Example #1
0
  @Override
  public void onDrawFrame(GL10 gl) {
    glClear(GL_COLOR_BUFFER_BIT);

    // JMIM EDIT:
    // Just a guess:
    // vData.position(0); <--This will cause crash.

    // page 51: glDrawArrays will draw TWO(2) triangles
    // because it has been instructed to read in SIX(6) verticies.
    glUniform4f(uColorLocation, 1.0f, 1.0f, 1.0f, 1.0f);
    glDrawArrays(GL_TRIANGLES, 0, 6);

    // Drawing dividing lines: Page 52:
    glUniform4f(uColorLocation, 1.0f, 0.0f, 0.0f, 0.0f);
    glDrawArrays(GL_TRIANGLES, 6, 2);

    // blue mallet:
    glUniform4f(uColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
    glDrawArrays(GL_POINTS, 8, 1);

    // red mallet:
    glUniform4f(uColorLocation, 1.0f, 0.0f, 0.0f, 1.0f);
    glDrawArrays(GL_POINTS, 9, 1);

    // http://stackoverflow.com/questions/4679405/gldrawarrays-problem
    // JMIM HACK: Attempt to fix:
    // glBindBuffer(GL_ARRAY_BUFFER,0); //<--Causes crash.

  }
Example #2
0
  public void draw() {
    // Add program to OpenGL environment
    GLES20.glUseProgram(mProgram);

    // get handle to vertex shader's vPosition member
    mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");

    // Enable a handle to the scene vertices
    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Prepare the scene coordinate data
    GLES20.glVertexAttribPointer(
        mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, VERTEX_STRIDE, vertexBuffer);

    // get handle to fragment shader's vColor member
    mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
    // Set colorVertices for drawing the scene
    GLES20.glUniform4fv(mColorHandle, 1, colorVertices, 0);

    // Get handle to shape's transformation matrix
    int mtrxhandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");

    // Apply the projection and view transformation
    GLES20.glUniformMatrix4fv(mtrxhandle, 1, false, pointsRenderer.mtrxProjectionAndView, 0);

    // Draw the scene
    GLES20.glDrawArrays(GLES20.GL_POINTS, 0, vertexCount);

    // Disable vertex array
    GLES20.glDisableVertexAttribArray(mPositionHandle);

    if (drawLines) {
      GLES20.glUseProgram(mLinesProgram);
      mLinesPositionHandle = GLES20.glGetAttribLocation(mLinesProgram, "vPosition");
      GLES20.glEnableVertexAttribArray(mLinesPositionHandle);
      // Prevent null pointer race condition
      if (linesVertexBuffer != null) {
        GLES20.glVertexAttribPointer(
            mLinesPositionHandle,
            COORDS_PER_VERTEX,
            GLES20.GL_FLOAT,
            false,
            VERTEX_STRIDE,
            linesVertexBuffer);
        mLinesColorHandle = GLES20.glGetUniformLocation(mLinesProgram, "vColor");
        GLES20.glUniform4fv(mLinesColorHandle, 1, colorLines, 0);
        int mtrxLineshandle = GLES20.glGetUniformLocation(mLinesProgram, "uMVPMatrix");
        GLES20.glUniformMatrix4fv(
            mtrxLineshandle, 1, false, pointsRenderer.mtrxProjectionAndView, 0);
        // GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, linesVertexCount);
        // GLES20.glDrawArrays(GLES20.GL_LINES, 0, linesVertexCount);
        // GLES20.glDrawArrays(GLES20.GL_LINE_LOOP, 0, linesVertexCount);
        // GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, linesVertexCount);
        GLES20.glDrawArrays(renderMethod, 0, linesVertexCount);
        GLES20.glDisableVertexAttribArray(mLinesPositionHandle);
      }
    }
  }
Example #3
0
  public boolean Draw(Matrix4 projectionMatrix, Matrix4 viewMatrix) {
    GLES20.glUseProgram(programID);

    Matrix4 mvp =
        Matrix4.Multiply(
            projectionMatrix, Matrix4.Multiply(viewMatrix, parent.transform.transformMatrix));

    float[] mvpArray = mvp.GetOneDimensionalArray();

    GLES20.glUniformMatrix4fv(mvpLocation, 1, false, mvpArray, 0);

    GLES20.glUniform1f(opacityLocation, opacity);

