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7
第3章 OpenGL ES 2.0概览/Sample3_1/.classpath
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7
第3章 OpenGL ES 2.0概览/Sample3_1/.classpath
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<?xml version="1.0" encoding="UTF-8"?>
|
||||
<classpath>
|
||||
<classpathentry kind="src" path="src"/>
|
||||
<classpathentry kind="src" path="gen"/>
|
||||
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
|
||||
<classpathentry kind="output" path="bin"/>
|
||||
</classpath>
|
||||
33
第3章 OpenGL ES 2.0概览/Sample3_1/.project
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第3章 OpenGL ES 2.0概览/Sample3_1/.project
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|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<projectDescription>
|
||||
<name>Sample3_1</name>
|
||||
<comment></comment>
|
||||
<projects>
|
||||
</projects>
|
||||
<buildSpec>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>org.eclipse.jdt.core.javabuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
|
||||
</buildSpec>
|
||||
<natures>
|
||||
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
|
||||
<nature>org.eclipse.jdt.core.javanature</nature>
|
||||
</natures>
|
||||
</projectDescription>
|
||||
@@ -0,0 +1,5 @@
|
||||
#Sat Oct 08 00:03:14 CST 2011
|
||||
eclipse.preferences.version=1
|
||||
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.5
|
||||
org.eclipse.jdt.core.compiler.compliance=1.5
|
||||
org.eclipse.jdt.core.compiler.source=1.5
|
||||
18
第3章 OpenGL ES 2.0概览/Sample3_1/AndroidManifest.xml
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18
第3章 OpenGL ES 2.0概览/Sample3_1/AndroidManifest.xml
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|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
package="com.bn.Sample3_1"
|
||||
android:versionCode="1"
|
||||
android:versionName="1.0">
|
||||
<uses-sdk android:minSdkVersion="8" />
|
||||
|
||||
<application android:icon="@drawable/icon" android:label="@string/app_name">
|
||||
<activity android:name=".Sample3_1Activity"
|
||||
android:label="@string/app_name">
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
</intent-filter>
|
||||
</activity>
|
||||
|
||||
</application>
|
||||
</manifest>
|
||||
7
第3章 OpenGL ES 2.0概览/Sample3_1/assets/frag.sh
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7
第3章 OpenGL ES 2.0概览/Sample3_1/assets/frag.sh
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|
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precision mediump float;
|
||||
varying vec4 vColor; //接收从顶点着色器过来的参数
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vColor;//给此片元颜色值
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}
|
||||
10
第3章 OpenGL ES 2.0概览/Sample3_1/assets/vertex.sh
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10
第3章 OpenGL ES 2.0概览/Sample3_1/assets/vertex.sh
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||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
attribute vec4 aColor; //顶点颜色
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||||
varying vec4 vColor; //用于传递给片元着色器的变量
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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||||
vColor = aColor;//将接收的颜色传递给片元着色器
|
||||
}
|
||||
BIN
第3章 OpenGL ES 2.0概览/Sample3_1/bin/Sample3_1.apk
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/Sample3_1.apk
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/classes.dex
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/classes.dex
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/com/bn/Sample3_1/R$attr.class
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/com/bn/Sample3_1/R$attr.class
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/com/bn/Sample3_1/R.class
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/com/bn/Sample3_1/R.class
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/resources.ap_
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第3章 OpenGL ES 2.0概览/Sample3_1/bin/resources.ap_
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第3章 OpenGL ES 2.0概览/Sample3_1/default.properties
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第3章 OpenGL ES 2.0概览/Sample3_1/default.properties
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|
||||
# This file is automatically generated by Android Tools.
|
||||
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
|
||||
#
|
||||
# This file must be checked in Version Control Systems.
|
||||
#
|
||||
# To customize properties used by the Ant build system use,
|
||||
# "build.properties", and override values to adapt the script to your
|
||||
# project structure.
|
||||
|
||||
# Project target.
|
||||
target=android-8
|
||||
23
第3章 OpenGL ES 2.0概览/Sample3_1/gen/com/bn/Sample3_1/R.java
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23
第3章 OpenGL ES 2.0概览/Sample3_1/gen/com/bn/Sample3_1/R.java
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|
||||
/* AUTO-GENERATED FILE. DO NOT MODIFY.
