初次提交
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<?xml version="1.0" encoding="UTF-8"?>
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<classpath>
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<classpathentry kind="src" path="src"/>
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<classpathentry kind="src" path="gen"/>
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<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
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<classpathentry kind="output" path="bin"/>
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</classpath>
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@@ -0,0 +1,33 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>Sample8_1</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
|
||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
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||||
<name>org.eclipse.jdt.core.javabuilder</name>
|
||||
<arguments>
|
||||
</arguments>
|
||||
</buildCommand>
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||||
<buildCommand>
|
||||
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
|
||||
<arguments>
|
||||
</arguments>
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||||
</buildCommand>
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</buildSpec>
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||||
<natures>
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<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
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<nature>org.eclipse.jdt.core.javanature</nature>
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</natures>
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</projectDescription>
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@@ -0,0 +1,12 @@
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#Wed Jan 05 21:56:15 CST 2011
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eclipse.preferences.version=1
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org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
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org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
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org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
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org.eclipse.jdt.core.compiler.compliance=1.6
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org.eclipse.jdt.core.compiler.debug.lineNumber=generate
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org.eclipse.jdt.core.compiler.debug.localVariable=generate
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org.eclipse.jdt.core.compiler.debug.sourceFile=generate
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org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
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org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
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org.eclipse.jdt.core.compiler.source=1.6
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@@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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android:versionCode="1"
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android:versionName="1.0" package="com.bn.Sample7_1">
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<application android:icon="@drawable/icon" android:label="@string/app_name">
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<activity android:name=".MyActivity"
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android:label="@string/app_name">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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<uses-sdk android:targetSdkVersion="8"></uses-sdk>
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</manifest>
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@@ -0,0 +1,8 @@
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precision mediump float;
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varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
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uniform sampler2D sTexture;//纹理内容数据
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void main()
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{
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//给此片元从纹理中采样出颜色值
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gl_FragColor = texture2D(sTexture, vTextureCoord);
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}
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uniform mat4 uMVPMatrix; //总变换矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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void main()
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{
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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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vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
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}
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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||||
#
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||||
# To customize properties used by the Ant build system use,
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||||
# "build.properties", and override values to adapt the script to your
|
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# project structure.
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# Indicates whether an apk should be generated for each density.
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split.density=false
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# Project target.
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target=android-8
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@@ -0,0 +1,20 @@
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/* AUTO-GENERATED FILE. DO NOT MODIFY.
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||||
*
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* This class was automatically generated by the
|
||||
* aapt tool from the resource data it found. It
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* should not be modified by hand.
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*/
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package com.bn.Sample7_1;
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public final class R {
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public static final class attr {
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}