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureID);

    GLES20.glUniform1i(textureSamplerLocation, 0);

    // Log.i(DEBUG_TAG,"Enabling " + vertexArrayList.size() + " attribs");

    for (GLVertexArrayObject element : vertexArrayList) {
      GLES20.glEnableVertexAttribArray(element.attributeNumber);
    }

    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexArraySize);

    for (GLVertexArrayObject element : vertexArrayList) {
      GLES20.glDisableVertexAttribArray(element.attributeNumber);
    }
    return true;
  }
Example #4
0
  public void drawSphere(final FloatBuffer aSphereBuffer) {
    aSphereBuffer.position(mPositionOffset);
    GLES20.glVertexAttribPointer(
        mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, 0, aSphereBuffer);

    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Pass in the color information
    //        aTriangleBuffer.position(mColorOffset);
    //        GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
    //        		mStrideBytes, aTriangleBuffer);
    //
    //        GLES20.glEnableVertexAttribArray(mColorHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the
    // MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, sphereTriangles * 3);
  }
  public void draw(float[] mvpMatrix) {
    // Add program to OpenGL 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);

    // get handle to shape's transformation matrix
    mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    MyGLRenderer.checkGlError("glGetUniformLocation");

    // Apply the projection and view transformation
    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
    MyGLRenderer.checkGlError("glUniformMatrix4fv");

    // Draw the triangle
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

    // Disable vertex array
    GLES20.glDisableVertexAttribArray(mPositionHandle);
  }
Example #6
0
  public void drawSelf() {

    MatrixState.rotate(xAngle, 1, 0, 0); // 绕X轴转动
    MatrixState.rotate(yAngle, 0, 1, 0); // 绕Y轴转动
    MatrixState.rotate(zAngle, 0, 0, 1); // 绕Z轴转动
    // 制定使用某套着色器程序
    GLES20.glUseProgram(mProgram);
    // 将最终变换矩阵传入着色器程序
    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
    // 将位置、旋转变换矩阵传入着色器程序
    GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);
    // 将光源位置传入着色器程序
    GLES20.glUniform3fv(maLightLocationHandle, 1, MatrixState.lightPositionFB);
    // 将摄像机位置传入着色器程序
    GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);

    // 将顶点经纬度数据传入渲染管线
    GLES20.glVertexAttribPointer(maLongLatHandle, 2, GLES20.GL_FLOAT, false, 2 * 4, mLongLatBuffer);
    // 将顶点位置数据传入渲染管线
    GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mVertexBuffer);
    // 将顶点法向量数据传入渲染管线
    GLES20.glVertexAttribPointer(maNormalHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mNormalBuffer);

    // 启用顶点位置、顶点经纬度数据
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    GLES20.glEnableVertexAttribArray(maNormalHandle); // 启用顶点法向量数据
    GLES20.glEnableVertexAttribArray(maLongLatHandle);
    // 绘制球
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
  }
  public void onDraw(
      final int textureId, final FloatBuffer cubeBuffer, final FloatBuffer textureBuffer) {
    GLES20.glUseProgram(mGLProgId);
    runPendingOnDrawTasks();
    if (!mIsInitialized) {
      return;
    }

    cubeBuffer.position(0);
    GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, cubeBuffer);
    GLES20.glEnableVertexAttribArray(mGLAttribPosition);
    textureBuffer.position(0);
    GLES20.glVertexAttribPointer(
        mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
    GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
    if (textureId != OpenGlUtils.NO_TEXTURE) {
      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
      GLES20.glUniform1i(mGLUniformTexture, 0);
    }
    onDrawArraysPre();
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    GLES20.glDisableVertexAttribArray(mGLAttribPosition);
    GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
  }
  @Override
  public void onDrawFrame(GL10 unused) {

    GLES20.glClearColor(0f, 0f, 0f, 0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if (mShaderCompilerSupport[0] == false) {
      return;
    }

    GLES20.glDisable(GLES20.GL_DEPTH_TEST);
    GLES20.glEnable(GLES20.GL_BLEND);
    GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);

    float angle = (SystemClock.uptimeMillis() % 5000) / 5000f * 360;
    Matrix.setRotateM(mMatrixModel, 0, angle, 1, 2, 0);