|
||||
*
|
||||
* This class was automatically generated by the
|
||||
* aapt tool from the resource data it found. It
|
||||
* should not be modified by hand.
|
||||
*/
|
||||
|
||||
package com.bn.Sample3_1;
|
||||
|
||||
public final class R {
|
||||
public static final class attr {
|
||||
}
|
||||
public static final class drawable {
|
||||
public static final int icon=0x7f020000;
|
||||
}
|
||||
public static final class layout {
|
||||
public static final int main=0x7f030000;
|
||||
}
|
||||
public static final class string {
|
||||
public static final int app_name=0x7f040001;
|
||||
public static final int hello=0x7f040000;
|
||||
}
|
||||
}
|
||||
40
第3章 OpenGL ES 2.0概览/Sample3_1/proguard.cfg
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40
第3章 OpenGL ES 2.0概览/Sample3_1/proguard.cfg
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|
||||
-optimizationpasses 5
|
||||
-dontusemixedcaseclassnames
|
||||
-dontskipnonpubliclibraryclasses
|
||||
-dontpreverify
|
||||
-verbose
|
||||
-optimizations !code/simplification/arithmetic,!field/*,!class/merging/*
|
||||
|
||||
-keep public class * extends android.app.Activity
|
||||
-keep public class * extends android.app.Application
|
||||
-keep public class * extends android.app.Service
|
||||
-keep public class * extends android.content.BroadcastReceiver
|
||||
-keep public class * extends android.content.ContentProvider
|
||||
-keep public class * extends android.app.backup.BackupAgentHelper
|
||||
-keep public class * extends android.preference.Preference
|
||||
-keep public class com.android.vending.licensing.ILicensingService
|
||||
|
||||
-keepclasseswithmembernames class * {
|
||||
native <methods>;
|
||||
}
|
||||
|
||||
-keepclasseswithmembers class * {
|
||||
public <init>(android.content.Context, android.util.AttributeSet);
|
||||
}
|
||||
|
||||
-keepclasseswithmembers class * {
|
||||
public <init>(android.content.Context, android.util.AttributeSet, int);
|
||||
}
|
||||
|
||||
-keepclassmembers class * extends android.app.Activity {
|
||||
public void *(android.view.View);
|
||||
}
|
||||
|
||||
-keepclassmembers enum * {
|
||||
public static **[] values();
|
||||
public static ** valueOf(java.lang.String);
|
||||
}
|
||||
|
||||
-keep class * implements android.os.Parcelable {
|
||||
public static final android.os.Parcelable$Creator *;
|
||||
}
|
||||
BIN
第3章 OpenGL ES 2.0概览/Sample3_1/res/drawable-hdpi/icon.png
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第3章 OpenGL ES 2.0概览/Sample3_1/res/drawable-hdpi/icon.png
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After Width: | Height: | Size: 4.0 KiB |
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第3章 OpenGL ES 2.0概览/Sample3_1/res/drawable-ldpi/icon.png
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第3章 OpenGL ES 2.0概览/Sample3_1/res/drawable-ldpi/icon.png
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After Width: | Height: | Size: 1.7 KiB |
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第3章 OpenGL ES 2.0概览/Sample3_1/res/drawable-mdpi/icon.png
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第3章 OpenGL ES 2.0概览/Sample3_1/res/drawable-mdpi/icon.png
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After Width: | Height: | Size: 2.5 KiB |
12
第3章 OpenGL ES 2.0概览/Sample3_1/res/layout/main.xml
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第3章 OpenGL ES 2.0概览/Sample3_1/res/layout/main.xml
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|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
