Sample code for OpenGL Android training class
( Original Id: Ib1650025a3c4b018c60d70ede3f25113660f68d8 ) Change-Id: I1d760b75d1f2bfe1ec90c71471867577bd146241
This commit is contained in:
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.opengl;
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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.opengl.GLES20;
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import android.opengl.GLSurfaceView;
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import android.opengl.Matrix;
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import android.util.Log;
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/**
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* Provides drawing instructions for a GLSurfaceView object. This class
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* must override the OpenGL ES drawing lifecycle methods:
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* <ul>
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* <li>{@link android.opengl.GLSurfaceView.Renderer#onSurfaceCreated}</li>
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* <li>{@link android.opengl.GLSurfaceView.Renderer#onDrawFrame}</li>
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* <li>{@link android.opengl.GLSurfaceView.Renderer#onSurfaceChanged}</li>
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* </ul>
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*/
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public class MyGLRenderer implements GLSurfaceView.Renderer {
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private static final String TAG = "MyGLRenderer";
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private Triangle mTriangle;
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private Square mSquare;
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// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
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private final float[] mMVPMatrix = new float[16];
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private final float[] mProjectionMatrix = new float[16];
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private final float[] mViewMatrix = new float[16];
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private final float[] mRotationMatrix = new float[16];
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private float mAngle;
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@Override
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public void onSurfaceCreated(GL10 unused, EGLConfig config) {
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// Set the background frame color
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GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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mTriangle = new Triangle();
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mSquare = new Square();
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}
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@Override
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public void onDrawFrame(GL10 unused) {
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float[] scratch = new float[16];
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// Draw background color
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
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// Set the camera position (View matrix)
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Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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// Calculate the projection and view transformation
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Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
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// Draw square
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mSquare.draw(mMVPMatrix);
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// Create a rotation for the triangle
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// Use the following code to generate constant rotation.
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// Leave this code out when using TouchEvents.
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// long time = SystemClock.uptimeMillis() % 4000L;
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// float angle = 0.090f * ((int) time);
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Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, 1.0f);
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// Combine the rotation matrix with the projection and camera view
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// Note that the mMVPMatrix factor *must be first* in order
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// for the matrix multiplication product to be correct.
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Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
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// Draw triangle
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mTriangle.draw(scratch);
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}
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@Override
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public void onSurfaceChanged(GL10 unused, int width, int height) {
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// Adjust the viewport based on geometry changes,
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// such as screen rotation
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GLES20.glViewport(0, 0, width, height);
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float ratio = (float) width / height;
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// this projection matrix is applied to object coordinates
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// in the onDrawFrame() method
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Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
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}
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/**
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* Utility method for compiling a OpenGL shader.
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*
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* <p><strong>Note:</strong> When developing shaders, use the checkGlError()
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* method to debug shader coding errors.</p>
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*
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* @param type - Vertex or fragment shader type.
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* @param shaderCode - String containing the shader code.
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* @return - Returns an id for the shader.
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*/
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public static int loadShader(int type, String shaderCode){
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// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
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// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
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int shader = GLES20.glCreateShader(type);
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// add the source code to the shader and compile it
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GLES20.glShaderSource(shader, shaderCode);
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GLES20.glCompileShader(shader);
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return shader;
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}
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/**
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* Utility method for debugging OpenGL calls. Provide the name of the call
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* just after making it:
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*
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* <pre>
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* mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
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* MyGLRenderer.checkGlError("glGetUniformLocation");</pre>
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*
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* If the operation is not successful, the check throws an error.
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*
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* @param glOperation - Name of the OpenGL call to check.
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*/
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public static void checkGlError(String glOperation) {
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int error;
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while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
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Log.e(TAG, glOperation + ": glError " + error);
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throw new RuntimeException(glOperation + ": glError " + error);
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}
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}
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/**
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* Returns the rotation angle of the triangle shape (mTriangle).
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*
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* @return - A float representing the rotation angle.