    Matrix.multiplyMM(mMatrixModelViewProjection, 0, mMatrixView, 0, mMatrixModel, 0);
    Matrix.multiplyMM(
        mMatrixModelViewProjection, 0, mMatrixProjection, 0, mMatrixModelViewProjection, 0);

    mShaderSpline.useProgram();

    GLES20.glUniformMatrix4fv(
        mShaderSpline.getHandle("uModelViewProjectionM"), 1, false, mMatrixModelViewProjection, 0);

    GLES20.glVertexAttribPointer(
        mShaderSpline.getHandle("aPosition"), 2, GLES20.GL_FLOAT, false, 0, mBufferSpline);
    GLES20.glEnableVertexAttribArray(mShaderSpline.getHandle("aPosition"));

    for (float[] ctrl : mSplines) {
      GLES20.glUniform3fv(mShaderSpline.getHandle("uCtrl"), 4, ctrl, 0);
      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, COUNT_VERTICES);
    }
  }
  @Override
  public void draw(GL10 glUnused) {
    super.draw(glUnused);
    GLES20.glDisable(GLES20.GL_CULL_FACE);
    calcMVP();
    GLES20.glUniformMatrix4fv(getUniform(ShaderVal.MVP_MATRIX), 1, false, MVP, 0);
    GLES20.glEnableVertexAttribArray(ShaderVal.POSITION.loc);
    GLES20.glVertexAttribPointer(ShaderVal.POSITION.loc, 3, GLES20.GL_FLOAT, false, 0, vertices);

    if (useVertexColors) {
      GLES20.glEnableVertexAttribArray(ShaderVal.ATTRIB_COLOR.loc);
      GLES20.glVertexAttribPointer(
          ShaderVal.ATTRIB_COLOR.loc, 4, GLES20.GL_FLOAT, false, 0, colors);
    } else {
      GLES20.glUniform4f(
          getUniform(ShaderVal.UNIFORM_COLOR),
          color.getRed(),
          color.getGreen(),
          color.getBlue(),
          color.getAlpha());
    }

    GLES20.glDrawArrays(drawMode, 0, vertexCount);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
  }
Example #10
0
  public void draw() {
    // 将program加入OpenGL ES环境中
    GLES20.glUseProgram(mProgram);

    // 获取指向vertex shader的成员vPosition的 handle
    mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");

    // 启用一个指向三角形的顶点数组的handle
    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // 准备三角形的坐标数据
    GLES20.glVertexAttribPointer(
        mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

    // 获取指向fragment shader的成员vColor的handle
    mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");

    // 设置三角形的颜色
    GLES20.glUniform4fv(mColorHandle, 1, color, 0);

    // 画三角形
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

    // 禁用指向三角形的顶点数组
    GLES20.glDisableVertexAttribArray(mPositionHandle);
  }
  public void draw() {
    GLES20.glUseProgram(shaderProgram);

    int muMVPMat = GLES20.glGetUniformLocation(shaderProgram, "uMVPMatrix");
    GLESUtils.checkGlError("glGetUniformLocation");
    GLES20.glUniformMatrix4fv(muMVPMat, 1, false, scene.modelViewProjectionMatrix(), 0);
    GLESUtils.checkGlError("glUniformMatrix4fv");

    int mPositionH = vertexAttribArrayf("vPosition", CpV, cStride, posBuffer);
    GLESUtils.checkGlError("vPosition");

    int normalH = vertexAttribArrayf("vNormal", CpV, cStride, normalBuffer);
    GLESUtils.checkGlError("vNormal");

    int mColorH = GLES20.glGetAttribLocation(shaderProgram, "vColor");
    GLES20.glVertexAttrib4f(mColorH, c[0], c[1], c[2], c[3]);
    GLESUtils.checkGlError("vColor");

    int phaseH = vertexAttribArrayf("vPhase", 1, NumVerts, phaseBuffer);
    GLESUtils.checkGlError("vPhase");

    int gTime = GLES20.glGetUniformLocation(shaderProgram, "iGlobalTime");
    GLES20.glUniform1f(gTime, (float) (SystemClock.uptimeMillis() / 1000.0));
    GLESUtils.checkGlError("iGlobalTime");

    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, oBufferLength);

    GLES20.glDisableVertexAttribArray(mPositionH);
    GLES20.glDisableVertexAttribArray(normalH);
    GLES20.glDisableVertexAttribArray(mColorH);
    GLES20.glDisableVertexAttribArray(phaseH);
  }
Example #12
0
  public void draw(final int mShader) {