android:orientation="vertical"
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="fill_parent"
|
||||
>
|
||||
<TextView
|
||||
android:layout_width="fill_parent"
|
||||
android:layout_height="wrap_content"
|
||||
android:text="@string/hello"
|
||||
/>
|
||||
</LinearLayout>
|
||||
5
第3章 OpenGL ES 2.0概览/Sample3_1/res/values/strings.xml
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5
第3章 OpenGL ES 2.0概览/Sample3_1/res/values/strings.xml
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|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="hello">Hello World, Sample3_1Activity!</string>
|
||||
<string name="app_name">Sample3_1</string>
|
||||
</resources>
|
||||
@@ -0,0 +1,77 @@
|
||||
package com.bn.Sample3_1;
|
||||
|
||||
import javax.microedition.khronos.egl.EGLConfig;
|
||||
import javax.microedition.khronos.opengles.GL10;
|
||||
import android.content.Context;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.Matrix;
|
||||
|
||||
public class MyTDView extends GLSurfaceView
|
||||
{
|
||||
final float ANGLE_SPAN = 0.375f;
|
||||
|
||||
RotateThread rthread;
|
||||
SceneRenderer mRenderer;
|
||||
public MyTDView(Context context)
|
||||
{
|
||||
super(context);
|
||||
this.setEGLContextClientVersion(2);
|
||||
mRenderer=new SceneRenderer();
|
||||
this.setRenderer(mRenderer);
|
||||
this.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
|
||||
}
|
||||
private class SceneRenderer implements GLSurfaceView.Renderer
|
||||
{
|
||||
Triangle tle;
|
||||
public void onDrawFrame(GL10 gl)
|
||||
{
|
||||
//清除深度缓冲与颜色缓冲
|
||||
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
|
||||
//绘制三角形对
|
||||
tle.drawSelf();
|
||||
}
|
||||
public void onSurfaceChanged(GL10 gl, int width, int height)
|
||||
{
|
||||
//设置视窗大小及位置
|
||||
GLES20.glViewport(0, 0, width, height);
|
||||
//计算GLSurfaceView的宽高比
|
||||
float ratio = (float) width / height;
|
||||
//调用此方法计算产生透视投影矩阵
|
||||
Matrix.frustumM(Triangle.mProjMatrix, 0, -ratio, ratio, -1, 1, 1, 10);
|
||||
//调用此方法产生摄像机9参数位置矩阵
|
||||
Matrix.setLookAtM(Triangle.mVMatrix, 0, 0,0,3,0f,0f,0f,0f,1.0f,0.0f);
|
||||
}
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config)
|
||||
{
|
||||
//设置屏幕背景色RGBA
|
||||
GLES20.glClearColor(0,0,0,1.0f);
|
||||
//创建三角形对对象
|
||||
tle=new Triangle(MyTDView.this);
|
||||
//打开深度检测
|
||||
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||
rthread=new RotateThread();
|
||||
rthread.start();
|
||||
}
|
||||
}
|
||||
public class RotateThread extends Thread
|
||||
{
|
||||
public boolean flag=true;
|
||||
@Override
|
||||
public void run()
|
||||
{
|
||||
while(flag)
|
||||
{
|
||||
mRenderer.tle.xAngle=mRenderer.tle.xAngle+ANGLE_SPAN;
|
||||
try
|
||||
{
|
||||
Thread.sleep(20);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
package com.bn.Sample3_1;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.os.Bundle;
|
||||
|
||||
public class Sample3_1Activity extends Activity
|
||||
{
|
||||
MyTDView mview;
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState)
|
||||
{
|
||||
super.onCreate(savedInstanceState);
|
||||
//ÉèÖÃΪÊúÆÁģʽ
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
|
||||
mview=new MyTDView(this);
|
||||
mview.requestFocus();
|
||||
mview.setFocusableInTouchMode(true);
|
||||
setContentView(mview);
|
||||
}
|
||||
@Override
|
||||
public void onResume()
|
||||
{
|
||||
super.onResume();
|
||||
mview.onResume();
|
||||
}
|
||||
@Override
|
||||
public void onPause()
|
||||
{
|
||||
super.onPause();
|
||||
