效果图:右边的文字栏上下移动,没有文字会自动停止移动。这和之前我写的纹理移动不同,之前的是循环移动,这次是定位移动。
顶点着色器:
uniform mat4 uMVPMatrix;
attribute vec3 aPosition;
attribute vec2 aTexCoor;
varying vec2 vTextureCoord;
void main()
{
gl_Position=uMVPMatrix*vec4(aPosition,1);
vTextureCoord=aTexCoor;
}
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D sTexture;
uniform float uSpan;
void main()
{
vec2 st_Result=vec2(0,0);
st_Result.x=vTextureCoord.x;
st_Result.y=vTextureCoord.y+uSpan;
gl_FragColor=texture2D(sTexture,st_Result);
}
package com.hl.paints;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import com.hl.utils.MatrixState;
import android.opengl.GLES20;
public class DrawRectMoveStop {
int mProgram;
int muMVPMatrixHandle;
int maPositionHandle;
int maTexCoorHandle;
int muSpanHandle;
FloatBuffer mVertexBuffer;
FloatBuffer mTexCoorBuffer;
int vCount=0;
public DrawRectMoveStop(float width,float height,float s,float t,int mProgram) {
// TODO Auto-generated constructor stub
initVertex(width,height,s,t);
initShader(mProgram);
}
private void initVertex(float width, float height,float s,float t) {// 纹理的传入,目的是在最开始是不是将整个图片放进矩形框中,而是一部分
// TODO Auto-generated method stub
vCount = 6;
float w = width / 2;
float h = height / 2;
float vertices[] = new float[] {
-w, h, 0,
-w, -h, 0,
w, -h, 0,
w, -h, 0,
w, h, 0,
-w, h, 0,
};
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asFloatBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
float texCoor[] = new float[] {
0, 0,
0, t,
s, t,
s, t,
s, 0,
0, 0 };
ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length * 4);
cbb.order(ByteOrder.nativeOrder());
mTexCoorBuffer = cbb.asFloatBuffer();
mTexCoorBuffer.put(texCoor);
mTexCoorBuffer.position(0);
}
private void initShader(int mProgram) {
// TODO Auto-generated method stub
this.mProgram = mProgram;
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
maTexCoorHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoor");
muSpanHandle=GLES20.glGetUniformLocation(mProgram, "uSpan");
}
public void drawSelf(int texId,float currStart){
GLES20.glUseProgram(mProgram);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3*4, mVertexBuffer);
GLES20.glVertexAttribPointer(maTexCoorHandle, 2, GLES20.GL_FLOAT, false, 2*4, mTexCoorBuffer);
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
GLES20.glUniform1f(muSpanHandle, currStart);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
}
}
private DrawRectMoveStop benRightText;
BUTTON_BEN_RIGHT3_WIDTH = 2.0f * ratio * 0.23f;
BUTTON_BEN_RIGHT3_HEIGHT = 1.4f;
BUTTON_BEN_RIGHT3_XOFFSET = ratio - 2.0f * ratio * 0.23f / 2;
BUTTON_BEN_RIGHT3_YOFFSET = 1.0f - 0.15f - 0.37f - 0.02f - 0.7f;
benRightText = new DrawRectMoveStop(BUTTON_BEN_RIGHT3_WIDTH, BUTTON_BEN_RIGHT3_HEIGHT, 1.0f, 0.7f, ShaderManager.getMoveTextureShaderProgram());
//1.0f and 0.7f 是根据纹理图片和宽度计算的。效果图中的右边文字部分,是图片形式的。
private float textYOffset = 0;MatrixState.pushMatrix(); MatrixState.translate(BUTTON_BEN_RIGHT3_XOFFSET, BUTTON_BEN_RIGHT3_YOFFSET, 0); benRightText.drawSelf(rText[condition], textYOffset); MatrixState.popMatrix();
if (UtilConfigArea.isInArea(x, y, AREA_BEN_RIGHT3)) {//onTouchEvent ACTION_MOVE: textYOffset -= dy * TOUCH_SCALE_FACTOR * 0.002f; if (textYOffset > 0.3f) { textYOffset = 0.3f; } if (textYOffset < 0.0f) { textYOffset = 0.0f; } }
注:本文里面用到一些方法,在我的其它博文中有提到,若用到,请查相关博文。