    // Bind Texture VBO
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, getTexVBO());
    // Pass in texture map position
    mTexVertBuffer.position(0);
    final int mTextureCoordinateHandle = GLES20.glGetAttribLocation(mShader, "a_TexCoord");
    GLES20.glVertexAttribPointer(
        mTextureCoordinateHandle, mPositionDataSize, GLES20.GL_FLOAT, false, 0, 0);
    GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);

    // Bind VBO
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, getPlaneVBO());
    // Pass in the position information
    mPlaneVertBuffer.position(0);
    final int mPositionHandle = GLES20.glGetAttribLocation(mShader, "a_Position");
    GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, 0, 0);
    GLES20.glEnableVertexAttribArray(mPositionHandle);

    //	Pass in the color information
    final int mColorHandle = GLES20.glGetUniformLocation(mShader, "u_Color");
    GLES20.glUniform4f(mColorHandle, 0, 1, 1, 1);

    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, indexCount);

    // Unbind buffers
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
    GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
  }
Example #13
0
  public void drawCube() {

    GLES20.glUseProgram(cubeProgram);
    checkGLError("Use program");

    GLES20.glUniform3fv(cubeLightPosParam, 1, lightPosInEyeSpace, 0);

    // Set the Model in the shader, used to calculate lighting
    GLES20.glUniformMatrix4fv(cubeModelParam, 1, false, mModelCube, 0);

    // Set the ModelView in the shader, used to calculate lighting
    GLES20.glUniformMatrix4fv(cubeModelViewParam, 1, false, modelView, 0);

    // Set the position of the cube
    GLES20.glVertexAttribPointer(
        cubePositionParam, COORDS_PER_VERTEX_CUBE, GLES20.GL_FLOAT, false, 0, cubeVertices);

    // Set the ModelViewProjection matrix in the shader.
    GLES20.glUniformMatrix4fv(cubeModelViewProjectionParam, 1, false, modelViewProjection, 0);

    // Set the normal positions of the cube, again for shading
    GLES20.glVertexAttribPointer(cubeNormalParam, 3, GLES20.GL_FLOAT, false, 0, cubeNormals);
    GLES20.glVertexAttribPointer(cubeColorParam, 4, GLES20.GL_FLOAT, false, 0, cubeColors);

    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);

    checkGLError("Drawing cube");
  }
Example #14
0
  public void draw() {

    // Add program to OpenGLES 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, mVertexStride, mVertexBuffer);

    // get handle to fragment shader's vColor member
    mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");

    // set color for drawing the triangle
    GLES20.glUniform4fv(mColorHandle, 1, mColor, 0);

    // draw the triangle
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, mVertexCount);

    // disable vertex array
    GLES20.glDisableVertexAttribArray(mPositionHandle);
  }
Example #15
0
  public void drawSelf(int texId) {
    MatrixState.rotate(xAngle, 1, 0, 0);
    MatrixState.rotate(yAngle, 0, 1, 0);
    MatrixState.rotate(zAngle, 0, 0, 1);

    // 制定使用某套shader程序
    GLES20.glUseProgram(mProgram);

    // 将最终变换矩阵传入shader程序
    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);

    // 传送顶点位置数据
    GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mVertexBuffer);
    // 传送顶点纹理坐标数据
    GLES20.glVertexAttribPointer(maTexCoorHandle, 2, GLES20.GL_FLOAT, false, 2 * 4, mTexCoorBuffer);

    // 启用顶点位置数据
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    // 启用顶点纹理数据
    GLES20.glEnableVertexAttribArray(maTexCoorHandle);

    // 绑定纹理
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);

    // 绘制纹理矩形
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
  }
  public void drawSelf(int texId) {
    // 制定使用某套shader程序
    GLES20.glUseProgram(mProgram);
    // 将最终变换矩阵传入shader程序
    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
    // 将位置、旋转变换矩阵传入shader程序
    GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);
    // 将摄像机位置传入shader程序
    GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);
    // 将光源位置传入shader程序
    GLES20.glUniform3fv(maLightLocationHandle, 1, MatrixState.lightPositionFB);

