef(-1.7f,zoulang2.b/2-2+0.2f, -2.0f);
cylinder2.drawSelf(gl);
gl.glPopMatrix(); //2左圆柱
gl.glPushMatrix();
gl.glTranslatef(-2.2f,zoulang2.b/2-2+0.2f,-2.0f);
cylinder2_1.drawSelf(gl);
gl.glPopMatrix(); //3右圆柱
gl.glPushMatrix();
gl.glTranslatef(1.7f,zoulang1.b/2-2+0.2f, 0.2f);
cylinder3.drawSelf(gl);
gl.glPopMatrix(); //3左圆柱
gl.glPushMatrix();
gl.glTranslatef(2.2f,zoulang1.b/2-2+0.2f, 0.2f);
cylinder3_1.drawSelf(gl);
gl.glPopMatrix(); //4右圆柱
gl.glPushMatrix();
gl.glTranslatef(1.7f,zoulang1.b/2-2+0.2f, -2.0f);
cylinder4.drawSelf(gl);
gl.glPopMatrix(); //4左圆柱
gl.glPushMatrix();
gl.glTranslatef(2.2f,zoulang1.b/2-2+0.2f, -2.0f);
cylinder4_1.drawSelf(gl);
gl.glPopMatrix(); //调整与原点的位置 左右 ,上下,前后
//楼梯
gl.glPushMatrix();
gl.glTranslatef(0,-dimian.h-2+0.5f,1.3f);
louti.drawSelf(gl);
gl.glPopMatrix(); //教学楼内部楼梯
//cylinderAA号圆柱
gl.glPushMatrix();
gl.glTranslatef(-3.6f,zoulang1.b/2-2, -2.0f);
cylinderAA.drawSelf(gl);
gl.glPopMatrix(); //cylinderBB号圆柱
gl.glPushMatrix();
gl.glTranslatef(-3.6f,zoulang1.b/2-2, 0f);
cylinderBB.drawSelf(gl);
gl.glPopMatrix(); //cylinderCC号圆柱
gl.glPushMatrix();
gl.glTranslatef(3.6f,zoulang1.b/2-2, -2.0f);
cylinderCC.drawSelf(gl);
gl.glPopMatrix(); //cylinderDD号圆柱
gl.glPushMatrix();
gl.glTranslatef(3.6f,zoulang1.b/2-2, 0f);
cylinderDD.drawSelf(gl);
gl.glPopMatrix();
//调整与原点的位置 左右 ,上下,前后
//左花丛
gl.glPushMatrix();
gl.glTranslatef(-1.2f, -dimian.h-2+0.8f, 1.2f);
caocong1.drawSelf(gl);
gl.glPopMatrix();
//右花丛
gl.glPushMatrix();
gl.glTranslatef(1.2f, -dimian.h-2+0.8f, 1.2f);
caocong2.drawSelf(gl);
gl.glPopMatrix();
//调整与原点的位置 左右 ,上下,前后
//牌坊
gl.glPushMatrix();
gl.glTranslatef(0f, 0.7f, 1.2f);
paifang.drawSelf(gl);
gl.glPopMatrix(); //p1柱
gl.glPushMatrix();
gl.glTranslatef(-2.7f,zoulang1.b/2-2f,1.2f );
p1.drawSelf(gl);
gl.glPopMatrix(); //p2柱
gl.glPushMatrix();
gl.glTranslatef(-2f,zoulang1.b/2-2f,1.2f );
p2.drawSelf(gl);
gl.glPopMatrix(); //p3柱
gl.glPushMatrix();
gl.glTranslatef(2f,zoulang1.b/2-2f,1.2f );
p3.drawSelf(gl);
gl.glPopMatrix(); //p4柱
gl.glPushMatrix();
gl.glTranslatef(2.7f,zoulang1.b/2-2f,1.2f );
p4.drawSelf(gl);
gl.glPopMatrix();
//调整与原点的位置 左右 ,上下,前后
//树
gl.glPushMatrix();
gl.glTranslatef(-1.5f,-0.6f, 2.5f);
tree1.drawSelf(gl);
gl.glPopMatrix(); //树
gl.glPushMatrix();
gl.glTranslatef(1.5f,-0.6f, 2.5f);
tree2.drawSelf(gl);
gl.glPopMatrix(); //树干1
gl.glPushMatrix();
gl.glTranslatef(-1.5f,zoulang1.b/2-2f,2.5f );
gan1.drawSelf(gl);
gl.glPopMatrix(); //树干2
gl.glPushMatrix();
gl.glTranslatef(1.5f,zoulang1.b/2-2f,2.5f );
gan2.drawSelf(gl);
gl.glPopMatrix();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height); //设置视窗大小及位置
gl.glMatrixMode(GL10.GL_PROJECTION);//设置当前矩阵为投影矩阵
gl.glLoadIdentity();//设置当前矩阵为单位矩阵
float ratio = (float) width / height;//计算透视投影的比例
gl.glFrustumf(-ratio, ratio, -1, 1, 6f, 100);//调用此方法计算产生透视投影矩阵 lightRatateThread=new LightRatateThread(MyGLView.this);//创建并开启线程
lightRatateThread.start();
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);//关闭抗抖动
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,GL10.GL_FASTEST);//设置特定Hint项目的模式
gl.glClearColor(0,0,0,0); //设置屏幕背景色黑色RGBA
gl.glEnable(GL10.GL_CULL_FACE);//设置为打开背面剪裁
