import android.app.Activity;
import android.graphics.Color;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.Bundle;
import android.view.ViewGroup;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* Created by Administrator on 2016/8/31 0031.
*/
public class Test2 extends Activity {
GLSurfaceView glSurfaceView;
//定点着色器
public static String VL = "attribute vec4 vPosition;\n" +
"uniform mat4 u_Matrix;"
+ "void main() {\n"
+ " gl_Position = u_Matrix*vPosition;\n"
+ "}";
//片段着色器
public static String FL = "precision mediump float;\n" +
"uniform vec4 u_Color;"
+ "void main() {\n"
+ " gl_FragColor = u_Color;\n"
+ "}";
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
glSurfaceView = new GLSurfaceView(this);
glSurfaceView.setLayoutParams(new ViewGroup.LayoutParams(-1, -1));
setContentView(glSurfaceView);
//设置opengl es版本
glSurfaceView.setEGLContextClientVersion(2);
glSurfaceView.setRenderer(new RenderListener());
glSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
class RenderListener implements GLSurfaceView.Renderer {
FloatBuffer verticalsBuffer;
//多边形定点
/* float[] verticals = new float[]{
-1, -1, 0.0f, // top
-1f, 1, 0.0f, // bottom left
1f, 1, 0.0f, // bottom right
// 1,-0.5f,0.0f,
};*/
float[] verticals = new float[20 * 40 * 6 * 3];
float[] projectMatrix = new float[16];
ShortBuffer verticalsIndexBuffer;
//每个三角形的定点编号,多边形有两个三角形组成
short[] verticalsIndex = new short[]{
0, 1, 2,
0, 2, 3
};
private int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMatricHandle;
public RenderListener() {
float x = 0;
float y = 0;
float z = -1;
float r = 1;
int index=0;
double d = 9 * Math.PI / 180;
for (int i = 0; i < 180; i += 9) {
double d1 = i * Math.PI / 180;
for (int j = 0; j < 360; j += 9) {
double d2 = j * Math.PI / 180;
verticals[index++] = (float) (x+r*Math.sin(d1+d)*Math.cos(d2+d));
verticals[index++] = (float) (y+r*Math.cos(d1+d));
verticals[index++] = (float) (z+r*Math.sin(d1+d)*Math.sin(d2+d));
verticals[index++] = (float) (x+r*Math.sin(d1)*Math.cos(d2));
verticals[index++] = (float) (y+r*Math.cos(d1));
verticals[index++] = (float) (z+r*Math.sin(d1)*Math.sin(d2));
verticals[index++] = (float) (x+r*Math.sin(d1)*Math.cos(d2+d));
verticals[index++] = (float) (y+r*Math.cos(d1));
verticals[index++] = (float) (z+r*Math.sin(d1)*Math.sin(d2+d));
verticals[index++] = (float) (x+r*Math.sin(d1+d)*Math.cos(d2+d));
verticals[index++] = (float) (y+r*Math.cos(d1+d));
verticals[index++] = (float) (z+r*Math.sin(d1+d)*Math.sin(d2+d));
verticals[index++] = (float) (x+r*Math.sin(d1+d)*Math.cos(d2));
verticals[index++] = (float) (y+r*Math.cos(d1+d));
verticals[index++] = (float) (z+r*Math.sin(d1+d)*Math.sin(d2));
verticals[index++] = (float) (x+r*Math.sin(d1)*Math.cos(d2));
verticals[index++] = (float) (y+r*Math.cos(d1));
verticals[index++] = (float) (z+r*Math.sin(d1)*Math.sin(d2));
}
}
verticalsBuffer = ByteBuffer.allocateDirect(verticals.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(verticals);
verticalsBuffer.position(0);
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (对应顺序的坐标数 * 2)short是2字节
verticalsIndex.length * 2);
dlb.order(ByteOrder.nativeOrder());
verticalsIndexBuffer = dlb.asShortBuffer();
verticalsIndexBuffer.put(verticalsIndex);
verticalsIndexBuffer.position(0);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
mProgram = GLES20.glCreateProgram();
int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
GLES20.glShaderSource(vertexShader, VL);
GLES20.glCompileShader(vertexShader);
int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glShaderSource(fragmentShader, FL);
GLES20.glCompileShader(fragmentShader);
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
mColorHandle = GLES20.glGetUniformLocation(mProgram, "u_Color");
mMatricHandle = GLES20.glGetUniformLocation(mProgram, "u_Matrix");
final float aspectRatio = width > height ? width * 1f / height : height * 1f / width;
if (width > height) {
Matrix.orthoM(projectMatrix, 0, -aspectRatio, aspectRatio, -1f, 1f, -1f, 1f);
} else {
Matrix.orthoM(projectMatrix, 0, -1f, 1f, -aspectRatio, aspectRatio, -1f, 1f);
}
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, 3, GLES20.GL_FLOAT, false,
12, verticalsBuffer);
GLES20.glUniform4fv(mColorHandle, 1, new float[]{0, 1, 1, 5}, 0);
GLES20.glUniformMatrix4fv(mMatricHandle, 1, false, projectMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0,20 * 40 * 6 );
//GLES20.glDrawElements(GLES20.GL_TRIANGLES, verticalsIndex.length, GLES20.GL_UNSIGNED_SHORT, verticalsIndexBuffer);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
}