    // 传送顶点位置数据
    GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mVertexBuffer);
    // 传送顶点纹理坐标数据
    GLES20.glVertexAttribPointer(maTexCoorHandle, 2, GLES20.GL_FLOAT, false, 2 * 4, mTexCoorBuffer);
    // 传送顶点法向量数据
    GLES20.glVertexAttribPointer(maNormalHandle, 4, GLES20.GL_FLOAT, false, 3 * 4, mNormalBuffer);

    // 启用顶点位置数据
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    // 启用顶点纹理数据
    GLES20.glEnableVertexAttribArray(maTexCoorHandle);
    // 启用顶点法向量数据
    GLES20.glEnableVertexAttribArray(maNormalHandle);
    // 绑定纹理
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);

    // 绘制纹理矩形
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
  }
  /**
   * Method for painting any given object. Data must be 7 floats per face – we render one triangle
   * consisting of 3 vertices with each vertice having an rgba color float value.
   *
   * @param data The vertice data containing coordinates and colors to draw.
   */
  private void drawObject(final FloatBuffer data) {

    // Pass in the position information
    data.position(mPositionOffset);
    GLES20.glVertexAttribPointer(
        mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, mStrideBytes, data);

    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Pass in the color information
    data.position(mColorOffset);
    GLES20.glVertexAttribPointer(
        mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false, mStrideBytes, data);

    GLES20.glEnableVertexAttribArray(mColorHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the
    // MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    // The (1+data.capacity() / 8) tells us how many vertices we need to
    // draw
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, (1 + data.capacity() / 8));
  }
  /**
   * OnDrawFrame is called whenever a new frame needs to be drawn. Normally, this is done at the
   * refresh rate of the screen.
   */
  @Override
  public void onDrawFrame(GL10 glUnused) {
    // Clear the rendering surface.
    glClear(GL_COLOR_BUFFER_BIT);

    // Draw the table.
    glDrawArrays(GL_TRIANGLE_FAN, 0, 6);

    // Draw the center dividing line.
    glDrawArrays(GL_LINES, 6, 2);

    // Draw the first mallet.
    glDrawArrays(GL_POINTS, 8, 1);

    // Draw the second mallet.
    glDrawArrays(GL_POINTS, 9, 1);
  }
  @Override
  public void onDrawFrame(GL10 unused) {
    GLES20.glClearColor(0f, 0f, 0f, 1f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

    if (mShaderCompilerSupport[0] == false) {
      return;
    }

    GLES20.glEnable(GLES20.GL_BLEND);
    GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);

    long time = SystemClock.uptimeMillis();

    if (mLastRenderTime == -1) {
      for (Star star : mStarArray) {
        star.randomize();
        star.mPosition[2] = (float) (Math.random() * 4 - 2);
      }
      mLastRenderTime = time;
    }

    float t = (time - mLastRenderTime) / 1000f;
    mLastRenderTime = time;

    mShaderStar.useProgram();

    GLES20.glUniformMatrix4fv(
        mShaderStar.getHandle("uModelViewProjectionM"), 1, false, mMatrixModelViewProjection, 0);
    GLES20.glUniform1f(mShaderStar.getHandle("uSize"), .01f);

    GLES20.glVertexAttribPointer(
        mShaderStar.getHandle("aPosition"), 2, GLES20.GL_BYTE, false, 0, mBufferVertices);
    GLES20.glEnableVertexAttribArray(mShaderStar.getHandle("aPosition"));

    for (Star star : mStarArray) {
      star.mPosition[2] += star.mSpeed * t;
      if (star.mPosition[2] > 2) {
        star.randomize();
      }
    }

    Arrays.sort(
        mStarArray,
        new Comparator<Star>() {
          @Override
          public int compare(Star arg0, Star arg1) {
            return arg0.mPosition[2] < arg1.mPosition[2] ? -1 : 1;
          }
        });

    for (Star star : mStarArray) {
      GLES20.glUniform3fv(mShaderStar.getHandle("uPosition"), 1, star.mPosition, 0);
      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    }

    GLES20.glDisable(GLES20.GL_BLEND);
  }
  /** Draws a cube. */
  private void drawCube() {
    // Pass in the position information
    mCubePositions.position(0);
    GLES20.glVertexAttribPointer(
        mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, 0, mCubePositions);

    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Pass in the color information
    mCubeColors.position(0);
    GLES20.glVertexAttribPointer(
        mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false, 0, mCubeColors);

