OpenGL Android

package com.example;

import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES30;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.Bundle;
import android.view.MotionEvent;

import com.example.test_webview_demo.R;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import androidx.annotation.Nullable;

public class OpenGLActivity extends Activity {

  int sumX;
  int sunY;
  float x = 0;
  float y = 0;
  @Override
  protected void onCreate(@Nullable Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    final GLSurfaceView glSurfaceView = new GLSurfaceView(this) {
      @Override
      public boolean onTouchEvent(MotionEvent event) {
        switch (event.getAction()){
          case MotionEvent.ACTION_DOWN:
            x = event.getX();
            y = event.getY();
            break;
          case MotionEvent.ACTION_MOVE:
            float mX = event.getX();
            float mY = event.getY();
            sumX += x - mX;
            sunY += mY - y;
            x = mX;
            y = mY;
            break;
        }
        return true;
      }
    };
    glSurfaceView.setEGLContextClientVersion(3);
    glSurfaceView.setRenderer(
        new GLSurfaceView.Renderer() {
          int programId = -1;
          int vbo;
          int vao;
          @Override
          public void onSurfaceCreated(GL10 gl, EGLConfig config) {
            GLES30.glClearColor(1, 0, 0, 1);
            final int vShader = GLES30.glCreateShader(GLES30.GL_VERTEX_SHADER);
            GLES30.glShaderSource(
                vShader,
                "#version 320 es\n"
                    + "layout(location = 0) in vec3 Position;\n"
                    + "layout(location = 1) in vec2 textureCoordinate;\n"
                    + "out vec2 textureCoord;\n"
                    + "uniform mat4 modelMatrix;\n"
                    + "uniform mat4 orthoMatrix;\n"
                    + "uniform mat4 viewMatrix;\n"
                    + "void main()\n"
                    + "{\n"
                    + "gl_Position = orthoMatrix * viewMatrix * modelMatrix * vec4(Position,1"
                    + ".0);\n"
                    + "textureCoord = textureCoordinate;\n"
                    + "}\n");
            GLES30.glCompileShader(vShader);
            IntBuffer intBuffer = IntBuffer.allocate(1);
            GLES30.glGetShaderiv(vShader, GLES30.GL_COMPILE_STATUS, intBuffer);
            if (GLES30.GL_TRUE != intBuffer.get()) {
              System.out.println("GL_VERTEX_SHADER-->" + GLES30.glGetShaderInfoLog(vShader));
              return;
            }
            final int fShader = GLES30.glCreateShader(GLES30.GL_FRAGMENT_SHADER);
            GLES30.glShaderSource(
                fShader,
                "#version 320 es\n"
                    + "precision mediump float;\n"
                    + "uniform sampler2D texture0;\n"
                    + "in vec2 textureCoord;\n"
                    + "out vec4 fragColor;\n"
                    + "void main()\n"
                    + "{\n"
                    + "fragColor = texture(texture0, vec2(textureCoord.x,1.0 - textureCoord.y));\n"
                    + "}\n");
            GLES30.glCompileShader(fShader);
            intBuffer.clear();
            GLES30.glGetShaderiv(fShader, GLES30.GL_COMPILE_STATUS, intBuffer);
            if (GLES30.GL_TRUE != intBuffer.get()) {
              System.out.println("GL_FRAGMENT_SHADER-->" + GLES30.glGetShaderInfoLog(fShader));
              return;
            }
            this.programId = GLES30.glCreateProgram();
            GLES30.glAttachShader(programId, vShader);
            GLES30.glAttachShader(programId, fShader);
            GLES30.glLinkProgram(programId);
            intBuffer.clear();
            GLES30.glGetProgramiv(programId, GLES30.GL_LINK_STATUS, intBuffer);
            if (GLES30.GL_TRUE != intBuffer.get()) {
              System.out.println("GL_LINK_STATUS--->" + GLES30.glGetProgramInfoLog(programId));
              return;
            }
            GLES30.glDeleteShader(vShader);
            GLES30.glDeleteShader(fShader);
            float triangleCoords[] = {
              -0.5f, -0.5f, 1.0f, 0, 0, -0.5f, 0.5f, 1.0f, 0, 1, 0.5f, 0.5f, 1.0f, 1, 1, 0.5f, 0.5f,
              1.0f, 1, 1, 0.5f, -0.5f, 1.0f, 1, 0, -0.5f, -0.5f, 1.0f, 0, 0
            };
            ByteBuffer buffer = ByteBuffer.allocateDirect(triangleCoords.length * 4);
            buffer.order(ByteOrder.nativeOrder());
            FloatBuffer vertexBuffer = buffer.asFloatBuffer();
            vertexBuffer.put(triangleCoords);
            vertexBuffer.position(0);
            final IntBuffer vbo = IntBuffer.allocate(1);
            final IntBuffer vao = IntBuffer.allocate(1);
            GLES30.glGenBuffers(1, vao);
            GLES30.glGenBuffers(1, vbo);
            this.vao = vao.get(0);
            this.vbo = vbo.get(0);
            GLES30.glBindVertexArray(this.vao);
            GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, this.vbo);
            GLES30.glBufferData(
                GLES30.GL_ARRAY_BUFFER, buffer.capacity(), vertexBuffer, GLES30.GL_STATIC_DRAW);
            GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 5 * 4, 0);
            GLES30.glEnableVertexAttribArray(0);
            GLES30.glVertexAttribPointer(1, 2, GLES30.GL_FLOAT, false, 5 * 4, 3 * 4);
            GLES30.glEnableVertexAttribArray(1);
            GLES30.glClearColor(1.0f, 0, 0, 1);
            final IntBuffer textures = IntBuffer.allocate(1);
            GLES30.glGenTextures(1, textures);
            GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, textures.get(0));
            GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER,
                    GLES30.GL_LINEAR);
            GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER,
                    GLES30.GL_LINEAR);
            final Bitmap bitmap =
                BitmapFactory.decodeStream(getResources().openRawResource(R.raw.timg));
            final ByteBuffer pixelsBuffer = ByteBuffer.allocateDirect(bitmap.getByteCount());
            bitmap.copyPixelsToBuffer(pixelsBuffer);
            pixelsBuffer.position(0);
            GLES30.glTexImage2D(
                GLES30.GL_TEXTURE_2D,
                0,
                GLES30.GL_RGBA,
                bitmap.getWidth(),
                bitmap.getHeight(),
                0,
                GLES30.GL_RGBA,
                GLES30.GL_UNSIGNED_BYTE,
                pixelsBuffer);
            Matrix.scaleM(modelMatrix, 0, 1000,
                    1000 * (1.0f * bitmap.getHeight() / bitmap.getWidth()), 1);
            bitmap.recycle();
            texture = textures.get(0);
          }

