商丘做网站公司新站seo快速收录网页内容页的方法,重庆哪里可以制作相册,公司介绍文案,专业网站建设公司1 前言 Filament环境搭建中介绍了 Filament 的 Windows 和 Android 环境搭#xff0c;绘制三角形中介绍了绘制纯色和彩色三角形#xff0c;绘制矩形中介绍了绘制纯色和彩色矩形#xff0c;本文将使用 Filament 绘制圆形。
2 绘制圆形 本文项目结构如下#xff0c;完整代码…1 前言 Filament环境搭建中介绍了 Filament 的 Windows 和 Android 环境搭绘制三角形中介绍了绘制纯色和彩色三角形绘制矩形中介绍了绘制纯色和彩色矩形本文将使用 Filament 绘制圆形。
2 绘制圆形 本文项目结构如下完整代码资源 → Filament绘制圆形。 2.1 自定义基类 为方便读者将注意力聚焦在 Filament 的输入上轻松配置复杂的环境依赖逻辑笔者仿照 OpenGL ES 的写法抽出了 FLSurfaceView 和 BaseModel 类。FLSurfaceView 与 GLSurfaceView 的功能类似承载了渲染环境配置BaseModel 中提供了一些 VertexBuffer、IndexBuffer、Material、Renderable 相关的工具类方便子类直接使用这些工具类。 build.gradle
...
android {...aaptOptions { // 在应用程序打包过程中不压缩的文件noCompress filamat, ktx}
}dependencies {implementation fileTree(dir: ../libs, include: [*.aar])...
} 说明在项目根目录下的 libs 目录中需要放入以下 aar 文件它们源自Filament环境搭建中编译生成的 aar。 FLSurfaceView.java
package com.zhyan8.circle.filament;import android.content.Context;
import android.graphics.Point;
import android.view.Choreographer;
import android.view.Surface;
import android.view.SurfaceView;import com.google.android.filament.Camera;
import com.google.android.filament.Engine;
import com.google.android.filament.EntityManager;
import com.google.android.filament.Filament;
import com.google.android.filament.Renderer;
import com.google.android.filament.Scene;
import com.google.android.filament.Skybox;
import com.google.android.filament.SwapChain;
import com.google.android.filament.View;
import com.google.android.filament.Viewport;
import com.google.android.filament.android.DisplayHelper;
import com.google.android.filament.android.FilamentHelper;
import com.google.android.filament.android.UiHelper;/** Filament中待渲染的SurfaceView* 功能可以类比OpenGL ES中的GLSurfaceView* 用于创建Filament的渲染环境*/
public class FLSurfaceView extends SurfaceView {public static int RENDERMODE_WHEN_DIRTY 0; // 用户请求渲染才渲染一帧public static int RENDERMODE_CONTINUOUSLY 1; // 持续渲染protected int mRenderMode RENDERMODE_CONTINUOUSLY; // 渲染模式protected Choreographer mChoreographer; // 消息控制protected DisplayHelper mDisplayHelper; // 管理Display(可以监听分辨率或刷新率的变化)protected UiHelper mUiHelper; // 管理SurfaceView、TextureView、SurfaceHolderprotected Engine mEngine; // 引擎(跟踪用户创建的资源, 管理渲染线程和硬件渲染器)protected Renderer mRenderer; // 渲染器(用于操作系统窗口, 生成绘制命令, 管理帧延时)protected Scene mScene; // 场景(管理渲染对象、灯光)protected View mView; // 存储渲染数据(View是Renderer操作的对象)protected Camera mCamera; // 相机(视角管理)protected Point mDesiredSize; // 渲染分辨率protected float[] mSkyboxColor; // 背景颜色protected SwapChain mSwapChain; // 操作系统的本地可渲染表面(native renderable surface, 通常是一个window或view)protected FrameCallback mFrameCallback new FrameCallback(); // 帧回调static {Filament.init();}public FLSurfaceView(Context context) {super(context);mChoreographer Choreographer.getInstance();mDisplayHelper new DisplayHelper(context);}public void init() { // 初始化setupSurfaceView();setupFilament();setupView();setupScene();}public void setRenderMode(int renderMode) { // 设置渲染模式mRenderMode renderMode;}public void requestRender() { // 请求渲染mChoreographer.postFrameCallback(mFrameCallback);}public void onResume() { // 恢复mChoreographer.postFrameCallback(mFrameCallback);}public void onPause() { // 暂停mChoreographer.removeFrameCallback(mFrameCallback);}public void onDestroy() { // 