    GLES20.glEnableVertexAttribArray(mColorHandle);

    // Pass in the normal information
    mCubeNormals.position(0);
    GLES20.glVertexAttribPointer(
        mNormalHandle, mNormalDataSize, GLES20.GL_FLOAT, false, 0, mCubeNormals);

    GLES20.glEnableVertexAttribArray(mNormalHandle);

    // Pass in the texture coordinate information
    mCubeTextureCoordinates.position(0);
    GLES20.glVertexAttribPointer(
        mTextureCoordinateHandle,
        mTextureCoordinateDataSize,
        GLES20.GL_FLOAT,
        false,
        0,
        mCubeTextureCoordinates);

    GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // Pass in the modelview matrix.
    GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the
    // MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    // Pass in the combined matrix.
    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);

    // Pass in the light position in eye space.
    GLES20.glUniform3f(
        mLightPosHandle, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);

    // Draw the cube.
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);
  }
Example #21
0
  /**
   * draw specific texture with specific texture matrix
   *
   * @param tex_id texture ID
   * @param tex_matrix texture matrix、if this is null, the last one use(we don't check size of this
   *     array and needs at least 16 of float)
   */
  public void draw(final int tex_id, final float[] tex_matrix) {
    GLES20.glUseProgram(hProgram);
    if (tex_matrix != null) GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, tex_matrix, 0);

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, tex_id);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, VERTEX_NUM);
    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
    GLES20.glUseProgram(0);
  }
    public void onDrawFrame(GL10 glUnused) {

      synchronized (this) {
        if (updateSurface) {
          mSurface.updateTexImage();
          mSurface.getTransformMatrix(mSTMatrix);
          updateSurface = false;
        } else {
          return;
        }
      }

      GLES20.glClearColor(255.0f, 255.0f, 255.0f, 1.0f);
      GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

      GLES20.glUseProgram(mProgram);
      checkGlError("glUseProgram");

      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
      GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);

      mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
      GLES20.glVertexAttribPointer(
          maPositionHandle,
          3,
          GLES20.GL_FLOAT,
          false,
          TRIANGLE_VERTICES_DATA_STRIDE_BYTES,
          mTriangleVertices);
      checkGlError("glVertexAttribPointer maPosition");
      GLES20.glEnableVertexAttribArray(maPositionHandle);
      checkGlError("glEnableVertexAttribArray maPositionHandle");

      mTextureVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
      GLES20.glVertexAttribPointer(
          maTextureHandle,
          2,
          GLES20.GL_FLOAT,
          false,
          TEXTURE_VERTICES_DATA_STRIDE_BYTES,
          mTextureVertices);

      checkGlError("glVertexAttribPointer maTextureHandle");
      GLES20.glEnableVertexAttribArray(maTextureHandle);
      checkGlError("glEnableVertexAttribArray maTextureHandle");

      Matrix.setIdentityM(mMVPMatrix, 0);

      GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
      GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);

      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
      checkGlError("glDrawArrays");
      GLES20.glFinish();
    }
 public void drawSelf() {
   GLES20.glUseProgram(mProgram); // 制定使用某套着色器程序
   // 将最终变换矩阵传入着色器程序
   GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
   GLES20.glUniform1f(uPointSizeHandle, scale); // 将顶点尺寸传入着色器程序
   GLES20.glVertexAttribPointer( // 为画笔指定顶点位置数据
       maPositionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mVertexBuffer);
   // 允许顶点位置数据数组
   GLES20.glEnableVertexAttribArray(maPositionHandle);
   GLES20.glDrawArrays(GLES20.GL_POINTS, 0, vCount); // 绘制星星点
 }
  /**
   * Simple recursive method to draw a node and its subnodes
   *
   * @param nodeInstance The node instance
   */
  private void drawNode(Node nodeInstance) {
    MatrixUtils.multiplyMM(this.lightMvpCache, 48, this.lightMvpCache, 32, nodeInstance.model, 0);
    GLES20.glUniformMatrix4fv(this.u_lightMvpMatrixMat4Handle, 1, false, this.lightMvpCache, 48);