          float[] modelMatrix = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
          float[] orthoMatrix = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
          float[] viewMatrix = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
          int texture;

          @Override
          public void onSurfaceChanged(GL10 gl, int width, int height) {
            GLES30.glViewport(0, 0, width, height);
            Matrix.setLookAtM(viewMatrix, 0, sumX, sunY, -3
                    , sumX, sunY, 0, 0f, 1.0f, 0.0f);
            Matrix.orthoM(
                orthoMatrix,
                0,
                width / 2.0f,
                -width / 2.0f,
                -height / 2.0f,
                height / 2.0f,
                0.01f,
                100);
          }

          @Override
          public void onDrawFrame(GL10 gl) {
            Matrix.setLookAtM(viewMatrix, 0, sumX, sunY, -3
                    , sumX, sunY, 0, 0f, 1.0f, 0.0f);
            GLES30.glClear(GL10.GL_COLOR_BUFFER_BIT);
            GLES30.glUseProgram(programId);
            GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
            GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, texture);
            int orthoMatrixLocation = GLES30.glGetUniformLocation(programId, "orthoMatrix");
            GLES30.glUniformMatrix4fv(orthoMatrixLocation, 1, false, orthoMatrix, 0);
            int viewMatrixLocation = GLES30.glGetUniformLocation(programId, "viewMatrix");
            GLES30.glUniformMatrix4fv(viewMatrixLocation, 1, false, viewMatrix, 0);
            int modelMatrixLocation = GLES30.glGetUniformLocation(programId, "modelMatrix");
            GLES30.glUniformMatrix4fv(modelMatrixLocation, 1, false, modelMatrix, 0);
            GLES30.glBindVertexArray(vao);
            GLES30.glDrawArrays(GLES30.GL_TRIANGLES, 0, 6);
            GLES30.glBindVertexArray(0);
            GLES30.glUseProgram(0);
          }
        });
      setContentView(glSurfaceView);
  }
}

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