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*/
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public float getAngle() {
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return mAngle;
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}
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/**
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* Sets the rotation angle of the triangle shape (mTriangle).
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*/
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public void setAngle(float angle) {
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mAngle = angle;
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}
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}
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.opengl;
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import android.content.Context;
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import android.opengl.GLSurfaceView;
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import android.view.MotionEvent;
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/**
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* A view container where OpenGL ES graphics can be drawn on screen.
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* This view can also be used to capture touch events, such as a user
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* interacting with drawn objects.
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*/
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public class MyGLSurfaceView extends GLSurfaceView {
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private final MyGLRenderer mRenderer;
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public MyGLSurfaceView(Context context) {
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super(context);
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// Create an OpenGL ES 2.0 context.
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setEGLContextClientVersion(2);
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// Set the Renderer for drawing on the GLSurfaceView
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mRenderer = new MyGLRenderer();
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setRenderer(mRenderer);
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// Render the view only when there is a change in the drawing data
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setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
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}
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private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
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private float mPreviousX;
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private float mPreviousY;
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@Override
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public boolean onTouchEvent(MotionEvent e) {
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// MotionEvent reports input details from the touch screen
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// and other input controls. In this case, you are only
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// interested in events where the touch position changed.
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float x = e.getX();
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float y = e.getY();
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switch (e.getAction()) {
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case MotionEvent.ACTION_MOVE:
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float dx = x - mPreviousX;
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float dy = y - mPreviousY;
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// reverse direction of rotation above the mid-line
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if (y > getHeight() / 2) {
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dx = dx * -1 ;
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}
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// reverse direction of rotation to left of the mid-line
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if (x < getWidth() / 2) {
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dy = dy * -1 ;
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}
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mRenderer.setAngle(
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mRenderer.getAngle() +
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((dx + dy) * TOUCH_SCALE_FACTOR)); // = 180.0f / 320
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requestRender();
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}
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mPreviousX = x;
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mPreviousY = y;
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return true;
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}
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}
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.opengl;
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import android.app.Activity;
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import android.opengl.GLSurfaceView;
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import android.os.Bundle;
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public class OpenGLES20Activity extends Activity {
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private GLSurfaceView mGLView;
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@Override
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public void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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// Create a GLSurfaceView instance and set it
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// as the ContentView for this Activity
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mGLView = new MyGLSurfaceView(this);
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setContentView(mGLView);
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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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// The following call pauses the rendering thread.
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// If your OpenGL application is memory intensive,
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// you should consider de-allocating objects that
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// consume significant memory here.
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mGLView.onPause();
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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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// The following call resumes a paused rendering thread.
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// If you de-allocated graphic objects for onPause()
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// this is a good place to re-allocate them.
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mGLView.onResume();
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}
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}
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/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.opengl;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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import android.opengl.GLES20;
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/**
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* A two-dimensional square for use as a drawn object in OpenGL ES 2.0.
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*/
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public class Square {
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private final String vertexShaderCode =
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// This matrix member variable provides a hook to manipulate
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// the coordinates of the objects that use this vertex shader
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"uniform mat4 uMVPMatrix;" +
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"attribute vec4 vPosition;" +
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"void main() {" +
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// The matrix must be included as a modifier of gl_Position.
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// Note that the uMVPMatrix factor *must be first* in order
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// for the matrix multiplication product to be correct.
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" gl_Position = uMVPMatrix * vPosition;" +
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"}";
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private final String fragmentShaderCode =
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"precision mediump float;" +
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"uniform vec4 vColor;" +
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"void main() {" +
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" gl_FragColor = vColor;" +
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"}";
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private final FloatBuffer vertexBuffer;
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private final ShortBuffer drawListBuffer;
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private final int mProgram;
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private int mPositionHandle;
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private int mColorHandle;
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private int mMVPMatrixHandle;
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// number of coordinates per vertex in this array
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static final int COORDS_PER_VERTEX = 3;
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static float squareCoords[] = {
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-0.5f, 0.5f, 0.0f, // top left
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-0.5f, -0.5f, 0.0f, // bottom left
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0.5f, -0.5f, 0.0f, // bottom right
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0.5f, 0.5f, 0.0f }; // top right
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private final short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
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private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
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float color[] = { 0.2f, 0.709803922f, 0.898039216f, 1.0f };
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/**
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* Sets up the drawing object data for use in an OpenGL ES context.
