我想从PNG图像添加另一个纹理,它更像是一个徽标,所以我希望它在中心,在后台显示GLSurfaceView
及其所有效果和模型。请看我精心制作的插图。
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| GLSurfaceView * |
| |
| |
| |
| * ------------- |
| | | |
| | PNG | |
| | Texture | * |
| * | | |
| ------------- |
| * |
| |
| |
| * * |
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LEGEND: * = some good effects :D (pweew! pweew!)
我正在尝试使用WallpaperService
创建一个动态壁纸,它有一个扩展Engine类的子类,该类有一个扩展GLSurfaceView的子类,到目前为止我所拥有的是GLSurfaceView,它工作得很好! / p>
-Added - FlashWallpaperService
public class FlashWallpaperService extends WallpaperService {
@Override
public Engine onCreateEngine() {
return new GLEngine();
}
public class GLEngine extends Engine {
private FlashGLSurfaceView flashGLSurfaceView;
@Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);
flashGLSurfaceView = new FlashGLSurfaceView(FlashWallpaperService.this);
}
@Override
public void onVisibilityChanged(boolean visible) {
super.onVisibilityChanged(visible);
if (visible) {
flashGLSurfaceView.onResume();
} else {
flashGLSurfaceView.onPause();
}
}
@Override
public void onDestroy() {
super.onDestroy();
flashGLSurfaceView.onDestroy();
}
class FlashGLSurfaceView extends GLSurfaceView {
private ActivityManager activityManager;
private ConfigurationInfo configurationInfo;
private boolean supportsEs2;
public FlashGLSurfaceView(Context context) {
super(context);
if (!isInEditMode()) {
activityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
configurationInfo = activityManager.getDeviceConfigurationInfo();
supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;
if (supportsEs2) {
// Request an OpenGL ES 2.0 compatible context.
this.setEGLContextClientVersion(2);
// Set the renderer to our demo renderer, defined below.
FlashSystemRenderer mRenderer = new FlashSystemRenderer(this);
this.setRenderer(mRenderer);
this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
} else {
if (!isInEditMode()) throw new UnsupportedOperationException();
}
}
}
public FlashGLSurfaceView(Context context, AttributeSet attrs) {
super(context, attrs);
this.setEGLContextClientVersion(2);
this.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
this.setZOrderOnTop(false);
if (!isInEditMode()) {
activityManager = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
configurationInfo = activityManager.getDeviceConfigurationInfo();
supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;
if (supportsEs2) {
// Request an OpenGL ES 2.0 compatible context.
this.setEGLContextClientVersion(2);
// Set the renderer to our demo renderer, defined below.
FlashSystemRenderer mRenderer = new FlashSystemRenderer(this);
this.setRenderer(mRenderer);
this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
} else {
if (!isInEditMode()) throw new UnsupportedOperationException();
}
}
}
@Override
public SurfaceHolder getHolder() {
return getSurfaceHolder();
}
public void onDestroy() {
super.onDetachedFromWindow();
}
}
}
}
-Added - 渲染器类
public class FlashSystemRenderer implements GLSurfaceView.Renderer {
public float ratio;
public int mvpMatrixHandle;
public int mvMatrixHandle = -1;
public int positionHandle;
public int normalHandle;
public int textureCoordinateHandle;
public int programHandle;
public int miscHandle;
public int sizeX = 35;
public int sizeY = 70;
public float mTime;
private GLSurfaceView mGlSurfaceView;
/**
* Store the model matrix. This matrix is used to move models from object space (where each model can be thought
* of being located at the center of the universe) to world space.
*/
private float[] mModelMatrix = new float[16];
/**
* Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
* it positions things relative to our eye.
*/
private float[] mViewMatrix = new float[16];
/** Store the projection matrix. This is used to project the scene onto a 2D viewport. */
private float[] mProjectionMatrix = new float[16];
/** Allocate storage for the final combined matrix. This will be passed into the shader program. */
private float[] mMVPMatrix = new float[16];
private float[] mTemporaryMatrix = new float[16];
private int timeHandle;
private long mStartTime;
private int frames;
private long startTime;
private boolean mStart;
private long timePassed;
private float dt;
private long t_current;
private long t_prev;
private float dt_prev = 1;
private ValueAnimator animator;
private Bitmap mBitmap;
private FlashSystem mFlashSystem;
private Context context;
private int resolutionHandle;
private int mWidth;
private int mHeight;
private int timesRepeated;
private float delta;
private ExecutorService mExecutor = Executors.newSingleThreadExecutor();
public FlashSystemRenderer(GLSurfaceView glSurfaceView) {
mGlSurfaceView = glSurfaceView;
context = glSurfaceView.getContext();
}
@Override
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Use culling to remove back faces.
GLES20.glEnable(GLES20.GL_CULL_FACE);
GLES20.glFrontFace(GLES20.GL_CW);
// Enable depth testing
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
// Position the eye in front of the origin.
final float eyeX = 0.0f;
final float eyeY = 0.0f;
final float eyeZ = 0.0f;
// We are looking toward the distance
final float lookX = 0.0f;
final float lookY = 0.0f;
final float lookZ = 1.0f;
// Set our up vector. This is where our head would be pointing were we holding the camera.
final float upX = 0.0f;
final float upY = 1.0f;
final float upZ = 0.0f;
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
final String vertexShader = RawResourceReader.readTextFileFromRawResource(context, R.raw.flash_vert);
final String fragmentShader = RawResourceReader.readTextFileFromRawResource(context, R.raw.flash_frag);
final int vertexShaderHandle = ShaderHelper.compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
final int fragmentShaderHandle = ShaderHelper.compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
programHandle = ShaderHelper.createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle,
new String[]{"a_Position", "a_TexCoordinate", "a_TileXY"});
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
// Set the OpenGL viewport to the same size as the surface.