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public static final class drawable {
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public static final int icon=0x7f020000;
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public static final int wall=0x7f020001;
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}
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public static final class string {
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public static final int app_name=0x7f030000;
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}
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}
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@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">Sample7_1</string>
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</resources>
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@@ -0,0 +1,83 @@
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package com.bn.Sample7_1;
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import android.opengl.Matrix;
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//存储系统矩阵状态的类
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public class MatrixState
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{
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private static float[] mProjMatrix = new float[16];//4x4矩阵 投影用
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private static float[] mVMatrix = new float[16];//摄像机位置朝向9参数矩阵
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private static float[] mMVPMatrix;//最后起作用的总变换矩阵
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static float[] mMMatrix=new float[16] ;//具体物体的移动旋转矩阵
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public static void setInitStack()//获取不变换初始矩阵
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{
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Matrix.setRotateM(mMMatrix, 0, 0, 1, 0, 0);
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}
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public static void transtate(float x,float y,float z)//设置沿xyz轴移动
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{
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Matrix.translateM(mMMatrix, 0, x, y, z);
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}
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public static void rotate(float angle,float x,float y,float z)//设置绕xyz轴转动
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{
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Matrix.rotateM(mMMatrix,0,angle,x,y,z);
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}
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//设置摄像机
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public static void setCamera
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(
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float cx, //摄像机位置x
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float cy, //摄像机位置y
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float cz, //摄像机位置z
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float tx, //摄像机目标点x
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float ty, //摄像机目标点y
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float tz, //摄像机目标点z
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float upx, //摄像机UP向量X分量
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float upy, //摄像机UP向量Y分量
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float upz //摄像机UP向量Z分量
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)
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{
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Matrix.setLookAtM
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(
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mVMatrix,
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0,
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cx,
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cy,
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cz,
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tx,
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ty,
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tz,
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upx,
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upy,
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upz
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);
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}
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//设置透视投影参数
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public static void setProject
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(
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float left, //near面的left
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float right, //near面的right
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float bottom, //near面的bottom
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float top, //near面的top
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float near, //near面距离
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float far //far面距离
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)
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{
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Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far);
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}
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//获取具体物体的总变换矩阵
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public static float[] getFinalMatrix()
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{
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mMVPMatrix=new float[16];
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Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
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Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
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return mMVPMatrix;
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}
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}
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@@ -0,0 +1,46 @@
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package com.bn.Sample7_1;
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import android.app.Activity;
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import android.content.pm.ActivityInfo;
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import android.os.Bundle;
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import android.view.Window;
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import android.view.WindowManager;
