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▪自己动手实现OpenGL-OpenGL原来如此简略(二) 自己动手实现OpenGL-OpenGL原来如此简单(二)
上篇对glViewPort的实现可见一斑。但是并没有提及其中的思路所在。本篇主要是简短地介绍一下WGL的实现思路。
由于OpenGL是一个状态机,既然是状.........
▪ 复建用到的函数(二) 重构用到的函数(二)
为了减少循环嵌套,在重构时我们需要用到Underscore函数库下的一些函数:_.find(list,iterator,[context]):遍历list,返回第一个通过iterator迭代器真值检测的元素值,如果没.........
▪ sencha touch list数据加载与驱除 sencha touch list数据加载与清除
list数据加载1、store load方法var proxyUrl = _proxyUrl;
var listStore = Ext.create('xxx.store.xxx');
listStore.getProxy().setUrl(/blog_article/proxyUrl/index.html);
listStore.load(function(records, operation, success) {
if (succes.........
[1]自己动手实现OpenGL-OpenGL原来如此简略(二)
来源: 互联网 发布时间: 2014-02-18
自己动手实现OpenGL-OpenGL原来如此简单(二)
上篇对glViewPort的实现可见一斑。但是并没有提及其中的思路所在。本篇主要是简短地介绍一下WGL的实现思路。
由于OpenGL是一个状态机,既然是状态机,那么肯定有一系列的状态需要保存。OpenGL的状态对应的是功能的实现。我们这个简单的OpenGL不需要大而全的功能,那么需要哪些功能呢?
1.绘制一个立方体或者长方体。
2.长方体或者立方体可以旋转
3.用上面的长方体代表太阳,地球,月亮。模拟其运行周期。
好吧,就上面三个功能。那么说我们上面的三个功能需要保存哪些状态呢?其实就以下三个状态就够了:
1. 矩阵管理
2. 颜色管理
3. 绘制线框
这么简单!
好吧,那么就定义几个变量吧!
1.矩阵管理
矩阵管理,那么就必须有矩阵,那么我的矩阵是这样的:
/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.simulateopengl;
import java.nio.FloatBuffer;
import android.util.Log;
/**
*
* A 4x4 float matrix
*
*/
public class M4 {
public float[][] m = new float[4][4];
public M4() {
this.setIdentity();
}
@Override
protected Object clone() throws CloneNotSupportedException {
// TODO Auto-generated method stub
M4 other = new M4();
for(int i = 0; i < 4; ++ i){
for(int j = 0; j < 4; ++ j){
other.m[i][j] = m[i][j];
}
}
return other;
}
public M4(M4 other) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
m[i][j] = other.m[i][j];
}
}
}
public void project(GLVertex src, GLVertex dest) {
GLVertex srcCopy = new GLVertex(src.x, src.y, src.z, src.w);
dest.x = (float)(srcCopy.x * m[0][0] + srcCopy.y * m[0][1] + srcCopy.z * m[0][2] + m[0][3]*srcCopy.w);
dest.y = (float)(srcCopy.x * m[1][0] + srcCopy.y * m[1][1] + srcCopy.z * m[1][2] + m[1][3]*srcCopy.w);
dest.z = (float)(srcCopy.x * m[2][0] + srcCopy.y * m[2][1] + srcCopy.z * m[2][2] + m[2][3]*srcCopy.w);
dest.w = (float)(srcCopy.x * m[3][0] + srcCopy.y * m[3][1] + srcCopy.z * m[3][2] + m[3][3]*srcCopy.w);
}
public static void normalize(GLVertex verVertex){
verVertex.x = verVertex.x/verVertex.w;
verVertex.y = verVertex.y/verVertex.w;
verVertex.z = verVertex.z/verVertex.w;
verVertex.w = verVertex.w/verVertex.w;
}
public static M4 frustum(float left, float right, float bottom, float top,
float near, float far){
float[][] matrix = new float[4][4];
if (left == right) {
throw new IllegalArgumentException("left == right");
}
if (top == bottom) {
throw new IllegalArgumentException("top == bottom");
}
if (near == far) {
throw new IllegalArgumentException("near == far");
}
if (near <= 0.0f) {
throw new IllegalArgumentException("near <= 0.0f");
}
if (far <= 0.0f) {
throw new IllegalArgumentException("far <= 0.0f");
}
final float r_width = 1.0f / (right - left);
final float r_height = 1.0f / (top - bottom);
final float r_depth = 1.0f / (near - far);
final float x = mul2f(near/(right - left));//00
final float y = mul2f(near * r_height);//11
final float A = (right + left) * r_width;//02
final float B = (top + bottom) * r_height;//12
final float C = (far + near) * r_depth;//22
final float D = mul2f(far * near * r_depth);//23
matrix[0][0] = x; matrix[0][1] = 0.0f; matrix[0][2] = A; matrix[0][3] = 0.0f;
matrix[1][0] = 0.0f; matrix[1][1] = y; matrix[1][2] = B; matrix[1][3] = 0.0f;
matrix[2][0] = 0.0f; matrix[2][1] = 0.0f; matrix[2][2] = C; matrix[2][3] = D;
matrix[3][0] = 0.0f; matrix[3][2] = -1.0f; matrix[3][1] = 0.0f; matrix[3][3] = 0.0f;
M4 m4 = new M4();
m4.m = matrix;
return m4;
}
public static int toFixed(float x) {