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*/
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public Square() {
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// initialize vertex byte buffer for shape coordinates
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ByteBuffer bb = ByteBuffer.allocateDirect(
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// (# of coordinate values * 4 bytes per float)
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squareCoords.length * 4);
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bb.order(ByteOrder.nativeOrder());
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vertexBuffer = bb.asFloatBuffer();
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vertexBuffer.put(squareCoords);
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vertexBuffer.position(0);
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// initialize byte buffer for the draw list
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ByteBuffer dlb = ByteBuffer.allocateDirect(
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// (# of coordinate values * 2 bytes per short)
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drawOrder.length * 2);
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dlb.order(ByteOrder.nativeOrder());
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drawListBuffer = dlb.asShortBuffer();
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drawListBuffer.put(drawOrder);
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drawListBuffer.position(0);
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// prepare shaders and OpenGL program
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int vertexShader = MyGLRenderer.loadShader(
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GLES20.GL_VERTEX_SHADER,
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vertexShaderCode);
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int fragmentShader = MyGLRenderer.loadShader(
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GLES20.GL_FRAGMENT_SHADER,
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fragmentShaderCode);
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mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
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GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
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GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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GLES20.glLinkProgram(mProgram); // create OpenGL program executables
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}
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/**
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* Encapsulates the OpenGL ES instructions for drawing this shape.
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*
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* @param mvpMatrix - The Model View Project matrix in which to draw
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* this shape.
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*/
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public void draw(float[] mvpMatrix) {
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// Add program to OpenGL environment
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GLES20.glUseProgram(mProgram);
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// get handle to vertex shader's vPosition member
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mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
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// Enable a handle to the triangle vertices
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GLES20.glEnableVertexAttribArray(mPositionHandle);
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// Prepare the triangle coordinate data
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GLES20.glVertexAttribPointer(
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mPositionHandle, COORDS_PER_VERTEX,
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GLES20.GL_FLOAT, false,
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vertexStride, vertexBuffer);
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// get handle to fragment shader's vColor member
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mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
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// Set color for drawing the triangle
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GLES20.glUniform4fv(mColorHandle, 1, color, 0);
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// get handle to shape's transformation matrix
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mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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MyGLRenderer.checkGlError("glGetUniformLocation");
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// Apply the projection and view transformation
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GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
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MyGLRenderer.checkGlError("glUniformMatrix4fv");
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// Draw the square
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GLES20.glDrawElements(
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GLES20.GL_TRIANGLES, drawOrder.length,
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GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
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// Disable vertex array
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GLES20.glDisableVertexAttribArray(mPositionHandle);
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}
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}
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@@ -0,0 +1,141 @@
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/*
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* Copyright (C) 2011 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.android.opengl;
|
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|
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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||||
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||||
import android.opengl.GLES20;
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||||
/**
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||||
* A two-dimensional triangle for use as a drawn object in OpenGL ES 2.0.
|
||||
*/
|
||||
public class Triangle {
|
||||
|
||||
private final String vertexShaderCode =
|
||||
// This matrix member variable provides a hook to manipulate
|
||||
// the coordinates of the objects that use this vertex shader
|
||||
"uniform mat4 uMVPMatrix;" +
|
||||
"attribute vec4 vPosition;" +
|
||||
"void main() {" +
|
||||
// the matrix must be included as a modifier of gl_Position
|
||||
// Note that the uMVPMatrix factor *must be first* in order
|
||||
// for the matrix multiplication product to be correct.
|
||||
" gl_Position = uMVPMatrix * vPosition;" +
|
||||
"}";
|
||||
|
||||
private final String fragmentShaderCode =
|
||||
"precision mediump float;" +
|
||||
"uniform vec4 vColor;" +
|
||||
"void main() {" +
|
||||
" gl_FragColor = vColor;" +
|
||||
"}";
|
||||
|
||||
private final FloatBuffer vertexBuffer;
|
||||
private final int mProgram;
|
||||
private int mPositionHandle;
|
||||
private int mColorHandle;
|
||||
private int mMVPMatrixHandle;
|
||||
|
||||
// number of coordinates per vertex in this array
|
||||
static final int COORDS_PER_VERTEX = 3;
|
||||
static float triangleCoords[] = {
|
||||
// in counterclockwise order:
|
||||
0.0f, 0.622008459f, 0.0f, // top
|
||||
-0.5f, -0.311004243f, 0.0f, // bottom left
|
||||
0.5f, -0.311004243f, 0.0f // bottom right
|
||||
};
|
||||
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
|
||||
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
|
||||
|
||||
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 0.0f };
|
||||
|
||||
/**
|
||||
* Sets up the drawing object data for use in an OpenGL ES context.
|
||||
*/
|
||||
public Triangle() {
|
||||
// initialize vertex byte buffer for shape coordinates
|
||||
ByteBuffer bb = ByteBuffer.allocateDirect(
|
||||
// (number of coordinate values * 4 bytes per float)
|
||||
triangleCoords.length * 4);
|
||||
// use the device hardware's native byte order
|
||||
bb.order(ByteOrder.nativeOrder());
|
||||
|
||||
// create a floating point buffer from the ByteBuffer
|
||||
vertexBuffer = bb.asFloatBuffer();
|
||||
// add the coordinates to the FloatBuffer
|
||||
vertexBuffer.put(triangleCoords);
|
||||
// set the buffer to read the first coordinate
|
||||
vertexBuffer.position(0);
|
||||
|
||||
// prepare shaders and OpenGL program
|
||||
int vertexShader = MyGLRenderer.loadShader(
|
||||
GLES20.GL_VERTEX_SHADER, vertexShaderCode);
|
||||
int fragmentShader = MyGLRenderer.loadShader(
|
||||
GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
|
||||
|
||||
mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
|
||||
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
|
||||
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
|
||||
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Encapsulates the OpenGL ES instructions for drawing this shape.
|
||||
*
|
||||
* @param mvpMatrix - The Model View Project matrix in which to draw
|
||||
* this shape.
|
||||
*/
|
||||
public void draw(float[] mvpMatrix) {
|
||||
// Add program to OpenGL environment
|
||||
GLES20.glUseProgram(mProgram);
|
||||
|
||||
// get handle to vertex shader's vPosition member
|
||||
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
|
||||
|
||||
// Enable a handle to the triangle vertices
|
||||
GLES20.glEnableVertexAttribArray(mPositionHandle);
|
||||
|
||||
// Prepare the triangle coordinate data
|
||||
GLES20.glVertexAttribPointer(
|
||||
mPositionHandle, COORDS_PER_VERTEX,
|
||||
GLES20.GL_FLOAT, false,
|
||||
vertexStride, vertexBuffer);
|
||||
|
||||
// get handle to fragment shader's vColor member
|
||||
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
|
||||
|
||||
// Set color for drawing the triangle
|
||||
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
|
||||
|
||||
// get handle to shape's transformation matrix
|
||||
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
||||
MyGLRenderer.checkGlError("glGetUniformLocation");
|
||||
|
||||
// Apply the projection and view transformation
|
||||
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
|
||||
MyGLRenderer.checkGlError("glUniformMatrix4fv");
|
||||
|
||||
// Draw the triangle
|
||||
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
|
||||
|
||||
// Disable vertex array
|
||||
GLES20.glDisableVertexAttribArray(mPositionHandle);
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user