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public class MyActivity extends Activity {
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private MySurfaceView mGLSurfaceView;
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static boolean threadFlag;//纹理矩形绕X轴旋转工作标志位
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@Override
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protected void onCreate(Bundle savedInstanceState)
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{
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super.onCreate(savedInstanceState);
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//设置为全屏
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requestWindowFeature(Window.FEATURE_NO_TITLE);
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getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN ,
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WindowManager.LayoutParams.FLAG_FULLSCREEN);
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//设置为竖屏模式
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setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
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//切换到主界面
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//初始化GLSurfaceView
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mGLSurfaceView = new MySurfaceView(this);
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setContentView(mGLSurfaceView);
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mGLSurfaceView.requestFocus();//获取焦点
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mGLSurfaceView.setFocusableInTouchMode(true);//设置为可触控
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}
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@Override
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protected void onResume() {
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super.onResume();
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threadFlag=true;
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mGLSurfaceView.onResume();
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}
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@Override
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protected void onPause() {
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super.onPause();
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threadFlag=false;
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mGLSurfaceView.onPause();
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}
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}
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@@ -0,0 +1,136 @@
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package com.bn.Sample7_1;
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import java.io.IOException;
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import java.io.InputStream;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLUtils;
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import android.view.MotionEvent;
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import android.opengl.GLES20;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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class MySurfaceView extends GLSurfaceView
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{
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private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度缩放比例
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private SceneRenderer mRenderer;//场景渲染器
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private float mPreviousY;//上次的触控位置Y坐标
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private float mPreviousX;//上次的触控位置X坐标
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int textureId;//系统分配的纹理id
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public MySurfaceView(Context context) {
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super(context);
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this.setEGLContextClientVersion(2); //设置使用OPENGL ES2.0
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mRenderer = new SceneRenderer(); //创建场景渲染器
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setRenderer(mRenderer); //设置渲染器
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setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//设置渲染模式为主动渲染
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}
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//触摸事件回调方法
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@Override
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public boolean onTouchEvent(MotionEvent e) {
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float y = e.getY();
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float x = e.getX();
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switch (e.getAction()) {
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case MotionEvent.ACTION_MOVE:
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float dy = y - mPreviousY;//计算触控笔Y位移
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float dx = x - mPreviousX;//计算触控笔X位移
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mRenderer.texRect.yAngle += dx * TOUCH_SCALE_FACTOR;//设置纹理矩形绕y轴旋转角度
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mRenderer.texRect.zAngle+= dy * TOUCH_SCALE_FACTOR;//设置第纹理矩形绕z轴旋转角度
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}
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mPreviousY = y;//记录触控笔位置
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mPreviousX = x;//记录触控笔位置
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return true;
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}
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private class SceneRenderer implements GLSurfaceView.Renderer
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{
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Triangle texRect;//纹理矩形
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public void onDrawFrame(GL10 gl)
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{
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//清除深度缓冲与颜色缓冲
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GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
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//绘制纹理矩形
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texRect.drawSelf(textureId);
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}
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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//设置视窗大小及位置