gl.glEnable(GL10.GL_DEPTH_TEST); //启用深度测试 gl.glEnable(GL10.GL_LIGHTING); //允许光照
initGreenLight(gl);//初始化灯
initMaterial(gl);//初始化材质
//初始化纹理
textureIds=new int[]{
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang)
};
huacong=new int[]{
initTexture(gl,R.drawable.huacong),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.huacong)
};
face=new int[]{
initTexture(gl,R.drawable.men),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang),
initTexture(gl,R.drawable.qiang)
};
//纹理id初始化
AAding=initTexture(gl,R.drawable.qiang);
sideTexIdPlat=initTexture(gl,R.drawable.side);
bottomTexIdPlat=initTexture(gl,R.drawable.side);
topTexIdPlat=initTexture(gl,R.drawable.top);
loucheng=initTexture(gl,R.drawable.loucheng);
ok=initTexture(gl,R.drawable.fff);
kk=initTexture(gl,R.drawable.loutiche);
cylinderSideTexId=initTexture(gl,R.drawable.cylinder);
greenye=initTexture(gl,R.drawable.shuye);
shugan=initTexture(gl,R.drawable.shugan);
//创建各个几何体 dimian=new Dadi(//梯台
2f,
4,4,
4,4,
0.2f,
topTexIdPlat,bottomTexIdPlat,sideTexIdPlat,
2,2
);
//左右距 上下距 前后距
longcube=new longCube(0.8f,new float[]{0.8f,4.0f,3.0f},textureIds);//左教学楼
longcube2=new longCube(0.8f,new float[]{0.8f,4.0f,3.0f},textureIds);//右教学楼
northcube=new longCube(0.8f,new float[]{2.5f,3.0f,0.6f},textureIds);//北教学楼
southcube=new longCube(0.8f,new float[]{2.5f,3.0f,0.6f},face);//南教学楼
westcube=new longCube(0.8f,new float[]{0.6f,3.0f,1.6f},textureIds);//西教学楼
eastcube=new longCube(0.8f,new float[]{0.6f,3.0f,1.6f},textureIds);//东教学楼 zoulang1=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//左前走廊下
zoulang2=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//左后走廊下
zoulang3=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//右前走廊下
zoulang4=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//右后走廊下 zoulang1_1=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//左前走廊下
zoulang2_1=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//左后走廊下
zoulang3_1=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//右前走廊下
zoulang4_1=new longCube(0.8f,new float[]{1.5f,0.1f,0.7f},textureIds);//右后走廊下
//尺寸 半径 高
cylinder1=new Cylinder(0.8f,0.1f,0.5f,40,//1右圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
cylinder1_1=new Cylinder(0.8f,0.1f,0.5f,40,//1左圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId); cylinder2=new Cylinder(0.8f,0.1f,0.5f,40,//2右圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
cylinder2_1=new Cylinder(0.8f,0.1f,0.5f,40,//2左圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId); cylinder3=new Cylinder(0.8f,0.1f,0.5f,40,//3右圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
cylinder3_1=new Cylinder(0.8f,0.1f,0.5f,40,//3左圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId); cylinder4=new Cylinder(0.8f,0.1f,0.5f,40,//3右圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
cylinder4_1=new Cylinder(0.8f,0.1f,0.5f,40,//3左圆柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
//尺寸 底面 宽 长 顶面 宽 长 高度
louti=new sanlingzui(//梯台
0.8f,
2,2,
2,2,
0.5f,
kk,
ok,
2,2
);
//尺寸 半径 高
cylinderAA=new Cylinder(0.8f,0.3f,4f,40,//AA圆柱
AAding,AAding,loucheng);
cylinderBB=new Cylinder(0.8f,0.3f,4f,40,//AA圆柱
AAding,AAding,loucheng);
cylinderCC=new Cylinder(0.8f,0.3f,4f,40,//AA圆柱
