我们都知道,像Unity3D等游戏引擎都有许多天空盒的资源,通过天空盒,我们能够制作许多精美的场景,比如我们玩游戏的背景,跟随玩家的视点的转动而转动。这样的场景我们再熟悉不过了。那么,下面开始介绍使用OpenGLES来制作一个天空盒。
首先,在制作天空盒之前我们需要准备一些天空盒的资源,这里有个网址,上面有许多天空盒的资源供我们做实验:
http://www.custommapmakers.org/skyboxes.php
此外,制作天空盒,我们需要知道天空盒的原理。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。那么OpenGLES 中,怎么实现天空盒呢?天空盒本质上是一个立方体,通过查找资源,我们可以知道OpenGLES 是支持GL_TEXTURE_CUBE_MAP的Texture的。GL_TEXTURE_CUBE_MAP是有六个mipmap组成的Texture,分别是:
左 —— GL_TEXTURE_CUBE_MAP_NEGATIVE_X
右 —— GL_TEXTURE_CUBE_MAP_POSITIVE_X
下 —— GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
上 —— GL_TEXTURE_CUBE_MAP_POSITIVE_Y
前 —— GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
后 —— GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
我们可以通过给这六个面设置不同的mipmap贴图,就可以实现天空盒的效果了,
废话不多说,直接进入主题吧:
1、新建一个Activity,并将GLSurfaceView加入到ContentView中,然后加入方向向量传感器的监听,代码如下:
public class SkyBoxActivity extends Activity implements SensorEventListener {
private GLSurfaceView mGlSurfaceView;
private SkyBoxRenderer mSkyBoxRenderer;
private boolean rendererSet = false;
private SensorManager mSensorManager;
private Sensor mRotationSensor;
private float[] mRotationMatrix = new float[16];
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGlSurfaceView = new GLSurfaceView(this);
ActivityManager activityManager =
(ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
ConfigurationInfo configurationInfo = activityManager
.getDeviceConfigurationInfo();
final boolean supportsEs2 =
configurationInfo.reqGlEsVersion >= 0x20000
|| (Build.VERSION.SDK_INT >= Build.VERSION_CODES.ICE_CREAM_SANDWICH_MR1
&& (Build.FINGERPRINT.startsWith("generic")
|| Build.FINGERPRINT.startsWith("unknown")
|| Build.MODEL.contains("google_sdk")
|| Build.MODEL.contains("Emulator")
|| Build.MODEL.contains("Android SDK built for x86")));
mSkyBoxRenderer = new SkyBoxRenderer(this);
if (supportsEs2) {
mGlSurfaceView.setEGLContextClientVersion(2);
mGlSurfaceView.setRenderer(mSkyBoxRenderer);
rendererSet = true;
} else {
Toast.makeText(this, "This device does not support OpenGL ES 2.0.",
Toast.LENGTH_LONG).show();
return;
}
setContentView(mGlSurfaceView);
// 方向向量s
mSensorManager = (SensorManager)getSystemService(Context.SENSOR_SERVICE);
mRotationSensor = mSensorManager.getDefaultSensor(Sensor.TYPE_ROTATION_VECTOR);
Matrix.setIdentityM(mRotationMatrix, 0);
}
@Override
protected void onPause() {
super.onPause();
if (rendererSet) {
mGlSurfaceView.onPause();
}
mSensorManager.unregisterListener(this);
}
@Override
protected void onResume() {
super.onResume();
if (rendererSet) {
mGlSurfaceView.onResume();
}
mSensorManager.registerListener(this, mRotationSensor, SensorManager.SENSOR_DELAY_GAME);
}
@Override
public void onSensorChanged(SensorEvent event) {
SensorManager.getRotationMatrixFromVector(mRotationMatrix, event.values);
if (mGlSurfaceView != null) {
mGlSurfaceView.queueEvent(new Runnable() {
@Override
public void run() {
mSkyBoxRenderer.setRotationMatrix(mRotationMatrix);
}
});
}
}
@Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
}
}
接下来我们来看下SkyRenderer类的实现:
public class SkyBoxRenderer implements GLSurfaceView.Renderer {
private final Activity mContext;
private int mViewWidth;
private int mViewHeight;
// 天空盒滤镜
private SkyBoxFilter mSkyBoxFilter;
public SkyBoxRenderer(Activity context) {
mContext = context;
}
/**
* 设置旋转矩阵
* @param matrix
*/
public void setRotationMatrix(float[] matrix) {
if (mSkyBoxFilter != null) {
mSkyBoxFilter.setRotationMatrix(matrix);
}
}
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// 创建天空盒
mSkyBoxFilter = new SkyBoxFilter(mContext);
mSkyBoxFilter.createProgram();
}
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
mViewWidth = width;
mViewHeight = height;
// 调整视图大小
if (mSkyBoxFilter != null) {
mSkyBoxFilter.setViewSize(width, height);
}
}
@Override
public void onDrawFrame(GL10 glUnused) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// 绘制天空盒
drawSkybox();
}
/**
* 绘制天空盒
*/
private void drawSkybox() {
if (mSkyBoxFilter != null) {
mSkyBoxFilter.drawSkyBox();
}
}
}
Renderer类主要是调用了SkyBoxFilter类实现天空盒的绘制,SkyBoxFilter类的实现过程如下:
/**
* 天空盒滤镜
* Created by cain.huang on 2017/8/31.