销毁Filament环境mChoreographer.removeFrameCallback(mFrameCallback);mUiHelper.detach();mEngine.destroyRenderer(mRenderer);mEngine.destroyView(mView);mEngine.destroyScene(mScene);mEngine.destroyCameraComponent(mCamera.getEntity());EntityManager entityManager EntityManager.get();entityManager.destroy(mCamera.getEntity());mEngine.destroy();}protected void setupScene() { // 设置Scene参数}protected void onResized(int width, int height) { // Surface尺寸变化时回调double zoom 1;double aspect (double) width / (double) height;mCamera.setProjection(Camera.Projection.ORTHO,-aspect * zoom, aspect * zoom, -zoom, zoom, 0, 1000);}private void setupSurfaceView() { // 设置SurfaceViewmUiHelper new UiHelper(UiHelper.ContextErrorPolicy.DONT_CHECK);mUiHelper.setRenderCallback(new SurfaceCallback());if (mDesiredSize ! null) {mUiHelper.setDesiredSize(mDesiredSize.x, mDesiredSize.y);}mUiHelper.attachTo(this);}private void setupFilament() { // 设置Filament参数mEngine Engine.create();// mEngine (new Engine.Builder()).featureLevel(Engine.FeatureLevel.FEATURE_LEVEL_0).build();mRenderer mEngine.createRenderer();mScene mEngine.createScene();mView mEngine.createView();mCamera mEngine.createCamera(mEngine.getEntityManager().create());}private void setupView() { // 设置View参数float[] color mSkyboxColor ! null ? mSkyboxColor : new float[] {0, 0, 0, 1};Skybox skybox (new Skybox.Builder()).color(color).build(mEngine);mScene.setSkybox(skybox);if (mEngine.getActiveFeatureLevel() Engine.FeatureLevel.FEATURE_LEVEL_0) {mView.setPostProcessingEnabled(false); // FEATURE_LEVEL_0不支持post-processing}mView.setCamera(mCamera);mView.setScene(mScene);}/** 帧回调*/private class FrameCallback implements Choreographer.FrameCallback {Overridepublic void doFrame(long frameTimeNanos) { // 渲染每帧数据if (mRenderMode RENDERMODE_CONTINUOUSLY) {mChoreographer.postFrameCallback(this); // 请求下一帧}if (mUiHelper.isReadyToRender()) {if (mRenderer.beginFrame(mSwapChain, frameTimeNanos)) {mRenderer.render(mView);mRenderer.endFrame();}}}}/** Surface回调*/private class SurfaceCallback implements UiHelper.RendererCallback {Overridepublic void onNativeWindowChanged(Surface surface) { // Native窗口改变时回调if (mSwapChain ! null) {mEngine.destroySwapChain(mSwapChain);}long flags mUiHelper.getSwapChainFlags();if (mEngine.getActiveFeatureLevel() Engine.FeatureLevel.FEATURE_LEVEL_0) {if (SwapChain.isSRGBSwapChainSupported(mEngine)) {flags flags | SwapChain.CONFIG_SRGB_COLORSPACE;}}mSwapChain mEngine.createSwapChain(surface, flags);mDisplayHelper.attach(mRenderer, getDisplay());}Overridepublic void onDetachedFromSurface() { // 解绑Surface时回调mDisplayHelper.detach();if (mSwapChain ! null) {mEngine.destroySwapChain(mSwapChain);mEngine.flushAndWait();mSwapChain null;}}Overridepublic void onResized(int width, int height) { // Surface尺寸变化时回调mView.setViewport(new Viewport(0, 0, width, height));FilamentHelper.synchronizePendingFrames(mEngine);FLSurfaceView.this.onResized(width, height);}}
} BaseModel.java
package com.zhyan8.circle.filament;import android.content.res.AssetFileDescriptor;
import android.content.res.AssetManager;
import android.os.Handler;
import android.os.Looper;
import android.util.Log;import com.google.android.filament.Box;
import com.google.android.filament.Engine;
import com.google.android.filament.EntityManager;
import com.google.android.filament.IndexBuffer;