AAding,AAding,loucheng);
cylinderDD=new Cylinder(0.8f,0.3f,4f,40,//AA圆柱
AAding,AAding,loucheng);
//左右距 上下距 前后距
caocong1=new longCube(0.8f,new float[]{0.4f,0.4f,1.6f},huacong);//左草丛
caocong2=new longCube(0.8f,new float[]{0.4f,0.4f,1.6f},huacong);//右花丛 paifang=new longCube(0.8f,new float[]{6f,0.4f,0.2f},textureIds);//牌坊
//尺寸 半径 高
p1=new Cylinder(0.8f,0.1f,2.3f,40,//p1柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
p2=new Cylinder(0.8f,0.1f,2.3f,40,//p1柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
p3=new Cylinder(0.8f,0.1f,2.3f,40,//p1柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
p4=new Cylinder(0.8f,0.1f,2.3f,40,//p1柱
cylinderSideTexId,cylinderSideTexId,cylinderSideTexId);
//大小,半径
tree1=new Ball(0.8f,0.4f,30,30,greenye);//树
tree2=new Ball(0.8f,0.4f,30,30,greenye);//树
//尺寸 半径 高
gan1=new Cylinder(0.8f,0.04f,1f,40,//p1柱
shugan,shugan,shugan);
gan2=new Cylinder(0.8f,0.04f,1f,40,//p1柱
shugan,shugan,shugan);
}
}//SceneRenderer
//初始化纹理
public int initTexture(GL10 gl,int drawableId){
//生成纹理ID
int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);//生成一个纹理id放在textures数组中的0位置
int currTextureId=textures[0]; //获取生成的纹理id
gl.glBindTexture(GL10.GL_TEXTURE_2D, currTextureId);//绑定该纹理id,后面的操作都是针对该id
//设置MIN_FILTER与MAG_FILTER为MIPMAP纹理过滤方式
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_LINEAR_MIPMAP_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR_MIPMAP_LINEAR);
//生成MIPMAP纹理
((GL11)gl).glTexParameterf(GL10.GL_TEXTURE_2D,GL11.GL_GENERATE_MIPMAP, GL10.GL_TRUE);
//设置纹理拉伸方式为REPEAT
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);
InputStream is = this.getResources().openRawResource(drawableId);//获取图片资源的输入流
Bitmap bitmapTmp;
try{
bitmapTmp = BitmapFactory.decodeStream(is);//通过输入流生成位图
}
finally{
try {
is.close();//关闭流
}catch(IOException e){
e.printStackTrace();//打印异常
}
}
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmapTmp, 0);//自动设置图片的格式和类型
bitmapTmp.recycle(); //回收图片资源
return currTextureId;
}
private void initGreenLight(GL10 gl){//初始化灯的方法
gl.glEnable(GL10.GL_LIGHT0);//打开0号灯
float[] ambientParams={0.6f,0.6f,0.6f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambientParams,0); //环境光设置
float[] diffuseParams={1.0f,1.0f,1.0f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffuseParams,0); //散射光设置
float[] specularParams={1.0f,1.0f,1.0f,1.0f};//光参数 RGBA
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specularParams,0);//反射光设置
}
private void initMaterial(GL10 gl){//初始化材质的方法
float ambientMaterial[] = {0.4f, 0.4f, 0.4f, 1.0f};//环境光为白色材质
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, ambientMaterial,0);
float diffuseMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, diffuseMaterial,0);//散射光为白色材质
float specularMaterial[] = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SPECULAR, specularMaterial,0);//高光材质为白色
float shininessMaterial[] = {1.5f}; //高光反射区域
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_SHININESS, shininessMaterial,0);
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
lightRatateThread.setFlag(false);
}
} 以上是我项目中最重要的3D代码 展示的是我们校 第一教学楼

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