我看到一篇很有用的资源 :
关于 android opengl es--纹理映射,光照
import zhou.ne.he.four.FourRend;
import zhou.ne.he.one.OneRend;
import zhou.ne.he.thri.ThriRend;
import zhou.ne.he.two.TwoRend;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
public class Run extends Activity {
private GLSurfaceView gl_view = null;
private GLSurfaceView.Renderer gl_rend = null;
private float mPreviousX;
private float mPreviousY;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gl_view = new GLSurfaceView(this);
// gl_rend = new FourRend(this.getApplicationContext());
// gl_rend = new OneRend();
// gl_rend = new TwoRend();
gl_rend = new ThriRend(this.getApplicationContext());
gl_view.setRenderer(gl_rend);
setContentView(gl_view);
}
public boolean onKeyUp(int keyCode, KeyEvent event) {
((ThriRend) gl_rend).onKeyUp(keyCode, event);
return false;
}
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
if (event.getAction() == event.ACTION_MOVE) {
((ThriRend) gl_rend).rato += (x - mPreviousX) * 0.5f;
}
mPreviousX = x;
mPreviousY = y;
return super.onTouchEvent(event);
}
protected void onResume() {
super.onResume();
gl_view.onResume();
}
protected void onPause() {
super.onPause();
gl_view.onPause();
}
}
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView.Renderer;
public class BaseRend implements Renderer {
public float rato = 0.0f;
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0){
height = 1;
}
float ratio = (float)width / (float)height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1.0f, 10.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);
// gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0, 0, 0, 0.5f);
gl.glClearDepthf(1.0f);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
}
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import zhou.ne.he.BaseRend;
import zhou.ne.he.Cube;
import zhou.ne.he.R;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import android.view.KeyEvent;
public class ThriRend extends BaseRend {
public float rato = 0;
private int[] texture = null;// 纹理数组
private Bitmap[] bit = new Bitmap[6];
private boolean key = true;
public ThriRend(Context context) {
bit[0] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon1);
bit[1] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon2);
bit[2] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon3);
bit[3] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon4);
bit[4] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon5);
bit[5] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon6);
}
public boolean onKeyUp(int keyCode, KeyEvent event) {
key = !key;
return false;
}
public void onDrawFrame(GL10 gl) {
super.onDrawFrame(gl);
gl.glTranslatef(0.0f, 0.0f, -5.0f);
// 设置旋转
// gl.glRotatef(rato, 0.0f, 1.0f, 0.0f);
gl.glRotatef(rato, 1.0f, 0.0f, 0.0f);
gl.glRotatef(rato, 0.0f, 1.0f, 0.0f);
gl.glNormalPointer(GL10.GL_FIXED, 0, Cube.normals);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, Cube.vertices);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, Cube.texCoords);
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// 绘制四边形
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE,
Cube.indices1);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 8, GL10.GL_UNSIGNED_BYTE,
Cube.indices2);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 12, GL10.GL_UNSIGNED_BYTE,
Cube.indices3);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 16, GL10.GL_UNSIGNED_BYTE,
Cube.indices4);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 20, GL10.GL_UNSIGNED_BYTE,
Cube.indices5);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[5]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24, GL10.GL_UNSIGNED_BYTE,
Cube.indices6);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
// rato += 2.5f;
if(key){
gl.glEnable(GL10.GL_BLEND); // 打开混合
gl.glDisable(GL10.GL_DEPTH_TEST); // 关闭深度测试
}else{
gl.glDisable(GL10.GL_BLEND); // 打开混合
gl.glEnable(GL10.GL_DEPTH_TEST); // 关闭深度测试
}
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
super.onSurfaceChanged(gl, width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
super.onSurfaceCreated(gl, config);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
// 打开纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 绑定纹理
IntBuffer t_b = IntBuffer.allocate(6);
gl.glGenTextures(6, t_b);// 设置纹理的个数
texture = t_b.array();
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[0], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[1], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[2], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[3], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[4], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[5]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[5], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glColor4f(1.0f, 1.0f, 1.0f, 0.4f);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
// 设置环境光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, Cube.lightAmbient);
// 设置漫射光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, Cube.lightDiffuse);
// 设置光源位置
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, Cube.lightPosition);
// 开启光源
gl.glEnable(GL10.GL_LIGHT1);
// 开启混合
gl.glEnable(GL10.GL_BLEND);
}
}
这里学习的资料也不少:http://www.eoeandroid.com/thread-3561-1-1.html
关于 android opengl es--纹理映射,光照
import zhou.ne.he.four.FourRend;
import zhou.ne.he.one.OneRend;
import zhou.ne.he.thri.ThriRend;
import zhou.ne.he.two.TwoRend;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