import com.google.android.filament.Material;
import com.google.android.filament.MaterialInstance;
import com.google.android.filament.RenderableManager;
import com.google.android.filament.RenderableManager.PrimitiveType;
import com.google.android.filament.VertexBuffer;
import com.google.android.filament.VertexBuffer.AttributeType;
import com.google.android.filament.VertexBuffer.VertexAttribute;import java.io.FileInputStream;
import java.io.IOException;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.channels.Channels;
import java.nio.channels.ReadableByteChannel;/** 模型基类* 管理模型的材质、顶点属性、顶点索引、渲染id*/
public class BaseModel {private static String TAG BaseModel;protected AssetManager mAssetManager; // 资源管理器protected Engine mEngine; // Filament引擎protected Material mMaterial; // 模型材质protected MaterialInstance mMaterialInstance; // 模型材质实例protected VertexBuffer mVertexBuffer; // 顶点属性缓存protected IndexBuffer mIndexBuffer; // 顶点索引缓存protected int mRenderable; // 渲染idprotected Box mBox; // 渲染区域public BaseModel(AssetManager assetManager, Engine engine) {mAssetManager assetManager;mEngine engine;}public Material getMaterial() { // 获取材质return mMaterial;}public VertexBuffer getVertexBuffer() { // 获取顶点属性缓存return mVertexBuffer;}public IndexBuffer getIndexBuffer() { // 获取顶点索引缓存return mIndexBuffer;}public int getRenderable() { // 获取渲染idreturn mRenderable;}public void destroy() { // 销毁模型mEngine.destroyEntity(mRenderable);mEngine.destroyVertexBuffer(mVertexBuffer);mEngine.destroyIndexBuffer(mIndexBuffer);mEngine.destroyMaterialInstance(mMaterialInstance);mEngine.destroyMaterial(mMaterial);EntityManager entityManager EntityManager.get();entityManager.destroy(mRenderable);}protected Material loadMaterial(String materialPath) { // 加载材质Buffer buffer readUncompressedAsset(mAssetManager, materialPath);if (buffer ! null) {Material material (new Material.Builder()).payload(buffer, buffer.remaining()).build(mEngine);mMaterialInstance material.createInstance();material.compile(Material.CompilerPriorityQueue.HIGH,Material.UserVariantFilterBit.ALL,new Handler(Looper.getMainLooper()),() - Log.i(TAG, Material material.getName() compiled.));mEngine.flush();return material;}return null;}protected VertexBuffer getVertexBuffer(float[] values) { // 获取顶点属性缓存ByteBuffer vertexData getByteBuffer(values);int vertexCount values.length / 3;int vertexSize Float.BYTES * 3;VertexBuffer vertexBuffer new VertexBuffer.Builder().bufferCount(1).vertexCount(vertexCount).attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, vertexSize).build(mEngine);vertexBuffer.setBufferAt(mEngine, 0, vertexData);return vertexBuffer;}protected VertexBuffer getVertexBuffer(Vertex[] values) { // 获取顶点属性缓存ByteBuffer vertexData getByteBuffer(values);int vertexCount values.length;int vertexSize Vertex.BYTES;VertexBuffer vertexBuffer new VertexBuffer.Builder().bufferCount(1).vertexCount(vertexCount).attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, vertexSize).attribute(VertexAttribute.COLOR, 0, AttributeType.UBYTE4, 3 * Float.BYTES, vertexSize).normalized(VertexAttribute.COLOR).build(mEngine);vertexBuffer.setBufferAt(mEngine, 0, vertexData);return vertexBuffer;}protected IndexBuffer getIndexBuffer(short[] values) { // 获取顶点索引缓存ByteBuffer