埃弗里卡!!!
我几乎是在自杀!离开 Canvas 并学习 OpenGL 方法实现游戏引擎 3 天后。
网络上充斥着充满垃圾的 OpenGL 教程,其中许多未完成,其中许多导致 2D OpenGL 游戏引擎实现方法的错误方式。最大的错误在于使用 G11Ext 制作游戏。因为他们不旋转:D
然后我从 youtube 游戏示例视频链接中找到的其他教程中找到了本教程,哈哈:
不要在这里混淆观众是
第 1 章:http: //obviam.net/index.php/opengl-es-with-android-switching-from-canvas-to-opengl/
第 2 章:http: //obviam.net/index.php/opengl-es-android-displaying-graphical-elements-primitives/
第 3 章:http: //obviam.net/index.php/texture-mapping-opengl-android-displaying-images-using-opengl-and-squares/
就在 15 分钟前,我发现了我可以使用精灵旋转、移动和调整形状的方式!!!哈哈
因此,许多读者在阅读了这篇很棒的教程后都在询问如何移动、调整大小和旋转精灵。因此,我从这些乱七八糟的示例和教程中编写了一些代码:
这个类用于一些顶点操作
public class Vertex
{
public FloatBuffer buffer; // buffer holding the vertices
public float vertex[];
public Vertex (float[] vertex)
{
this.vertex = vertex;
this.prepare ();
}
private void prepare ()
{
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer factory = ByteBuffer.allocateDirect (vertex.length * 4);
factory.order (ByteOrder.nativeOrder ());
// allocates the memory from the byte buffer
buffer = factory.asFloatBuffer ();
// fill the vertexBuffer with the vertices
buffer.put (vertex);
// set the cursor position to the beginning of the buffer
buffer.position (0);
}
}
并且这个类用于绘制具有能够移动旋转和定位的纹理的形状
public class Square
{
Vertex shape,texture;
int corner=0;
float x=0;
public Square()
{
shape = new Vertex (new float[]
{
1f,1f,0f,
0f,1f,0f,
1f,0f,0f,
0f,0f,0f,
});
texture = new Vertex (new float[]
{
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
});
}
/** The draw method for the square with the GL context */
public void draw (GL10 gl, int image, float x, float y, float width, float height, float corner)
{
if (corner>=0)
{
corner += 1;
}
if (corner>360)
{
corner = -1;
}
gl.glPushMatrix();
x += 1f;
if (x>800)
{
x = 0;
}
position (gl, 0, 0, width, height, corner);
// bind the previously generated texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, image);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// set the colour for the square
gl.glColor4f (0.0f, 1.0f, 0.0f, 0.5f);
// Set the face rotation
gl.glFrontFace(GL10.GL_CW);
// Point to our vertex buffer
gl.glVertexPointer (3, GL10.GL_FLOAT, 0, shape.buffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texture.buffer);
// Draw the vertices as triangle strip
gl.glDrawArrays (GL10.GL_TRIANGLE_STRIP, 0, shape.vertex.length / 3);
// Disable the client state before leaving
gl.glDisableClientState (GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glPopMatrix();
}
public void position (GL10 gl, float x, float y, float width, float height, float corner)
{
gl.glTranslatef (x, y, 0f); //MOVE !!! 1f is size of figure if called after scaling, 1f is pixel if called before scaling
if (corner>0)
{
gl.glTranslatef (width/2, height/2, 0f);
gl.glRotatef (corner, 0f, 0f, 1f); // ROTATE !!!
gl.glTranslatef (-width/2, -height/2, 0f);
}
gl.glScalef (width, height, 0f); // ADJUST SIZE !!!