GLES20.glViewport(0, 0, width, height);
mWidth = width;
mHeight = height;
// Create a new perspective projection matrix. The height will stay the same
// while the width will vary as per aspect ratio.
final float ratio = (float) width / height;
final float left = -ratio;
@SuppressWarnings("UnnecessaryLocalVariable")
final float right = ratio;
final float bottom = -1.0f;
final float top = 1.0f;
final float near = 1.0f;
final float far = 10.0f;
this.ratio = ratio;
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
mStartTime = System.currentTimeMillis();
mExecutor.execute(new FlashsGenerator(this));
}
@Override
public void onDrawFrame(GL10 gl10) {
logFrame();
drawGl();
if (mFlashSystem != null) {
mFlashSystem.render();
}
}
private void drawGl() {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(programHandle);
// Set program handles
mvpMatrixHandle = GLES20.glGetUniformLocation(programHandle, "u_MVPMatrix");
mvMatrixHandle = GLES20.glGetUniformLocation(programHandle, "u_MVMatrix");
timeHandle = GLES20.glGetUniformLocation(programHandle, "u_Time");
resolutionHandle = GLES20.glGetUniformLocation(programHandle, "u_Resolution");
positionHandle = GLES20.glGetAttribLocation(programHandle, "a_Position");
normalHandle = GLES20.glGetAttribLocation(programHandle, "a_Normal");
textureCoordinateHandle = GLES20.glGetAttribLocation(programHandle, "a_TexCoordinate");
miscHandle = GLES20.glGetAttribLocation(programHandle, "a_Misc");
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, 5f);
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
// Pass in the modelview matrix.
GLES20.glUniformMatrix4fv(mvMatrixHandle, 1, false, mMVPMatrix, 0);
Matrix.multiplyMM(mTemporaryMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
System.arraycopy(mTemporaryMatrix, 0, mMVPMatrix, 0, 16);
// Pass in the combined matrix.
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, mMVPMatrix, 0);
// Pass in u_Time
GLES20.glUniform1f(timeHandle, (System.currentTimeMillis() - mStartTime) / 3500f);
// u_Resolution
GLES20.glUniform2f(resolutionHandle, mWidth, mHeight);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glEnable(GLES20.GL_BLEND);
}
public void logFrame() {
frames++;
timePassed = (System.nanoTime() - startTime) / 1_000_000;
if(timePassed >= 10_000) {
frames = 0;
startTime = System.nanoTime();
}
}
public void onTouchEvent() {
if (mStart) {
reset();
}
mStart = !mStart;
mStartTime = System.nanoTime();
}
private void reset() {
if (animator != null) {
animator.cancel();
}
mStartTime = 0;
dt = 0;
t_prev = 0;
}
public FlashSystem getFlashSystem() {
return mFlashSystem;
}
public void setFlashSystem(final FlashSystem flashSystem) {
mFlashSystem = flashSystem;
}
public void queue(Runnable runnable) {
mGlSurfaceView.queueEvent(runnable);
}
}
-Added - flash_vert.glsl
uniform mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
uniform float u_Time;
uniform vec2 u_Resolution;
attribute vec4 a_Position; //initial
attribute vec2 a_TexCoordinate;
attribute vec4 a_Misc; //initial
varying vec2 v_TexCoordinate;
varying float v_Radius;
#define RADIUS 3.5
float rand( vec2 co )
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void rotate( in float angle, inout vec2 vector )
{
mat2 rotationMatrix = mat2( cos( angle ), -sin( angle ),
sin( angle ), cos( angle ));
vector *= rotationMatrix;
}
void main()
{
// Transform the vertex into eye space.
//v_Position = vec3(u_MVMatrix * a_Position);
float aspect = u_Resolution.x / u_Resolution.y;
// Pass through the texture coordinate.
v_TexCoordinate = a_TexCoordinate;
vec2 centerPos = a_Position.xy;
float f = mix(1.0, a_Misc.t, u_Time);
centerPos *= mod(f, RADIUS);
float size = a_Misc.s;
size = mix(0.0, size, mod(f, RADIUS)/RADIUS);
vec2 relativePos = vec2(
(a_TexCoordinate.s - 0.5) * 2.0 * size,
(a_TexCoordinate.t - 0.5) * 2.0 * size
);
vec2 v = vec2(0.0, 1.0);
vec4 pos = vec4(
relativePos + centerPos,
0.0,
1.0
);
gl_Position = u_MVPMatrix * pos;
v_Radius = size * 2.5;
}
-Added - flash_frag.glsl
precision mediump float;
uniform sampler2D uTexture;
varying vec2 vTexPosition;
void main() {
gl_FragColor = texture2D(uTexture, vTexPosition);
}
如果具有透明度/ alpha的PNG纹理位于所有其他对象的顶部,我如何从现有渲染器添加PNG纹理以将它们渲染在一起?我从搜索中找到的所有内容都不起作用,有些但是只显示了PNG纹理