indexData getByteBuffer(values);int indexCount values.length;IndexBuffer indexBuffer new IndexBuffer.Builder().indexCount(indexCount).bufferType(IndexBuffer.Builder.IndexType.USHORT).build(mEngine);indexBuffer.setBuffer(mEngine, indexData);return indexBuffer;}protected int getRenderable(PrimitiveType primitiveType, int vertexCount) { // 获取渲染idint renderable EntityManager.get().create();new RenderableManager.Builder(1).boundingBox(mBox).geometry(0, primitiveType, mVertexBuffer, mIndexBuffer, 0, vertexCount).material(0, mMaterialInstance).build(mEngine, renderable);return renderable;}private Buffer readUncompressedAsset(AssetManager assetManager, String assetName) { // 加载资源ReadableByteChannel src null;ByteBuffer dist null;try {AssetFileDescriptor fd assetManager.openFd(assetName);FileInputStream fis fd.createInputStream();dist ByteBuffer.allocate((int) fd.getLength());src Channels.newChannel(fis);src.read(dist);} catch (IOException e) {Log.d(TAG, readUncompressedAsset-catch, e e);} finally {if (src ! null) {try {src.close();} catch (IOException e) {Log.d(TAG, readUncompressedAsset-finally, e e);}}}if (dist ! null) {return dist.rewind();}return null;}private ByteBuffer getByteBuffer(float[] values) { // float数组转换为ByteBufferByteBuffer byteBuffer ByteBuffer.allocate(values.length * Float.BYTES);byteBuffer.order(ByteOrder.nativeOrder());for (int i 0; i values.length; i) {byteBuffer.putFloat(values[i]);}byteBuffer.flip();return byteBuffer;}private ByteBuffer getByteBuffer(short[] values) { // short数组转换为ByteBufferByteBuffer byteBuffer ByteBuffer.allocate(values.length * Short.BYTES);byteBuffer.order(ByteOrder.nativeOrder());for (int i 0; i values.length; i) {byteBuffer.putShort(values[i]);}byteBuffer.flip();return byteBuffer;}private ByteBuffer getByteBuffer(Vertex[] values) { // Vertex数组转换为ByteBufferByteBuffer byteBuffer ByteBuffer.allocate(values.length * Vertex.BYTES);byteBuffer.order(ByteOrder.nativeOrder());for (int i 0; i values.length; i) {values[i].put(byteBuffer);}byteBuffer.flip();return byteBuffer;}/** 顶点数据* 包含顶点位置和颜色*/public static class Vertex {public static int BYTES 16;public float x;public float y;public float z;public int color;public Vertex() {}public Vertex(float x, float y, float z, int color) {this.x x;this.y y;this.z z;this.color color;}public ByteBuffer put(ByteBuffer buffer) { // Vertex转换为ByteBufferbuffer.putFloat(x);buffer.putFloat(y);buffer.putFloat(z);buffer.putInt(color);return buffer;}}
}
2.2 绘制纯色圆形固定材质颜色 MainActivity.java
package com.zhyan8.circle;import androidx.appcompat.app.AppCompatActivity;import android.os.Bundle;import com.zhyan8.circle.filament.FLSurfaceView;public class MainActivity extends AppCompatActivity {private FLSurfaceView mFLSurfaceView;Overrideprotected void onCreate(Bundle savedInstanceState) {super.onCreate(savedInstanceState);mFLSurfaceView new MyFLSurfaceView(this);setContentView(mFLSurfaceView);mFLSurfaceView.init();mFLSurfaceView.setRenderMode(FLSurfaceView.RENDERMODE_CONTINUOUSLY);}Overridepublic void onResume() {super.onResume();mFLSurfaceView.onResume();}Overridepublic void onPause() {super.onPause();mFLSurfaceView.onPause();}Overridepublic void onDestroy() {super.onDestroy();mFLSurfaceView.onDestroy();}
} MyFLSurfaceView.java