}
}
主要是如何设置相机以便 1 个 opengl 单元 == 1 像素以及如何加载纹理
public class Scene implements Renderer
{
public Context context;
public Resources resources;
public SparseIntArray images = new SparseIntArray ();
public float width;
public float height;
public Scene (Context context)
{
this.context = context;
this.resources = context.getResources ();
}
@Override
public void onDrawFrame (GL10 gl)
{
// // clear Screen and Depth Buffer
gl.glClear (GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
// // Reset the Modelview Matrix
gl.glLoadIdentity ();
draw (gl);
}
@Override
public void onSurfaceChanged (GL10 gl, int width, int height)
{
this.width = width;
this.height = height;
gl.glViewport (0, 0, width, height); // Reset The Current Viewport
gl.glMatrixMode (GL10.GL_PROJECTION); // Select The Projection Matrix
gl.glLoadIdentity (); // Reset The Projection Matrix
gl.glOrthof (0, width, 0, height, -1f, 1f);
//gl.glTranslatef (0f, -height/2, 0.0f); // move the camera !!
gl.glMatrixMode (GL10.GL_MODELVIEW); // Select The Modelview Matrix
gl.glLoadIdentity (); // Reset The Modelview Matrix
load (gl);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL10.GL_BLEND);
//Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
init (gl);
}
public void init (GL10 gl)
{
}
public void load (GL10 gl)
{
}
public void draw (GL10 gl)
{
}
private static int next (GL10 gl)
{
int[] temp = new int[1];
gl.glGenTextures (1, temp, 0);
return temp[0];
}
public int image (GL10 gl, int resource)
{
int id = next (gl);
images.put (resource, id);
gl.glBindTexture (GL10.GL_TEXTURE_2D, id);
gl.glTexParameterf (GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf (GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf (GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf (GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
gl.glTexEnvf (GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE);
BitmapFactory.Options options = new BitmapFactory.Options ();
options.inScaled = false;
InputStream input = resources.openRawResource (resource);
Bitmap bitmap;
try
{
bitmap = BitmapFactory.decodeStream (input, null, options);
}
finally
{
try
{
input.close ();
}
catch (IOException e)
{
// Ignore.
}
}
// Matrix flip = new Matrix ();
// flip.postScale (1f, -1f);
// bitmap = Bitmap.createBitmap (bitmap, 0, 0, bitmap.getWidth (), bitmap.getHeight (), flip, true);
GLUtils.texImage2D (GL10.GL_TEXTURE_2D, 0, bitmap, 0);
return id;
}
}
和一些用法
public class Scene2 extends Scene
{
Square square1, square2;
public Scene2(Context context)
{
super (context);
// TODO Auto-generated constructor stub
}
public void init (GL10 gl)
{
square1 = new Square ();
square2 = new Square ();
}
public void load (GL10 gl)
{
image (gl, R.drawable.s1_clouds);
image (gl, R.drawable.s1_ground);
}
public void draw (GL10 gl)
{
square1.draw (gl, images.get(R.drawable.s1_clouds), 0, 0, width, height, 0);
square1.draw (gl, images.get(R.drawable.s1_ground), 0, 0, width, height, 0);
}
}
我想要实现和实现的主要内容是 X 和 Y 轴就像在画布中一样:
(0,0)
--------------------------------- X axis
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Y axis
在此之后我将写一些完整的教程,我想宣布我实现了我想要实现的所有目标,即:顶部的 X 轴,左侧的 Y 轴,opengl 单位 = 像素,以像素为单位设置对象大小,旋转对象,移动对象一切以像素为单位。现在我将处理动画精灵并将它们制作成更精细的类,这就是新的 2d opengl 游戏框架基础......
发现这个功能帮助我教程http://www.morrowland.com/apron/tutorials/gl/gl_matrix.php
非常感谢这个博客为我指出了唯一真正的方法......
+1 android 最简单的 2d opengl 游戏引擎在 1 周内...
快乐的心灵吹...
:P
编辑:一年后我有一个很好的框架https://github.com/hazardland/game.android使用这里描述的概念和示例游戏以及任何可能的框架使用示例在这里https://github.com/hazardland/ferry.android(查看市场上的屏幕https://play.google.com/store/apps/details?id=hazardland.borani )