    if (nodeInstance.geometryInstances != null) {
      for (GeometryInstance geometryInstance : nodeInstance.geometryInstances) {
        for (Element element : geometryInstance.geometry.elements) {
          if (element.handle == GlBuffer.UNBIND_HANDLE) {
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GlBuffer.UNBIND_HANDLE);
            final GlBuffer<float[]> elementBuffer = BufferUtils.elementToGlBuffer(element);
            elementBuffer.position(elementBuffer.chunks[0]);
            GLES20.glVertexAttribPointer(
                this.a_PositionVec4Handle,
                elementBuffer.chunks[0].components,
                elementBuffer.datatype,
                false,
                elementBuffer.stride,
                elementBuffer.data);
            GLES20.glDrawArrays(element.type, 0, element.count);
            elementBuffer.free();
          } else {
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, element.handle);
            GLES20Utils.glVertexAttribPointer(
                this.a_PositionVec4Handle,
                element.inputs[0][GlAssets.Geometry.Element.SIZE],
                GLES20.GL_FLOAT,
                false,
                element.stride,
                element.inputs[0][GlAssets.Geometry.Element.OFFSET]);
            GLES20.glDrawArrays(element.type, 0, element.count);
            GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, GlBuffer.UNBIND_HANDLE);
          }
        }
      }
    }
    if (nodeInstance.nodeInstances != null) {
      for (Node childNode : nodeInstance.nodeInstances) {
        this.drawNode(childNode);
      }
    }
  }
  // Draw |textures| using |vertices| (X,Y coordinates).
  private void drawRectangle(int[] textures, FloatBuffer vertices) {
    for (int i = 0; i < 3; ++i) {
      GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[i]);
    }

    GLES20.glVertexAttribPointer(posLocation, 2, GLES20.GL_FLOAT, false, 0, vertices);
    GLES20.glEnableVertexAttribArray(posLocation);

    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    checkNoGLES2Error();
  }
  public void draw(GL10 gl) {
    // Set our vertex/frag shader program.
    GLES20.glUseProgram(mProgram);

    // Set program handles for drawing.
    // mPositionHandle = GLES20.glGetAttribLocation(mProgram, "a_Position");
    // mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");
    mTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "u_Texture");
    // Set the active texture unit to texture unit 0.
    // GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

    // Bind the texture to this unit.
    // GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]);

    vertexBuffer.rewind();
    textureBuffer.rewind();

    // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit
    // 0.
    GLES20.glUniform1i(mTextureUniformHandle, 0);

    // Point to our buffers
    // gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    // gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    // Point to our vertex buffer
    // gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
    // gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferPointer);
    // first parameter is the ID number of the attribute of the vertex
    // we set attribute id = 0 to the position and 1 to the texture coordin
    GLES20.glVertexAttribPointer(0, 3, GLES20.GL_FLOAT, false, 0, 0);
    GLES20.glEnableVertexAttribArray(0);

    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, textureBufferPointer);
    GLES20.glVertexAttribPointer(1, 2, GLES20.GL_FLOAT, false, 0, 0);
    GLES20.glEnableVertexAttribArray(1);

    // Set the face rotation
    // GLES20.glFrontFace(GL10.GL_CW);

    // Draw the vertices as triangle strip
    GLES20.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);

    System.out.println(GLUtils.getEGLErrorString(gl.glGetError()));

    // Disable the client state before leaving
    // gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    // gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

  }
  public void onDrawFrame(GL10 unused) {
    // Redraw background color
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

    // TODO: Calculate delta time.
    m_activity.on_update(0.1f);

    m_active_shader.bind();

    // Draw everything
    for (Sprite sprite : m_sprites) {
      sprite.get_texture().bind();

      // Set up our matrix in the shader
      m_active_shader.set_model_matrix(sprite.get_matrix());

      // Set the color
      m_active_shader.set_color(sprite.get_color());

      // Set up our buffers to render.
      GLES20.glVertexAttribPointer(
          Shader.SHADER_ATTRIB_VERTEX_ID,
          2,
          GLES20.GL_FLOAT,
          false,
          4 * 4,
          sprite.get_vertex_data());

      GLES20.glEnableVertexAttribArray(Shader.SHADER_ATTRIB_VERTEX_ID);

