OpenGL ES (13): OpenGLES响应触摸事件

1.介绍


这次我们是要用手触摸达到旋转图形的效果,其实代码跟之前的代码没有什么大改动。之前OpenGL ES (9): OpenGL ES 添加运动效果-旋转 已经讲到旋转了,其中Render的简要代码如下:

//旋转矩阵
private float[] mRotationMatrix = new float[16];
public void onDrawFrame(GL10 gl) {
     Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
     Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);

        float[] scratch = new float[16];
 
        //旋转的角度
        long time = SystemClock.uptimeMillis() % 4000L;
        float angle = 0.1f * ((int) time);
        Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, -1.0f);
 
        Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
 
        mTriangle.draw(scratch);
}

当时我们的旋转角度是由时间简单计算得到的 angle,然后得到旋转矩阵与其它矩阵结合,给mTriangle.draw()绘制。

所以想要达到旋转效果,重点在于需要传入不同的angle,之前是简单计算得到。

这一次我们是监听触摸事件得到angle。

2.代码


在MyGLSurfaceView中重写onTouchEvent()方法,处理触摸事件,并计算得到需要旋转的角度angle,使用Render的get和set方法得到这个angel,然后绘制。

public class MyGLSurfaceView extends GLSurfaceView{

    private final MyGLRenderer mRenderer;

    public MyGLSurfaceView(Context context){
        super(context);
        // Create an OpenGL ES 2.0 context
        setEGLContextClientVersion(2);

        mRenderer = new MyGLRenderer();
        setRenderer(mRenderer);
        //要求渲染器只有在数据改变时才进行重绘,响应触摸改变
        setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    }

    private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
    private float mPreviousX;
    private float mPreviousY;

    @Override
    public boolean onTouchEvent(MotionEvent e) {
        float x = e.getX();
        float y = e.getY();

        switch (e.getAction()) {
            case MotionEvent.ACTION_MOVE:
                float dx = x - mPreviousX;
                float dy = y - mPreviousY;
                if (y > getHeight() / 2) {
                    dx = dx * -1 ;
                }
                if (x < getWidth() / 2) {
                    dy = dy * -1 ;
                }
                mRenderer.setAngle(
                        mRenderer.getAngle() +
                                ((dx + dy) * TOUCH_SCALE_FACTOR));
                requestRender();
        }
        mPreviousX = x;
        mPreviousY = y;
        return true;
    }

}
  • 需要注意的是,计算完旋转角度后,需要调用requestRender()方法来告诉渲染器是时候渲染帧画面了
  • 还要用setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY)方法要求渲染器只有在数据改变时才进行重绘,否则这对性能没有任何影响

Render代码如下:

public class MyGLRenderer implements GLSurfaceView.Renderer {

    private Triangle mTriangle;

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        mTriangle = new Triangle();
    }

    private final float[] mMVPMatrix = new float[16];
    private final float[] mProjectionMatrix = new float[16];
    private final float[] mViewMatrix = new float[16];

    //旋转矩阵
    private float[] mRotationMatrix = new float[16];
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        GLES20.glViewport(0, 0, width, height);
        float ratio = (float) width / height;
        Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
    }

    @Override
    public void onDrawFrame(GL10 gl) {
        Matrix.setLookAtM(mViewMatrix, 0, 0, 0, 5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
        Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);

        float[] scratch = new float[16];

//传入触摸响应的角度,得到旋转矩阵
        Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 1f, 0f);
//        long time = SystemClock.uptimeMillis() % 4000L;
//        float angle = 0.1f * ((int) time);
//        Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, -1.0f);
        Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);

        mTriangle.draw(scratch);

    }

    //编译着色器
    public static int loadShader(int type, String shaderCode){
        int shader = GLES20.glCreateShader(type);
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        return shader;
    }

//angle的set和get方法
    public volatile float mAngle;
    public float getAngle() {
        return mAngle;
    }
    public void setAngle(float angle) {
        mAngle = angle;
    }


}

Triangle的代码不变,如下:

public class Triangle{

    private final String vertexShaderCode =
            "uniform mat4 uMVPMatrix;" +
                    "attribute vec4 vPosition;" +
                    "void main() {" +
                    "  gl_Position = uMVPMatrix * vPosition;" +
                    "}";

    private final String fragmentShaderCode =
            "precision mediump float;" +
                    "uniform vec4 vColor;" +
                    "void main() {" +
                    "  gl_FragColor = vColor;" +
                    "}";

    private final FloatBuffer vertexBuffer;
    private final int mProgram;
    private int mPositionHandle;
    private int mColorHandle;
    private int mMVPMatrixHandle;

    static final int COORDS_PER_VERTEX = 3;
    static float triangleCoords[] = {
            // in counterclockwise order:
            0.5f, 0.5f, 0.0f,   // top
            -0.5f, -0.5f, 0.0f,   // bottom left
            0.5f, -0.5f, 0.0f    // bottom right
    };
    private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
    private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

    float color[] = {0.63671875f, 0.76953125f, 0.22265625f, 0.0f};

    public Triangle() {
        ByteBuffer bb = ByteBuffer.allocateDirect(
                triangleCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(triangleCoords);
        vertexBuffer.position(0);
        int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
                vertexShaderCode);
        int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
                fragmentShaderCode);
        mProgram = GLES20.glCreateProgram();
        GLES20.glAttachShader(mProgram, vertexShader);
        GLES20.glAttachShader(mProgram, fragmentShader);
        GLES20.glLinkProgram(mProgram);
    }

    public void draw(float[] mvpMatrix) {
        GLES20.glUseProgram(mProgram);
        //获取着色器程序内成员变量的id,也可以理解为句柄、指针。
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
        //启用该id,句柄
        GLES20.glEnableVertexAttribArray(mPositionHandle);
        GLES20.glVertexAttribPointer(
                mPositionHandle,
                COORDS_PER_VERTEX,
                GLES20.GL_FLOAT,
                false,
                vertexStride,
                vertexBuffer
        );

        mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);

        //获取着色器程序内成员变量的id,也可以理解为句柄、指针。
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        //指定要修改的着色器中uMVPMatrix变量id
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);

        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }

}

运行程序,手滑动屏幕可以旋转图形。

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转载自blog.csdn.net/qq_38261174/article/details/83057177