package com.zhyan8.circle;import android.content.Context;import com.google.android.filament.Camera;
import com.zhyan8.circle.filament.BaseModel;
import com.zhyan8.circle.filament.FLSurfaceView;public class MyFLSurfaceView extends FLSurfaceView {private BaseModel mMyModel;public MyFLSurfaceView(Context context) {super(context);}public void init() {mSkyboxColor new float[] {0.965f, 0.941f, 0.887f, 1};super.init();}Overridepublic void onDestroy() {mMyModel.destroy();super.onDestroy();}Overrideprotected void setupScene() { // 设置Scene参数mMyModel new Circle1(getContext().getAssets(), mEngine);mScene.addEntity(mMyModel.getRenderable());}Overrideprotected void onResized(int width, int height) {double zoom 1.5;double aspect (double) width / (double) height;mCamera.setProjection(Camera.Projection.ORTHO,-aspect * zoom, aspect * zoom, -zoom, zoom, 0, 10);}
} Circle1.java
package com.zhyan8.circle;import android.content.res.AssetManager;import com.google.android.filament.Box;
import com.google.android.filament.Engine;
import com.google.android.filament.RenderableManager.PrimitiveType;
import com.zhyan8.circle.filament.BaseModel;public class Circle1 extends BaseModel {private String materialPath materials/circle1.filamat;private float[] mVertices;private short[] mIndex;public Circle1(AssetManager assetManager, Engine engine) {super(assetManager, engine);init();}private void init() {int num 50;mVertices getCircle(0, 0, 0.5f, num);mIndex getIndices(num);mBox new Box(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.01f);mMaterial loadMaterial(materialPath);mVertexBuffer getVertexBuffer(mVertices);mIndexBuffer getIndexBuffer(mIndex);mRenderable getRenderable(PrimitiveType.TRIANGLES, mIndex.length);}private float[] getCircle(float centerX, float centerY, float radius, int num) {float unit (float) (2 * Math.PI / num);float[] coords new float[(num 1) * 3];int index 0;for (int i 0; i num; i) {coords[index] (float)(centerX radius * Math.cos(unit * i));coords[index] (float)(centerY radius * Math.sin(unit * i));coords[index] 0;}coords[index] centerX;coords[index] centerY;coords[index] 0;return coords;}private short[] getIndices(int num) {short[] indices new short[num * 3];short centerIndex (short) num;short index 0;for (short i 0; i num - 1; i) {indices[index] centerIndex;indices[index] i;indices[index] (short)(i 1);}indices[index] centerIndex;indices[index] (short) (num - 1);indices[index] 0;return indices;}
} circle1.mat
material {name : circle,// 禁用所有lightingshadingModel : unlit,featureLevel : 0
}fragment {vec3 sRGB_to_linear(vec3 color) { // gamma解码, 转换到线下空间color.x pow(color.r, 2.2);color.y pow(color.g, 2.2);color.z pow(color.b, 2.2);return color;}void material(inout MaterialInputs material) {prepareMaterial(material); // 在方法返回前必须回调该函数vec3 color vec3(0.455, 0.725, 1.0);color sRGB_to_linear(color);material.baseColor vec4(color, 1.0);}
} 说明这里需要进行伽马解码处理将颜色空间转换到线性空间中否则显示的颜色将会偏亮伽马编码原理详见 → 【Unity3D】伽马校正。 transform.bat
echo off
setlocal enabledelayedexpansion
set srcFolder../src/main/materials
set distFolder../src/main/assets/materialsfor %%f in (%srcFolder%\*.mat) do (set matfile%%~nfmatc -p mobile -a opengl -o !matfile!.filamat %%fmove !matfile!.filamat %distFolder%\!matfile!.filamat
)echo Processing complete.