mview.onPause();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample3_1;
|
||||
|
||||
import java.io.ByteArrayOutputStream;
|
||||
import java.io.InputStream;
|
||||
|
||||
import android.content.res.Resources;
|
||||
import android.opengl.GLES20;
|
||||
import android.util.Log;
|
||||
|
||||
//加载顶点Shader与片元Shader的工具类
|
||||
public class ShaderUtil
|
||||
{
|
||||
//加载制定shader的方法
|
||||
public static int loadShader
|
||||
(
|
||||
int shaderType, //shader的类型 GLES20.GL_VERTEX_SHADER(顶点) GLES20.GL_FRAGMENT_SHADER(片元)
|
||||
String source //shader的脚本字符串
|
||||
)
|
||||
{
|
||||
//创建一个新shader
|
||||
int shader = GLES20.glCreateShader(shaderType);
|
||||
//若创建成功则加载shader
|
||||
if (shader != 0)
|
||||
{
|
||||
//加载shader的源代码
|
||||
GLES20.glShaderSource(shader, source);
|
||||
//编译shader
|
||||
GLES20.glCompileShader(shader);
|
||||
//存放编译成功shader数量的数组
|
||||
int[] compiled = new int[1];
|
||||
//获取Shader的编译情况
|
||||
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
|
||||
if (compiled[0] == 0)
|
||||
{//若编译失败则显示错误日志并删除此shader
|
||||
Log.e("ES20_ERROR", "Could not compile shader " + shaderType + ":");
|
||||
Log.e("ES20_ERROR", GLES20.glGetShaderInfoLog(shader));
|
||||
GLES20.glDeleteShader(shader);
|
||||
shader = 0;
|
||||
}
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
//创建shader程序的方法
|
||||
public static int createProgram(String vertexSource, String fragmentSource)
|
||||
{
|
||||
//加载顶点着色器
|
||||
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
|
||||
if (vertexShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//加载片元着色器
|
||||
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
|
||||
if (pixelShader == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//创建程序
|
||||
int program = GLES20.glCreateProgram();
|
||||
//若程序创建成功则向程序中加入顶点着色器与片元着色器
|
||||
if (program != 0)
|
||||
{
|
||||
//向程序中加入顶点着色器
|
||||
GLES20.glAttachShader(program, vertexShader);
|
||||
checkGlError("glAttachShader");
|
||||
//向程序中加入片元着色器
|
||||
GLES20.glAttachShader(program, pixelShader);
|
||||
checkGlError("glAttachShader");
|
||||
//链接程序
|
||||
GLES20.glLinkProgram(program);
|
||||
//存放链接成功program数量的数组
|
||||
int[] linkStatus = new int[1];
|
||||
//获取program的链接情况
|
||||
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
||||
//若链接失败则报错并删除程序
|
||||
if (linkStatus[0] != GLES20.GL_TRUE)
|
||||
{
|
||||
Log.e("ES20_ERROR", "Could not link program: ");
|
||||
Log.e("ES20_ERROR", GLES20.glGetProgramInfoLog(program));
|
||||
GLES20.glDeleteProgram(program);
|
||||
program = 0;
|
||||
}
|
||||
}
|
||||
return program;
|
||||
}
|
||||
|
||||
//检查每一步操作是否有错误的方法
|
||||
public static void checkGlError(String op)
|
||||
{
|
||||
int error;
|
||||
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR)
|
||||
{
|
||||
Log.e("ES20_ERROR", op + ": glError " + error);
|
||||
throw new RuntimeException(op + ": glError " + error);
|
||||
}
|
||||
}
|
||||
|
||||
//从sh脚本中加载shader内容的方法
|
||||
public static String loadFromAssetsFile(String fname,Resources r)
|
||||
{
|
||||
String result=null;
|
||||
try
|
||||
{
|
||||
InputStream in=r.getAssets().open(fname);
|
||||
int ch=0;
|
||||
ByteArrayOutputStream baos = new ByteArrayOutputStream();
|
||||
while((ch=in.read())!=-1)
|
||||
{
|
||||
baos.write(ch);
|
||||
}
|
||||
byte[] buff=baos.toByteArray();
|
||||
baos.close();
|
||||
in.close();
|
||||
result=new String(buff,"UTF-8");
|
||||
result=result.replaceAll("\\r\\n","\n");
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
128
第3章 OpenGL ES 2.0概览/Sample3_1/src/com/bn/Sample3_1/Triangle.java
