在OpenGL Console里运行下面的脚本:
import java.nio.ByteBuffer import java.nio.ByteOrder import javax.media.opengl.GL def vertexShaderCode = """ attribute vec4 a_Position; void main() { gl_Position = a_Position; gl_PointSize = 10.0; } """ def fragmentShaderCode = """ precision mediump float; void main() { gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); } """ def shaderProgram = glob.compileAndLink(vertexShaderCode, fragmentShaderCode) def aPositionLocation = gl.glGetAttribLocation(shaderProgram.objectId, "a_Position") shaderProgram.use() def BYTES_PER_FLOAT = 4 def POSITION_ELEMENT_COUNT = 2 def POINT_COUNT = 4 def vertices = [ 0.0f, 0.0f, 0.5f, 0.5f, -0.2f,-0.2f, -0.2f,-0.8f, ] as float[] def vertexData = ByteBuffer .allocateDirect(vertices.length * BYTES_PER_FLOAT) .order(ByteOrder.nativeOrder()) .asFloatBuffer() vertexData.put(vertices) vertexData.position(0) gl.glVertexAttribPointer(aPositionLocation, POSITION_ELEMENT_COUNT, gl.GL_FLOAT, false, 0, vertexData) gl.glEnableVertexAttribArray(aPositionLocation) gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f) gl.glClear(gl.GL_COLOR_BUFFER_BIT) //gl.glLineWidth(4) gl.glDrawArrays(gl.GL_LINES, 0, POINT_COUNT)渲染结果:
大部分代码都和前一篇文章一样,这里只说明一下变化的地方。
def vertices = [ 0.0f, 0.0f, 0.5f, 0.5f, -0.2f,-0.2f, -0.2f,-0.8f, ] as float[]vertices包含四个点,前两个点构成一个线段,后两个点构成另外一个线段。
gl.glDrawArrays(gl.GL_LINES, 0, POINT_COUNT)传入参数 GL_LINES,告诉OpenGL我们要画的是线段。POINT_COUNT参数告诉OpenGL一共有4个点需要处理。
OpenGL默认把线段绘制成1像素粗,调用glLineWidth()函数可以改变这个值。
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f) gl.glClear(gl.GL_COLOR_BUFFER_BIT) gl.glLineWidth(8) gl.glDrawArrays(gl.GL_LINES, 0, POINT_COUNT)