Matrix
setLookAtM
得到orthoM frustumM/perspectiveM
生成,其中perspectiveM是对frustumM的封装,只是在API Level 14后才存在glCreateShader
可以创建一个shader,之后调用glShaderSource
、glCompileShader
分别设置shader代码和编译glCreateProgram
创建,调用glAttachShader
添加这两个shader,调用glLinkProgram
进行“链接”生成可执行指令,使用时要glUseProgram
OpenGLES20Activity.java
package com.example.androiddeveloper;
//import android.support.v7.app.ActionBarActivity;
import android.os.Bundle;
import android.view.Menu;
import android.view.MenuItem;
import android.view.MotionEvent;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.opengl.*;
public class OpenGLES20Activity extends Activity {
private GLSurfaceView mGLView;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Create a GLSurfaceView instance and set it
// as the ContentView for this Activity.
mGLView = new MyGLSurfaceView(this);
setContentView(mGLView);
}
}
class MyGLSurfaceView extends GLSurfaceView {
private final MyGLRenderer mRenderer;
public MyGLSurfaceView(Context context){
super(context);
// Create an OpenGL ES 2.0 context
setEGLContextClientVersion(2);
//setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
mRenderer = new MyGLRenderer();
// Set the Renderer for drawing on the GLSurfaceView
setRenderer(mRenderer);
}
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private float mPreviousX;
private float mPreviousY;
@Override
public boolean onTouchEvent(MotionEvent e) {
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.
float x = e.getX();
float y = e.getY();
switch (e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
if (y > getHeight() / 2) {
dx = dx * -1 ;
}
// reverse direction of rotation to left of the mid-line
if (x < getWidth() / 2) {
dy = dy * -1 ;
}
mRenderer.setAngle(
mRenderer.getAngle() +
((dx + dy) * TOUCH_SCALE_FACTOR));
requestRender();
}
mPreviousX = x;
mPreviousY = y;
return true;
}
}
MyGLRenderer.java
package com.example.androiddeveloper;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.SystemClock;
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Triangle mTriangle;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
public void onSurfaceCreated(GL10 unused, javax.microedition.khronos.egl.EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mTriangle = new Triangle();
}
private float[] mRotationMatrix = new float[16];
public void onDrawFrame(GL10 unused) {
float[] scratch = new float[16];
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
mTriangle.draw(scratch);
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public volatile float mAngle;
public float getAngle() {
return mAngle;
}
public void setAngle(float angle) {
mAngle = angle;
}
}
Triangle.java
package com.example.androiddeveloper;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
public class Triangle {
private FloatBuffer vertexBuffer;
// 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
};
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
private final int mProgram;
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);
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
// add the vertex shader to program
GLES20.glAttachShader(mProgram, vertexShader);
// add the fragment shader to program
GLES20.glAttachShader(mProgram, fragmentShader);
// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram);
}
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private int mPositionHandle;
private int mColorHandle;
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
private int mMVPMatrixHandle;
public void draw(float[] mvpMatrix) {
// Add program to OpenGL ES 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);
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}