public class Run extends Activity {
private GLSurfaceView gl_view = null;
private GLSurfaceView.Renderer gl_rend = null;
private float mPreviousX;
private float mPreviousY;
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
gl_view = new GLSurfaceView(this);
// gl_rend = new FourRend(this.getApplicationContext());
// gl_rend = new OneRend();
// gl_rend = new TwoRend();
gl_rend = new ThriRend(this.getApplicationContext());
gl_view.setRenderer(gl_rend);
setContentView(gl_view);
}
public boolean onKeyUp(int keyCode, KeyEvent event) {
((ThriRend) gl_rend).onKeyUp(keyCode, event);
return false;
}
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
if (event.getAction() == event.ACTION_MOVE) {
((ThriRend) gl_rend).rato += (x - mPreviousX) * 0.5f;
}
mPreviousX = x;
mPreviousY = y;
return super.onTouchEvent(event);
}
protected void onResume() {
super.onResume();
gl_view.onResume();
}
protected void onPause() {
super.onPause();
gl_view.onPause();
}
}
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView.Renderer;
public class BaseRend implements Renderer {
public float rato = 0.0f;
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0){
height = 1;
}
float ratio = (float)width / (float)height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-ratio, ratio, -1, 1, 1.0f, 10.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glDisable(GL10.GL_DITHER);
// gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0, 0, 0, 0.5f);
gl.glClearDepthf(1.0f);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
}
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import zhou.ne.he.BaseRend;
import zhou.ne.he.Cube;
import zhou.ne.he.R;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import android.view.KeyEvent;
public class ThriRend extends BaseRend {
public float rato = 0;
private int[] texture = null;// 纹理数组
private Bitmap[] bit = new Bitmap[6];
private boolean key = true;
public ThriRend(Context context) {
bit[0] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon1);
bit[1] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon2);
bit[2] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon3);
bit[3] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon4);
bit[4] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon5);
bit[5] = BitmapFactory.decodeResource(context.getResources(),
R.drawable.icon6);
}
public boolean onKeyUp(int keyCode, KeyEvent event) {
key = !key;
return false;
}
public void onDrawFrame(GL10 gl) {
super.onDrawFrame(gl);
gl.glTranslatef(0.0f, 0.0f, -5.0f);
// 设置旋转
// gl.glRotatef(rato, 0.0f, 1.0f, 0.0f);
gl.glRotatef(rato, 1.0f, 0.0f, 0.0f);
gl.glRotatef(rato, 0.0f, 1.0f, 0.0f);
gl.glNormalPointer(GL10.GL_FIXED, 0, Cube.normals);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, Cube.vertices);
gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, Cube.texCoords);
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// 绘制四边形
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE,
Cube.indices1);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 8, GL10.GL_UNSIGNED_BYTE,
Cube.indices2);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 12, GL10.GL_UNSIGNED_BYTE,
Cube.indices3);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 16, GL10.GL_UNSIGNED_BYTE,
Cube.indices4);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 20, GL10.GL_UNSIGNED_BYTE,
Cube.indices5);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[5]);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24, GL10.GL_UNSIGNED_BYTE,
Cube.indices6);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
// rato += 2.5f;
if(key){
gl.glEnable(GL10.GL_BLEND); // 打开混合
gl.glDisable(GL10.GL_DEPTH_TEST); // 关闭深度测试
}else{
gl.glDisable(GL10.GL_BLEND); // 打开混合
gl.glEnable(GL10.GL_DEPTH_TEST); // 关闭深度测试
}
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
super.onSurfaceChanged(gl, width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
super.onSurfaceCreated(gl, config);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
// 打开纹理
gl.glEnable(GL10.GL_TEXTURE_2D);
// 绑定纹理
IntBuffer t_b = IntBuffer.allocate(6);
gl.glGenTextures(6, t_b);// 设置纹理的个数
texture = t_b.array();
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[0], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[1]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[1], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[2]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[2], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[3]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[3], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[4]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[4], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[5]);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bit[5], 0);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glColor4f(1.0f, 1.0f, 1.0f, 0.4f);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);
// 设置环境光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, Cube.lightAmbient);
// 设置漫射光
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, Cube.lightDiffuse);
// 设置光源位置
gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, Cube.lightPosition);
// 开启光源
gl.glEnable(GL10.GL_LIGHT1);
// 开启混合
gl.glEnable(GL10.GL_BLEND);
}
}
这里学习的资料也不少:http://www.eoeandroid.com/thread-3561-1-1.html
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/*
* This file is part of the PanoramaGL library for Android.