pause 说明需要将 matc.exe 文件与 transform.bat 文件放在同一个目录下面matc.exe 源自Filament环境搭建中编译生成的 exe 文件。双击 transform.bat 文件会自动将 /src/main/materials/ 下面的所有 mat 文件全部转换为 filamat 文件并移到 /src/main/assets/materials/ 目录下面。 运行效果如下。 2.3 绘制纯色圆形传递材质颜色 MyFLSurfaceView.java
package com.zhyan8.circle;import android.content.Context;import com.google.android.filament.Camera;
import com.zhyan8.circle.filament.BaseModel;
import com.zhyan8.circle.filament.FLSurfaceView;public class MyFLSurfaceView extends FLSurfaceView {private BaseModel mMyModel;public MyFLSurfaceView(Context context) {super(context);}public void init() {mSkyboxColor new float[] {0.965f, 0.941f, 0.887f, 1};super.init();}Overridepublic void onDestroy() {mMyModel.destroy();super.onDestroy();}Overrideprotected void setupScene() { // 设置Scene参数mMyModel new Circle2(getContext().getAssets(), mEngine);mScene.addEntity(mMyModel.getRenderable());}Overrideprotected void onResized(int width, int height) {double zoom 1.5;double aspect (double) width / (double) height;mCamera.setProjection(Camera.Projection.ORTHO,-aspect * zoom, aspect * zoom, -zoom, zoom, 0, 10);}
} Circle2.java
package com.zhyan8.circle;import android.content.res.AssetManager;import com.google.android.filament.Box;
import com.google.android.filament.Colors;
import com.google.android.filament.Engine;
import com.google.android.filament.RenderableManager.PrimitiveType;
import com.zhyan8.circle.filament.BaseModel;public class Circle2 extends BaseModel {private String materialPath materials/circle2.filamat;private float[] mVertices;private short[] mIndex;public Circle2(AssetManager assetManager, Engine engine) {super(assetManager, engine);init();}private void init() {int num 50;mVertices getCircle(0, 0, 0.5f, num);mIndex getIndices(num);mBox new Box(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.01f);mMaterial loadMaterial(materialPath);mMaterialInstance.setParameter(baseColor, Colors.RgbType.SRGB, 0.455f, 0.725f, 1.0f);mVertexBuffer getVertexBuffer(mVertices);mIndexBuffer getIndexBuffer(mIndex);mRenderable getRenderable(PrimitiveType.TRIANGLES, mIndex.length);}private float[] getCircle(float centerX, float centerY, float radius, int num) {float unit (float) (2 * Math.PI / num);float[] coords new float[(num 1) * 3];int index 0;for (int i 0; i num; i) {coords[index] (float)(centerX radius * Math.cos(unit * i));coords[index] (float)(centerY radius * Math.sin(unit * i));coords[index] 0;}coords[index] centerX;coords[index] centerY;coords[index] 0;return coords;}private short[] getIndices(int num) {short[] indices new short[num * 3];short centerIndex (short) num;short index 0;for (short i 0; i num - 1; i) {indices[index] centerIndex;indices[index] i;indices[index] (short)(i 1);}indices[index] centerIndex;indices[index] (short) (num - 1);indices[index] 0;return indices;}
} circle2.mat
material {name : circle,// 禁用所有lightingshadingModel : unlit,featureLevel : 0,parameters : [{ // 颜色必须在线性空间中传递, 而不是sRGB空间type : float3,name : baseColor}]
}fragment {void material(inout MaterialInputs material) {prepareMaterial(material); // 在方法返回前必须回调该函数material.baseColor.rgb materialParams.baseColor;}
} 运行效果如下可以看到与 2.2 节中进行伽马校正后的颜色是一样的。