*/
public class SkyBoxFilter {
private static final int COORDS_PER_VERTEX = 3;
// 立方体坐标
private static final float[] CubeCoords = new float[] {
-1, 1, 1, // (0) Top-left near
1, 1, 1, // (1) Top-right near
-1, -1, 1, // (2) Bottom-left near
1, -1, 1, // (3) Bottom-right near
-1, 1, -1, // (4) Top-left far
1, 1, -1, // (5) Top-right far
-1, -1, -1, // (6) Bottom-left far
1, -1, -1 // (7) Bottom-right far
};
// 立方体索引
private static final byte[] CubeIndex = new byte[] {
// Front
1, 3, 0,
0, 3, 2,
// Back
4, 6, 5,
5, 6, 7,
// Left
0, 2, 4,
4, 2, 6,
// Right
5, 7, 1,
1, 7, 3,
// Top
5, 1, 4,
4, 1, 0,
// Bottom
6, 2, 7,
7, 2, 3
};
private Context mContext;
// 视图宽高
private int mViewWidth;
private int mViewHeight;
private FloatBuffer mVertexBuffer;
private ByteBuffer mIndexBuffer;
private int mProgramHandle;
private int muMatrixHandle;
private int muTextureUnitHandle;
private int maPositionHandle;
// Cube纹理
private int mSkyboxTexture;
// 变换矩阵
private float[] mRotationMatrix = new float[16]; // 旋转矩阵
private float[] mViewMatrix = new float[16]; // 视图矩阵
private float[] mProjectionMatrix = new float[16]; // 投影矩阵
private float[] mMVPMatrix = new float[16]; // 总变换矩阵
public SkyBoxFilter(Context context) {
mContext = context;
mVertexBuffer = GlUtil.createFloatBuffer(CubeCoords);
mIndexBuffer = GlUtil.createByteBuffer(CubeIndex);
initMatrix();
}
/**
* 初始化Matrix
*/
private void initMatrix() {
Matrix.setIdentityM(mRotationMatrix, 0);
Matrix.setIdentityM(mViewMatrix, 0);
Matrix.setIdentityM(mProjectionMatrix, 0);
Matrix.setIdentityM(mMVPMatrix, 0);
}
/**
* 创建Program
*/
public void createProgram() {
mProgramHandle = GlUtil.createProgram(ResourceUtil
.readTextFileFromResource(mContext, R.raw.vertex_skybox),
ResourceUtil
.readTextFileFromResource(mContext, R.raw.fragment_skybox));
muMatrixHandle = glGetUniformLocation(mProgramHandle, "u_Matrix");
muTextureUnitHandle = glGetUniformLocation(mProgramHandle, "u_TextureUnit");
maPositionHandle = glGetAttribLocation(mProgramHandle, "a_Position");
mSkyboxTexture = TextureHelper.loadCubeMap(mContext,
new int[] {
R.drawable.left, R.drawable.right,
R.drawable.bottom, R.drawable.top,
R.drawable.front, R.drawable.back,
});
}
/**
* 更新视图大小,用于设置视图矩阵和透视矩阵
* @param width
* @param height
*/
public void setViewSize(int width, int height) {
mViewWidth = width;
mViewHeight = height;
//设置相机位置
Matrix.setLookAtM(mViewMatrix, 0,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, -1.0f,
0f, 1.0f, 0.0f);
// 设置透视矩阵
float ratio = (float) width / (float) height;
MatrixHelper.perspectiveM(mProjectionMatrix, 45, ratio, 1f, 300f);
}
/**
* 绘制天空盒
*/
public void drawSkyBox() {
GLES20.glUseProgram(mProgramHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_CUBE_MAP, mSkyboxTexture);
calculateMatrix();
GLES20.glUniformMatrix4fv(muMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniform1i(muTextureUnitHandle, 0);
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glVertexAttribPointer(maPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false, 0, mVertexBuffer);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 36, GLES20.GL_UNSIGNED_BYTE, mIndexBuffer);
GLES20.glUseProgram(0);
}
/**
* 计算总变换
*/
private void calculateMatrix() {
// 计算综合矩阵
Matrix.setIdentityM(mViewMatrix, 0);
Matrix.setLookAtM(mViewMatrix, 0,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, -1.0f,
0f, 1.0f, 0.0f);
Matrix.multiplyMM(mViewMatrix, 0, mViewMatrix, 0, mRotationMatrix, 0);
Matrix.rotateM(mViewMatrix, 0, 90, 1f, 0f, 0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
}
/**
* 设置旋转矩阵
* @param matrix
*/
public void setRotationMatrix(float[] matrix) {
mRotationMatrix = matrix;
}
}
该类主要是创建Program、创建CubeMap的Texture、绑定GLSL的属性、绘制等。其中TextureHelper是一个用于加载CubeMap的类,实现如下:
public class TextureHelper {
private static final String TAG = "TextureHelper";
/**
* Loads a texture from a resource ID, returning the OpenGL ID for that
* texture. Returns 0 if the load failed.