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GLES20.glViewport(0, 0, width, height);
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//计算GLSurfaceView的宽高比
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float ratio = (float) width / height;
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//调用此方法计算产生透视投影矩阵
|
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MatrixState.setProject(-ratio, ratio, -1, 1, 1, 10);
|
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//调用此方法产生摄像机9参数位置矩阵
|
||||
MatrixState.setCamera(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(0.5f,0.5f,0.5f, 1.0f);
|
||||
|
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//创建三角形对对象
|
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texRect=new Triangle(MySurfaceView.this);
|
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//打开深度检测
|
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GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
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//初始化纹理
|
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initTexture();
|
||||
//关闭背面剪裁
|
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GLES20.glDisable(GLES20.GL_CULL_FACE);
|
||||
}
|
||||
}
|
||||
|
||||
public void initTexture()//textureId
|
||||
{
|
||||
//生成纹理ID
|
||||
int[] textures = new int[1];
|
||||
GLES20.glGenTextures
|
||||
(
|
||||
1, //产生的纹理id的数量
|
||||
textures, //纹理id的数组
|
||||
0 //偏移量
|
||||
);
|
||||
textureId=textures[0];
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE);
|
||||
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE);
|
||||
|
||||
|
||||
//通过输入流加载图片===============begin===================
|
||||
InputStream is = this.getResources().openRawResource(R.drawable.wall);
|
||||
Bitmap bitmapTmp;
|
||||
try
|
||||
{
|
||||
bitmapTmp = BitmapFactory.decodeStream(is);
|
||||
}
|
||||
finally
|
||||
{
|
||||
try
|
||||
{
|
||||
is.close();
|
||||
}
|
||||
catch(IOException e)
|
||||
{
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
//通过输入流加载图片===============end=====================
|
||||
|
||||
//实际加载纹理
|
||||
GLUtils.texImage2D
|
||||
(
|
||||
GLES20.GL_TEXTURE_2D, //纹理类型,在OpenGL ES中必须为GL10.GL_TEXTURE_2D
|
||||
0, //纹理的层次,0表示基本图像层,可以理解为直接贴图
|
||||
bitmapTmp, //纹理图像
|
||||
0 //纹理边框尺寸
|
||||
);
|
||||
bitmapTmp.recycle(); //纹理加载成功后释放图片
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
package com.bn.Sample7_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 GLES20.GL_FRAGMENT_SHADER
|
||||
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;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,143 @@
|
||||
package com.bn.Sample7_1;
|
||||
import static com.bn.Sample7_1.ShaderUtil.createProgram;
|
||||
|
||||
import java.nio.ByteBuffer;
|
||||
import java.nio.ByteOrder;
|
||||
import java.nio.FloatBuffer;
|
||||
import android.opengl.GLES20;
|
||||
|
||||
//纹理三角形
|
||||
public class Triangle
|
||||
{
|
||||
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 maTexCoorHandle; //顶点纹理坐标属性引用id
|
||||
String mVertexShader;//顶点着色器
|
||||
String mFragmentShader;//片元着色器
|
||||
|
||||
FloatBuffer mVertexBuffer;//顶点坐标数据缓冲
|
||||
FloatBuffer mTexCoorBuffer;//顶点纹理坐标数据缓冲
|
||||
int vCount=0;
|
||||
float xAngle=0;//绕x轴旋转的角度
|
||||
float yAngle=0;//绕y轴旋转的角度
|
||||
float zAngle=0;//绕z轴旋转的角度
|
||||
|
||||
public Triangle(MySurfaceView mv)
|
||||
{
|
||||
//初始化顶点坐标与着色数据
|
||||
initVertexData();
|
||||
//初始化着色器
|
||||
initShader(mv);
|
||||
}
|
||||
|
||||
//初始化顶点坐标与着色数据的方法
|
||||
public void initVertexData()
|
||||
{
|
||||
//顶点坐标数据的初始化================begin============================
|
||||
vCount=3;
|
||||
final float UNIT_SIZE=0.15f;
|
||||
float vertices[]=new float[]
|
||||
{
|
||||
0*UNIT_SIZE,11*UNIT_SIZE,0,
|
||||
-11*UNIT_SIZE,-11*UNIT_SIZE,0,
|
||||
11*UNIT_SIZE,-11*UNIT_SIZE,0,
|
||||
};
|
||||
|
||||
//创建顶点坐标数据缓冲
|
||||
//vertices.length*4是因为一个整数四个字节
|
||||
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
|
||||
vbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mVertexBuffer = vbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mVertexBuffer.put(vertices);//向缓冲区中放入顶点坐标数据
|
||||
mVertexBuffer.position(0);//设置缓冲区起始位置
|
||||
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
|
||||
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
|
||||
//顶点坐标数据的初始化================end============================
|
||||
|
||||
//顶点纹理坐标数据的初始化================begin============================
|
||||
float texCoor[]=new float[]//顶点颜色值数组,每个顶点4个色彩值RGBA
|
||||
{
|
||||
0.5f,0,
|
||||
0,1,
|
||||
1,1
|
||||
};
|
||||
//创建顶点纹理坐标数据缓冲
|
||||
ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length*4);
|
||||
cbb.order(ByteOrder.nativeOrder());//设置字节顺序
|
||||
mTexCoorBuffer = cbb.asFloatBuffer();//转换为Float型缓冲
|
||||
mTexCoorBuffer.put(texCoor);//向缓冲区中放入顶点着色数据
|
||||
mTexCoorBuffer.position(0);//设置缓冲区起始位置
|
||||
//特别提示:由于不同平台字节顺序不同数据单元不是字节的一定要经过ByteBuffer
|
||||
//转换,关键是要通过ByteOrder设置nativeOrder(),否则有可能会出问题
|
||||
//顶点纹理坐标数据的初始化================end============================
|
||||
|
||||
}
|
||||
|
||||
//初始化着色器
|
||||
public void initShader(MySurfaceView 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 = createProgram(mVertexShader, mFragmentShader);
|
||||
//获取程序中顶点位置属性引用id
|
||||
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
||||
//获取程序中顶点纹理坐标属性引用id
|
||||
maTexCoorHandle= GLES20.glGetAttribLocation(mProgram, "aTexCoor");
|
||||
//获取程序中总变换矩阵引用id
|
||||
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
}
|
||||
|
||||
public void drawSelf(int texId)
|
||||
{
|
||||
//制定使用某套shader程序
|
||||
GLES20.glUseProgram(mProgram);
|
||||
|
||||
MatrixState.setInitStack();
|
||||
|
||||
//设置沿Z轴正向位移1
|
||||
MatrixState.transtate(0, 0, 1);
|
||||
|
||||
//设置绕y轴旋转
|
||||
MatrixState.rotate(yAngle, 0, 1, 0);
|
||||
//设置绕z轴旋转
|
||||
MatrixState.rotate(zAngle, 0, 0, 1);
|
||||
//设置绕x轴旋转
|
||||
MatrixState.rotate(xAngle, 1, 0, 0);
|
||||
//将最终变换矩阵传入shader程序
|
||||
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
|
||||
//为画笔指定顶点位置数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maPositionHandle,
|
||||
3,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
3*4,
|
||||
mVertexBuffer
|
||||
);
|
||||
//为画笔指定顶点纹理坐标数据
|
||||
GLES20.glVertexAttribPointer
|
||||
(
|
||||
maTexCoorHandle,
|
||||
2,
|
||||
GLES20.GL_FLOAT,
|
||||
false,
|
||||
2*4,
|
||||
mTexCoorBuffer
|
||||
);
|
||||
//允许顶点位置数据数组
|
||||
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
||||
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
|
||||
|
||||
//绑定纹理
|
||||
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
||||
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
|
||||
|
||||
//绘制纹理矩形
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user