return Float.floatToIntBits(x);
}
public static float toFloatBytes(int fx){
return Float.intBitsToFloat(fx);
}
static Float addExpf(Float v, int e) {
int i = toFixed(v);
if (i<<1 != 0) {
i += (e)<<23;
}
return toFloatBytes(i);
}
static Float minusExpf(Float v, int e) {
int i = toFixed(v);
if (i<<1 != 0) {
i -= (e)<<23;
}
return toFloatBytes(i);
}
static float mul2f(float v) {
return addExpf(v, 1);
}
static float mul2fn(float v, int n) {
return addExpf(v, n);
}
static float divide2fn(float v, int n) {
return minusExpf(v, n);
}
public M4 multiply(M4 other) {
M4 result = new M4();
float[][] m1 = m;
float[][] m2 = other.m;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
result.m[i][j] = m1[i][0]*m2[0][j] + m1[i][1]*m2[1][j] + m1[i][2]*m2[2][j] + m1[i][3]*m2[3][j];
}
}
return result;
}
public void setIdentity() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
m[i][j] = (i == j ? 1f : 0f);
}
}
}
public void setIntArray(int[] src){
float[][] dst = new float[4][4];
int i = 0, m, n;
for(n = 0; n < dst[0].length; ++ n){
for(m = 0; m < dst.length ; ++ m){
dst[m][n] = Int2Float(src[i ++]);
}
}
this.m = dst;
}
public float Int2Float(int fx){
return divide2fn((float)fx, 16);
}
@Override
public String toString() {
StringBuilder builder = new StringBuilder("[ ");
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
builder.append(m[i][j]);
builder.append(" ");
}
builder.append("\n ");
}
builder.append(" ]");
return builder.toString();
}
@Override
public boolean equals(Object o) {
//float[][] otherM = ((M4)o).m;
Log.e("---", "wsgl: " + this.toString());
Log.e("---", "systm gl: " + o.toString());
return o.toString().equals(this.toString());
}
public static void translateM(
float[][] m, float x, float y, float z) {
for (int i=0 ; i<4 ; i++) {
int mi = i;
m[mi][3] += m[mi][0] * x + m[mi][1] * y + m[mi][2] * z;
}
}
}
然后,定义几个变量用来保存:
public static Stack<M4> mModelViewMatrixStack = new Stack<M4>();
public static Stack<M4> mProjectionMatrixStack = new Stack<M4>();
public static M4 mCurrentModelViewMatrix = new M4();
public static M4 mCurrentProjectionMatrix = new M4();
public static M4 mCurrentViewPortMatrix = new M4();
public static int mMatrixMode = GL10.GL_MODELVIEW;
2. 颜色管理
/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.simulateopengl;
public class GLColor {
public int red;
public int green;
public int blue;
public int alpha;
public GLColor(int red, int green, int blue, int alpha) {
this.red = red;
this.green = green;
this.blue = blue;
this.alpha = alpha;
}
public GLColor(int red, int green, int blue) {
this.red = red;
this.green = green;
this.blue = blue;
this.alpha = 0x10000;
}
@Override
public boolean equals(Object other) {
if (other instanceof GLColor) {
GLColor color = (GLColor)other;
return (red == color.red &&
green == color.green &&
blue == color.blue &&
alpha == color.alpha);
}
return false;
}
}
public static GLColor mVertexColor = new GLColor(0, 0, 0);
3. 绘制管理。我们这里只按照三角形绘制:
/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.simulateopengl;
import java.nio.IntBuffer;
public class GLVertex {
public double x;
public double y;
public double z;
public double w = 1.0f;
public short index; // index in vertex table
GLColor color;
GLVertex() {
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 1.0f;
this.index = -1;
}
GLVertex(double x, double y, double z, double w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
@Override
public boolean equals(Object other) {
if (other instanceof GLVertex) {
GLVertex v = (GLVertex)other;
return (x == v.x && y == v.y && z == v.z);
}
return false;
}
// static public int toFixed(float x) {
// return (int)(x * 65536.0f);
// }