*
* Authors: Javier Baez <[email protected]> and Miguel 刟u朼y <[email protected]>
*
* $Id$
*
* This is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as
* published by the Free Software Foundation; version 3 of
* the License
*
* This software is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this software; if not, write to the Free
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA, or see the FSF site: http://www.fsf.org.
*/package panoramagl.examples;import javax.microedition.khronos.opengles.GL10;import com.android.panoramagl.PLTexture;
import com.android.panoramagl.PLView;
import com.android.panoramagl.enumeration.PLViewType;
import com.android.panoramagl.structs.PLRange;import android.util.Log;public class HelloPanorama extends PLView
{
@Override
protected void onGLContextCreated(GL10 g1)
{
super.onGLContextCreated(g1);
System.out.println(g1);
try
{
/*
* Important Note: You must edit AndroidManifest.xml and put android:configChanges="keyboardHidden|orientation" attribute in activity else you have memory problems
*/
//If you want to use setDeviceOrientationEnabled(true), activity orientation only must be portrait. Eg. android:screenOrientation="portrait"
//设置定位图像(false)
this.setDeviceOrientationEnabled(false);
//You can use accelerometer你可以用加速计
this.setAccelerometerEnabled(false);
this.setAccelerometerLeftRightEnabled(true);
this.setAccelerometerUpDownEnabled(false);
//Scrolling and Inertia滚动和惯性
this.setScrollingEnabled(true);
this.setInertiaEnabled(true);
//setFovRange determines Zoom range. Range values from -1.0f to 1.0f设置缩放范围
this.getCamera().setFovRange(PLRange.PLRangeMake(0.0f, 1.0f));
//Example with Sphere type (you need one image)球面型为例,你需要一张图片
this.setType(PLViewType.PLViewTypeSpherical);//设置风格球形景观类型
// this.addTextureAndRelease(PLTexture.textureWithImage(this.getImageWithResouce(R.drawable.pano)));
this.addTextureAndRelease(PLTexture.textureWithImage(this.getImageWithResouce(R.drawable.aa)));
}
catch(Throwable ex)
{
Log.e("HelloPanorama::onGLContextCreated", "Error:" + ex.getMessage());
}
}
}package panoramagl.examples;import android.app.Activity;
import android.content.Intent;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import javax.microedition.khronos.opengles.GL10;import com.android.panoramagl.PLView;public class asa extends Activity {
private PLView plView = new PLView();
// private GLSurfaceView gl_view = null;
private Button button;
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
// gl_view = new GLSurfaceView(this);
//
// gl_view.setRenderer(new BaseRend());
// this.setContentView(gl_view);
setContentView(R.layout.main);
button = (Button) this.findViewById(R.id.star1);
button.setOnClickListener(new Button.OnClickListener() {
public void onClick(View v) {
HelloPanorama Hello=new HelloPanorama();
System.out.println("11111111111");
// Hello.onGLContextCreated();
System.out.println("22222222222"); } });
}}