*
* @param context
* @param resourceId
* @return
*/
public static int loadTexture(Context context, int resourceId) {
final int[] textureObjectIds = new int[1];
GLES20.glGenTextures(1, textureObjectIds, 0);
if (textureObjectIds[0] == 0) {
if (LoggerConfig.ON) {
Log.w(TAG, "Could not generate a new OpenGL texture object.");
}
return 0;
}
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(
context.getResources(), resourceId, options);
if (bitmap == null) {
if (LoggerConfig.ON) {
Log.w(TAG, "Resource ID " + resourceId
+ " could not be decoded.");
}
GLES20.glDeleteTextures(1, textureObjectIds, 0);
return 0;
}
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureObjectIds[0]);
// Set filtering: a default must be set, or the texture will be
// black.
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR_MIPMAP_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Note: Following code may cause an error to be reported in the
// ADB log as follows: E/IMGSRV(20095): :0: HardwareMipGen:
// Failed to generate texture mipmap levels (error=3)
// No OpenGL error will be encountered (glGetError() will return
// 0). If this happens, just squash the source image to be
// square. It will look the same because of texture coordinates,
// and mipmap generation will work.
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
// Recycle the bitmap, since its data has been loaded into
// OpenGL.
bitmap.recycle();
// Unbind from the texture.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return textureObjectIds[0];
}
/**
* Loads a cubemap texture from the provided resources and returns the
* texture ID. Returns 0 if the load failed.
*
* @param context
* @param cubeResources
* An array of resources corresponding to the cube map. Should be
* provided in this order: left, right, bottom, top, front, back.
* @return
*/
public static int loadCubeMap(Context context, int[] cubeResources) {
final int[] textureObjectIds = new int[1];
GLES20.glGenTextures(1, textureObjectIds, 0);
if (textureObjectIds[0] == 0) {
if (LoggerConfig.ON) {
Log.w(TAG, "Could not generate a new OpenGL texture object.");
}
return 0;
}
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
final Bitmap[] cubeBitmaps = new Bitmap[6];
for (int i = 0; i < 6; i++) {
cubeBitmaps[i] =
BitmapFactory.decodeResource(context.getResources(),
cubeResources[i], options);
if (cubeBitmaps[i] == null) {
if (LoggerConfig.ON) {
Log.w(TAG, "Resource ID " + cubeResources[i]
+ " could not be decoded.");
}
GLES20.glDeleteTextures(1, textureObjectIds, 0);
return 0;
}
}
// Linear filtering for minification and magnification
GLES20.glBindTexture(GLES20.GL_TEXTURE_CUBE_MAP, textureObjectIds[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_CUBE_MAP, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_CUBE_MAP, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_CUBE_MAP, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_CUBE_MAP, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLUtils.texImage2D(GLES20.GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, cubeBitmaps[0], 0); // 左
GLUtils.texImage2D(GLES20.GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, cubeBitmaps[1], 0); // 右
GLUtils.texImage2D(GLES20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, cubeBitmaps[2], 0); // 下
GLUtils.texImage2D(GLES20.GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, cubeBitmaps[3], 0); // 上
GLUtils.texImage2D(GLES20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, cubeBitmaps[4], 0); // 前
GLUtils.texImage2D(GLES20.GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, cubeBitmaps[5], 0); // 后
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
// 释放图片
for (Bitmap bitmap : cubeBitmaps) {
bitmap.recycle();
}
return textureObjectIds[0];
}
}
接下来我们来看看GLSL的代码:
VertexShader:
uniform mat4 u_Matrix;
attribute vec3 a_Position;
varying vec3 v_Position;
void main()
{
v_Position = a_Position;
// Make sure to convert from the right-handed coordinate system of the
// world to the left-handed coordinate system of the cube map, otherwise,
// our cube map will still work but everything will be flipped.
v_Position.z = -v_Position.z;
gl_Position = u_Matrix * vec4(a_Position, 1.0);
gl_Position = gl_Position.xyww;
}
FragmentShader:
precision mediump float;
uniform samplerCube u_TextureUnit;
varying vec3 v_Position;
void main()
{
gl_FragColor = textureCube(u_TextureUnit, v_Position);
}
大致的过程就是这样。整个过程都非常简单,主要是要理解相机的视点(视图矩阵)、CubeMap的应用等内容。整个过程与一般的OpenGLES 开发并没有任何差异。
如果没有意外,我们就能看到天空盒的效果了,转动手机,就能够看到不同的位置的贴图了: