Add BasicGLSurfaceView sample.
Show how to get started with OpenGL ES 2.0. Change-Id: Iee83ca6a52eee64e8c6b77bc9a8abff11a1eabfd
This commit is contained in:
@@ -154,6 +154,7 @@ development/samples/AccessibilityService samples/${PLATFORM_NAME}/Accessibil
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development/samples/AccelerometerPlay samples/${PLATFORM_NAME}/AccelerometerPlay
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development/samples/AccelerometerPlay samples/${PLATFORM_NAME}/AccelerometerPlay
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development/samples/ApiDemos samples/${PLATFORM_NAME}/ApiDemos
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development/samples/ApiDemos samples/${PLATFORM_NAME}/ApiDemos
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development/samples/BackupRestore samples/${PLATFORM_NAME}/BackupRestore
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development/samples/BackupRestore samples/${PLATFORM_NAME}/BackupRestore
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development/samples/BasicGLSurfaceView samples/${PLATFORM_NAME}/BasicGLSurfaceView
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development/samples/BluetoothChat samples/${PLATFORM_NAME}/BluetoothChat
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development/samples/BluetoothChat samples/${PLATFORM_NAME}/BluetoothChat
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development/samples/ContactManager samples/${PLATFORM_NAME}/ContactManager
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development/samples/ContactManager samples/${PLATFORM_NAME}/ContactManager
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development/samples/CrossCompatibility samples/${PLATFORM_NAME}/CrossCompatibility
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development/samples/CrossCompatibility samples/${PLATFORM_NAME}/CrossCompatibility
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13
samples/BasicGLSurfaceView/Android.mk
Normal file
13
samples/BasicGLSurfaceView/Android.mk
Normal file
@@ -0,0 +1,13 @@
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LOCAL_PATH:= $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE_TAGS := samples
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# Only compile source java files in this apk.
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LOCAL_SRC_FILES := $(call all-java-files-under, src)
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LOCAL_PACKAGE_NAME := BasicGLSurfaceView
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LOCAL_SDK_VERSION := current
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include $(BUILD_PACKAGE)
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36
samples/BasicGLSurfaceView/AndroidManifest.xml
Normal file
36
samples/BasicGLSurfaceView/AndroidManifest.xml
Normal file
@@ -0,0 +1,36 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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/*
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**
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** Copyright 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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-->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.example.android.basicglsurfaceview">
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<uses-feature android:glEsVersion="0x00020000" />
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<application
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android:label="@string/app_name">
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<activity android:name="BasicGLSurfaceViewActivity"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:launchMode="singleTask"
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android:configChanges="orientation|keyboardHidden">
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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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</manifest>
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BIN
samples/BasicGLSurfaceView/res/raw/robot.png
Normal file
BIN
samples/BasicGLSurfaceView/res/raw/robot.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 5.5 KiB |
29
samples/BasicGLSurfaceView/res/values/strings.xml
Normal file
29
samples/BasicGLSurfaceView/res/values/strings.xml
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@@ -0,0 +1,29 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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/*
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**
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** Copyright 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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-->
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<!-- This file contains resource definitions for displayed strings, allowing
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them to be changed based on the locale and options. -->
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<resources>
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<!-- Simple strings. -->
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<string name="app_name">Basic GLSurfaceView</string>
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</resources>
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@@ -0,0 +1,31 @@
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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.basicglsurfaceview;
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import android.content.Context;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLES20;
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class BasicGLSurfaceView extends GLSurfaceView {
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public BasicGLSurfaceView(Context context) {
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super(context);
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setEGLContextClientVersion(2);
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setRenderer(new GLES20TriangleRenderer(context));
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}
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}
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@@ -0,0 +1,48 @@
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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.basicglsurfaceview;
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import android.app.Activity;
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import android.os.Bundle;
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import android.view.WindowManager;
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import java.io.File;
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public class BasicGLSurfaceViewActivity extends Activity {
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private BasicGLSurfaceView mView;
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@Override
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protected void onCreate(Bundle icicle) {
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super.onCreate(icicle);
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mView = new BasicGLSurfaceView(getApplication());
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setContentView(mView);
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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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mView.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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mView.onResume();
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}
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}
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@@ -0,0 +1,253 @@
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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.basicglsurfaceview;
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import java.io.IOException;
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import java.io.InputStream;
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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 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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import android.opengl.GLES20;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLUtils;
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import android.opengl.Matrix;
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import android.os.SystemClock;
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import android.util.Log;
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class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
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public GLES20TriangleRenderer(Context context) {
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mContext = context;
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mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
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* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mTriangleVertices.put(mTriangleVerticesData).position(0);
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}
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public void onDrawFrame(GL10 glUnused) {
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
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GLES20.glUseProgram(mProgram);
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checkGlError("glUseProgram");
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
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mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
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GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
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TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
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checkGlError("glVertexAttribPointer maPosition");
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mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
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GLES20.glEnableVertexAttribArray(maPositionHandle);
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checkGlError("glEnableVertexAttribArray maPositionHandle");
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GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
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TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
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checkGlError("glVertexAttribPointer maTextureHandle");
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GLES20.glEnableVertexAttribArray(maTextureHandle);
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checkGlError("glEnableVertexAttribArray maTextureHandle");
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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(mMMatrix, 0, angle, 0, 0, 1.0f);
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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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GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
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checkGlError("glDrawArrays");
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}
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public void onSurfaceChanged(GL10 glUnused, int width, int height) {
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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GLES20.glViewport(0, 0, width, height);
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float ratio = (float) width / height;
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Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
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}
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public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
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// Ignore the passed-in GL10 interface, and use the GLES20
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// class's static methods instead.
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mProgram = createProgram(mVertexShader, mFragmentShader);
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if (mProgram == 0) {
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return;
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}
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maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
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checkGlError("glGetAttribLocation aPosition");
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if (maPositionHandle == -1) {
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throw new RuntimeException("Could not get attrib location for aPosition");
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}
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maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
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checkGlError("glGetAttribLocation aTextureCoord");
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if (maTextureHandle == -1) {
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throw new RuntimeException("Could not get attrib location for aTextureCoord");
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}
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muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
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checkGlError("glGetUniformLocation uMVPMatrix");
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if (muMVPMatrixHandle == -1) {
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throw new RuntimeException("Could not get attrib location for uMVPMatrix");
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}
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/*
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* Create our texture. This has to be done each time the
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* surface is created.
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*/
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int[] textures = new int[1];
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GLES20.glGenTextures(1, textures, 0);
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mTextureID = textures[0];
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GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
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GLES20.GL_NEAREST);
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GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
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GLES20.GL_TEXTURE_MAG_FILTER,
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GLES20.GL_LINEAR);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
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GLES20.GL_REPEAT);
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GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
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GLES20.GL_REPEAT);
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InputStream is = mContext.getResources()
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.openRawResource(R.raw.robot);
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Bitmap bitmap;
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try {
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bitmap = BitmapFactory.decodeStream(is);
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} finally {
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try {
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is.close();
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} catch(IOException e) {
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// Ignore.
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||||||
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}
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||||||
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}
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GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
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bitmap.recycle();
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Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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}
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private int loadShader(int shaderType, String source) {
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int shader = GLES20.glCreateShader(shaderType);
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if (shader != 0) {
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GLES20.glShaderSource(shader, source);
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GLES20.glCompileShader(shader);
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int[] compiled = new int[1];
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GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
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|
if (compiled[0] == 0) {
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Log.e(TAG, "Could not compile shader " + shaderType + ":");
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Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
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GLES20.glDeleteShader(shader);
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shader = 0;
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||||||
|
}
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||||||
|
}
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return shader;
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||||||
|
}
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||||||
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||||||
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private int createProgram(String vertexSource, String fragmentSource) {
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||||||
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int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
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||||||
|
if (vertexShader == 0) {
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||||||
|
return 0;
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||||||
|
}
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||||||
|
|
||||||
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int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
|
||||||
|
if (pixelShader == 0) {
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||||||
|
return 0;
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||||||
|
}
|
||||||
|
|
||||||
|
int program = GLES20.glCreateProgram();
|
||||||
|
if (program != 0) {
|
||||||
|
GLES20.glAttachShader(program, vertexShader);
|
||||||
|
checkGlError("glAttachShader");
|
||||||
|
GLES20.glAttachShader(program, pixelShader);
|
||||||
|
checkGlError("glAttachShader");
|
||||||
|
GLES20.glLinkProgram(program);
|
||||||
|
int[] linkStatus = new int[1];
|
||||||
|
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
||||||
|
if (linkStatus[0] != GLES20.GL_TRUE) {
|
||||||
|
Log.e(TAG, "Could not link program: ");
|
||||||
|
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
|
||||||
|
GLES20.glDeleteProgram(program);
|
||||||
|
program = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return program;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void checkGlError(String op) {
|
||||||
|
int error;
|
||||||
|
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
|
||||||
|
Log.e(TAG, op + ": glError " + error);
|
||||||
|
throw new RuntimeException(op + ": glError " + error);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static final int FLOAT_SIZE_BYTES = 4;
|
||||||
|
private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
|
||||||
|
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
|
||||||
|
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
|
||||||
|
private final float[] mTriangleVerticesData = {
|
||||||
|
// X, Y, Z, U, V
|
||||||
|
-1.0f, -0.5f, 0, -0.5f, 0.0f,
|
||||||
|
1.0f, -0.5f, 0, 1.5f, -0.0f,
|
||||||
|
0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
|
||||||
|
|
||||||
|
private FloatBuffer mTriangleVertices;
|
||||||
|
|
||||||
|
private final String mVertexShader =
|
||||||
|
"uniform mat4 uMVPMatrix;\n" +
|
||||||
|
"attribute vec4 aPosition;\n" +
|
||||||
|
"attribute vec2 aTextureCoord;\n" +
|
||||||
|
"varying vec2 vTextureCoord;\n" +
|
||||||
|
"void main() {\n" +
|
||||||
|
" gl_Position = uMVPMatrix * aPosition;\n" +
|
||||||
|
" vTextureCoord = aTextureCoord;\n" +
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
private final String mFragmentShader =
|
||||||
|
"precision mediump float;\n" +
|
||||||
|
"varying vec2 vTextureCoord;\n" +
|
||||||
|
"uniform sampler2D sTexture;\n" +
|
||||||
|
"void main() {\n" +
|
||||||
|
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
private float[] mMVPMatrix = new float[16];
|
||||||
|
private float[] mProjMatrix = new float[16];
|
||||||
|
private float[] mMMatrix = new float[16];
|
||||||
|
private float[] mVMatrix = new float[16];
|
||||||
|
|
||||||
|
private int mProgram;
|
||||||
|
private int mTextureID;
|
||||||
|
private int muMVPMatrixHandle;
|
||||||
|
private int maPositionHandle;
|
||||||
|
private int maTextureHandle;
|
||||||
|
|
||||||
|
private Context mContext;
|
||||||
|
private static String TAG = "GLES20TriangleRenderer";
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user