// public void put(IntBuffer vertexBuffer, IntBuffer colorBuffer) {
// vertexBuffer.put(toFixed(x));
// vertexBuffer.put(toFixed(y));
// vertexBuffer.put(toFixed(z));
// if (color == null) {
// colorBuffer.put(0);
// colorBuffer.put(0);
// colorBuffer.put(0);
// colorBuffer.put(0);
// } else {
// colorBuffer.put(color.red);
// colorBuffer.put(color.green);
// colorBuffer.put(color.blue);
// colorBuffer.put(color.alpha);
// }
// }
//
// public void update(IntBuffer vertexBuffer, M4 transform) {
// // skip to location of vertex in mVertex buffer
// vertexBuffer.position(index * 3);
//
// if (transform == null) {
// vertexBuffer.put(toFixed(x));
// vertexBuffer.put(toFixed(y));
// vertexBuffer.put(toFixed(z));
// } else {
// GLVertex temp = new GLVertex();
// transform.project(this, temp);
// vertexBuffer.put(toFixed(temp.x));
// vertexBuffer.put(toFixed(temp.y));
// vertexBuffer.put(toFixed(temp.z));
// }
// }
}
定义个变量来保存顶点:
public static ArrayList<GLVertex> mVertexList = new ArrayList<GLVertex>();
好了,打工告成。
这就是实现一个地球,月亮,太阳模型的所有的东西都在这里。
总之,非常简单。后续博客将拿这8个变量来实现地球,月亮,太阳模型。
[2] 复建用到的函数(二)
来源: 互联网 发布时间: 2014-02-18
重构用到的函数(二)
为了减少循环嵌套,在重构时我们需要用到Underscore函数库下的一些函数:
_.find(list,iterator,[context]):遍历list,返回第一个通过iterator迭代器真值检测的元素值,如果没有值传递给测试迭代器将返回undefined。如果找到匹配的元素,函数会立即返回,不会遍历整个list。
初始的循环:
重构后的函数:
_.map(list,iterator,[context]) : 通过terator迭代器把list中的每个值映射到一个新的数组中。
初始的循环:
重构后的函数:
把一个集合分组成多个集合
把一个集合分组为多个集合,把存储竞价人信息的集合按照竞价价格分成多个集合,分组后的结果是一个对象
把对象转换成数组的函数
为了减少循环嵌套,在重构时我们需要用到Underscore函数库下的一些函数:
_.find(list,iterator,[context]):遍历list,返回第一个通过iterator迭代器真值检测的元素值,如果没有值传递给测试迭代器将返回undefined。如果找到匹配的元素,函数会立即返回,不会遍历整个list。
初始的循环:
for (var i = 0; i < bid_array.length; i++) {
if (bid_array[i].bid_name == biding_name) {
return bid_array[i].bid_status;
}
}重构后的函数:
bid_status_of_biding_name= _.find(bid_array,function (num) {
return num.bid_name == biding_name
}).bid_status;
}_.map(list,iterator,[context]) : 通过terator迭代器把list中的每个值映射到一个新的数组中。
初始的循环:
var bid_array = BidList.get_bid_information();
for (var i = 0; i < bid_array.length; i++) {
if (bid_array[i].bid_name == BidList.get_biding_name()) {
bid_array[i].bid_status=BidList.change_status(bid_status_temp, "bid_ending")
}
return bid_array;
}重构后的函数:
var new_bid_array = _.map(bid_array, function (bid) {
if(bid.bid_name == BidList.get_biding_name()){
bid.bid_status=BidList.change_status(bid_status_temp, "bid_ending")
}
return bid;
}) 把一个集合分组成多个集合
把一个集合分组为多个集合,把存储竞价人信息的集合按照竞价价格分成多个集合,分组后的结果是一个对象
var price_count_infos = _.groupBy(bid_people_information_array, function (num) {
return num.price
})把对象转换成数组的函数
_.map(price_count_infos, function (value, key) {
price_array.push({"price": key, "number": value.length})
})
[3] sencha touch list数据加载与驱除
来源: 互联网 发布时间: 2014-02-18
sencha touch list数据加载与清除
list数据加载
1、store load方法
list数据清除
应用
两次加载同一个list,第一次加载有数据,而第二次加载没数据时,就会出现一个很尴尬的界面
那么此时就要对list的数据进行清除
list数据加载
1、store load方法
var proxyUrl = _proxyUrl;
var listStore = Ext.create('xxx.store.xxx');
listStore.getProxy().setUrl(/blog_article/proxyUrl/index.html);
listStore.load(function(records, operation, success) {
if (success) {
var myList = this.getMyList();
myList.setStore(listStore );
}
}, this);2、list setData方法var myList = Ext.getCmp('myListId');
// 清除list里面的数据
myList.setStore(null);
myList.setData(data);list数据清除
var myArray = new Array();
var myList = Ext.getCmp('myListId');
myList.setStore(null);
// 注意myList.setData(myArray)将会错
myList.setData(myArray);应用
两次加载同一个list,第一次加载有数据,而第二次加载没数据时,就会出现一个很尴尬的界面
那么此时就要对list的数据进行清除
var myList= Ext.getCmp('myListId');
myList.setStore(null);
if(listData) {
myList.setData(listData);
} else {
var myArray = new Array();
myList.setData(myArray);
}
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