使用opengl实现爆炸特效

 

原理是用点阵展示图片,将点阵传给glsl里面的噪音方法更改位置。

图像对象 储存顶点数据

这里我设置了顶点数据和图片的顶点数据传入,因为顶点和图片的点阵不一样分开储存。

public class PointPicture {
    private  static  final int POSITION_COMPONENT_COUNT = 3;
    private  static  final int COLOR_COMPONENT_COUNT = 3;
    private  static  final int VECTOR_COMPONENT_COUNT = 3;
    private  static  final int PARTICLE_START_COMPONENT_COUNT = 1;
    private final ObjectBuilder.GeneratedData generatedData;
    private final ObjectBuilder.GeneratedData generatedData2;
    private final VertexArray vertexArray;
    private final VertexArray vertexArray2;

    public PointPicture() {
        generatedData= ObjectBuilder.createPicture(100,100);
        generatedData2= ObjectBuilder.createPicture2(100,100);
        Log.e( "Picture: ",generatedData.toString() +"");
        Log.e("Picture: ",generatedData2.toString()  +"");
        this.vertexArray = new VertexArray(generatedData.vertexData);
        this.vertexArray2 = new VertexArray(generatedData2.vertexData);
    }
    public  void bindData(PointPictureShaderProgram program){
        vertexArray.setVertexAttribPointer(0,program.getA_PositionLocation(),
                POSITION_COMPONENT_COUNT, 0);
       vertexArray2.setVertexAttribPointer(0,program.getA_TextureCoodinatesLocation()
                ,2,0);

    }
    public void draw(){

        for (int i = 0; i < generatedData.drawCommands.size(); i++) {
            generatedData.drawCommands.get(i).draw();
        }
    }
}

生成顶点数据

  //图片顶点
private void appendPicturePoint(int clums ,int rows){
        float perX= 2f/ ((float) clums);
        float perY= 2f/ ((float) rows);
        float Z = 0 ;
        final float size = clums*rows;
        //起点需要复用闭合
        for (int i = 0; i < size; i++) {
            //x上面的点
            vertexData[offset++] =  1- ((int) (i % clums))*perX;
            //y
            vertexData[offset++] =  2- ((int) (i / clums))*perY;
            //z
            vertexData[offset++] = Z;

        }
        drawCommands.add(new DrawCo
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