      // The texture offsets start at UV in the struct. However we need to cast vertex data to a
      // char first so we add the offset in bytes
      // properly. This might seem weird.. but it's the only proper way that doesn't generate a gcc
      // warning.
      /*GLES20.glVertexAttribPointer(
      		Shader.SHADER_ATTRIB_TEXCOORD_ID,
      		2,
      		GLES20.GL_FLOAT,
      		false,
      		4 * 4,
      		sprite.get_vertex_data().
      );

      glEnableVertexAttribArray(SHADER_ATTRIB_TEXCOORD_ID);*/

      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    }
  }
Example #28
0
    public void draw(float[] mvpMatrix) {
      GLES20.glUseProgram(mProgram);
      mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
      GLES20.glEnableVertexAttribArray(mPositionHandle);
      GLES20.glVertexAttribPointer(
          mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

      mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
      GLES20.glUniform4fv(mColorHandle, 1, color, 0);
      mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
      checkGlError("glGetUniformLocation");
      GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
      checkGlError("glUniformMatrix4fv");
      GLES20.glDrawArrays(GLES20.GL_LINES, 0, vertexCount);
      GLES20.glDisableVertexAttribArray(mPositionHandle);
    }
  public void draw(int program) {
    mVertexArray.position(0);
    int positionHandle = glGetAttribLocation(program, Constants.A_POSITION);
    glEnableVertexAttribArray(positionHandle);
    glVertexAttribPointer(
        positionHandle, POS_COORDS_PER_VERTEX, GL_FLOAT, false, mStride, mVertexArray);

    mVertexArray.position(POS_COORDS_PER_VERTEX);
    int texHandle = glGetAttribLocation(program, Constants.A_TEX_COORDS);
    glEnableVertexAttribArray(texHandle);
    glVertexAttribPointer(texHandle, TEX_COORDS_PER_VERTEX, GL_FLOAT, false, mStride, mVertexArray);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, mVertexCount);

    glDisableVertexAttribArray(positionHandle);
    glDisableVertexAttribArray(texHandle);
  }
  public void drawSelf(
      int ballTexId, int isShadow, int planeId, int isLanbanYy) // 0-no shadow 1-with shadow
      {
    // 制定使用某套shader程序
    GLES20.glUseProgram(mProgram);
    // 将最终变换矩阵传入shader程序
    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
    // 将位置、旋转变换矩阵传入shader程序
    GLES20.glUniformMatrix4fv(muMMatrixHandle, 1, false, MatrixState.getMMatrix(), 0);
    // 将光源位置传入shader程序
    GLES20.glUniform3fv(maLightLocationHandle, 1, MatrixState.lightPositionFB);
    // 将摄像机位置传入shader程序
    GLES20.glUniform3fv(maCameraHandle, 1, MatrixState.cameraFB);
    // 将是否绘制阴影属性传入shader程序
    GLES20.glUniform1i(muIsShadow, isShadow);
    GLES20.glUniform1i(muIsShadowFrag, isShadow);
    GLES20.glUniform1i(muIsLanBanShdow, isLanbanYy);
    // 将摄像机矩阵传入shader程序
    GLES20.glUniformMatrix4fv(muCameraMatrixHandle, 1, false, MatrixState.mVMatrix, 0);
    // 将投影矩阵传入shader程序
    GLES20.glUniformMatrix4fv(muProjMatrixHandle, 1, false, MatrixState.mProjMatrix, 0);
    // 将平面位置传入程序
    GLES20.glUniform3fv(muPlaneV, 1, Constant.mianFXL[planeId][0]);
    // 将平面法向量传入程序
    GLES20.glUniform3fv(muPlaneN, 1, Constant.mianFXL[planeId][1]);

    // 传入顶点位置数据
    GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mVertexBuffer);
    // 传入顶点纹理坐标数据
    GLES20.glVertexAttribPointer(maTexCoorHandle, 2, GLES20.GL_FLOAT, false, 2 * 4, mTexCoorBuffer);

    // 传入顶点法向量数据
    GLES20.glVertexAttribPointer(maNormalHandle, 3, GLES20.GL_FLOAT, false, 3 * 4, mNormalBuffer);

    // 允许顶点位置、纹理坐标、法向量数据数组
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    GLES20.glEnableVertexAttribArray(maTexCoorHandle);
    GLES20.glEnableVertexAttribArray(maNormalHandle);

    // 绑定纹理
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, ballTexId);
    GLES20.glUniform1i(muBallTexHandle, 0);
    // 绘制纹理矩形
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
  }