Normal file
128
第3章 OpenGL ES 2.0概览/Sample3_1/src/com/bn/Sample3_1/Triangle.java
Normal file
@@ -0,0 +1,128 @@
|
||||
package com.bn.Sample3_1;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
import android.opengl.Matrix;
|
||||
|
||||
//三角形
|
||||
public class Triangle
|
||||
{
|
||||
public static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
|
||||
public static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
|
||||
public static float[] mMVPMatrix;//最后起作用的总变换矩阵
|
||||
|
||||
int mProgram;//自定义渲染管线程序id
|
||||
int muMVPMatrixHandle;//总变换矩阵引用id
|
||||
int maPositionHandle; //顶点位置属性引用id
|
||||
int maColorHandle; //顶点颜色属性引用id
|
||||
String mVertexShader;//顶点着色器
|
||||
String mFragmentShader;//片元着色器
|
||||
static float[] mMMatrix = new float[16];//具体物体的移动旋转矩阵,旋转、平移
|
||||
|
||||
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mColorBuffer;//顶点着色数据缓冲
|
||||
int vCount=0;
|
||||
float xAngle=0;//绕x轴旋转的角度
|
||||
public Triangle(MyTDView mv)
|
||||
{
|
||||
//初始化顶点坐标与着色数据
|
||||
initVertexData();
|
||||
//初始化shader
|
||||
initShader(mv);
|
||||
}
|
||||
|
||||
public void initVertexData()
|
||||
{
|
||||
//顶点坐标数据的初始化
|
||||
vCount=3;
|
||||
final float UNIT_SIZE=0.2f;
|
||||
float vertices[]=new float[]
|
||||
{
|
||||
-4*UNIT_SIZE,0,
|
||||
0,0,-4*UNIT_SIZE,
|
||||
0,4*UNIT_SIZE,0,0
|
||||
};
|
||||
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());
|
||||
mVertexBuffer = vbb.asFloatBuffer();
|
||||
mVertexBuffer.put(vertices);
|
||||
mVertexBuffer.position(0);
|
||||
|
||||
float colors[]=new float[]
|
||||
{
|
||||
1,1,1,0,
|
||||
0,0,1,0,
|
||||
0,1,0,0
|
||||
};
|
||||
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());
|
||||
mColorBuffer = cbb.asFloatBuffer();
|
||||
mColorBuffer.put(colors);
|
||||
mColorBuffer.position(0);
|
||||
}
|
||||
|
||||
//初始化shader
|
||||
public void initShader(MyTDView mv)
|
||||
{
|
||||
//加载顶点着色器的脚本内容
|
||||
mVertexShader=ShaderUtil.loadFromAssetsFile("vertex.sh", mv.getResources());
|
||||
//加载片元着色器的脚本内容
|
||||
mFragmentShader=ShaderUtil.loadFromAssetsFile("frag.sh", mv.getResources());
|
||||
//基于顶点着色器与片元着色器创建程序
|
||||
mProgram = ShaderUtil.createProgram(mVertexShader, mFragmentShader);
|
||||
//获取程序中顶点位置属性引用id
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中顶点颜色属性引用id
|
||||
maColorHandle= GLES20.glGetAttribLocation(mProgram, "aColor");
|
||||
//获取程序中总变换矩阵引用id
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
}
|
||||
|
||||
public void drawSelf()
|
||||
{
|
||||
//制定使用某套shader程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
//初始化变换矩阵
|
||||
Matrix.setRotateM(mMMatrix,0,0,0,1,0);
|
||||
//设置沿Z轴正向位移1
|
||||
Matrix.translateM(mMMatrix,0,0,0,1);
|
||||
//设置绕x轴旋转
|
||||
Matrix.rotateM(mMMatrix,0,xAngle,1,0,0);
|
||||
//
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, Triangle.getFianlMatrix(mMMatrix), 0);
|
||||
//为画笔指定顶点位置数据
|
||||
GLES20.glVertexAttribPointer(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maColorHandle,
|
||||
4,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
4*4,
|
||||
mColorBuffer
|
||||
);
|
||||
//允许顶点位置数据数组
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maColorHandle);
|
||||
//绘制三角形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
public static float[] getFianlMatrix(float[] spec)
|
||||
{
|
||||
mMVPMatrix=new float[16];
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, spec, 0);
|
||||
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
|
||||
return mMVPMatrix;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user