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package com.cumt.shape; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import com.cumt.openglesrectangle.R; import com.cumt.utils.ShaderHelper; import com.cumt.utils.TextResourceReader; import android.content.Context; import android.opengl.GLES20; import android.opengl.Matrix; public class Square { private Context context; //float类型的字节数 private static final int BYTES_PER_FLOAT = 4; // 数组中每个顶点的坐标数 static final int COORDS_PER_VERTEX = 2; /*------------------第一步: 修改顶点数据-------------------------*/ //矩形顶点坐标 static float squareCoords[] = { //以三角形扇的形式绘制 -0.5f, 0.5f , // top left 0.5f, 0.5f , // top right 0.5f, -0.5f , // bottom right -0.5f, -0.5f }; // bottom left private FloatBuffer vertexBuffer; //------------第一个是顶点着色器的变量名,第二个是片段着色器的变量名 private static final String A_POSITION = "a_Position"; private static final String U_COLOR = "u_Color"; private static final String U_MATRIX = "u_Matrix"; //------------获得program的ID的含义类似的 private int uColorLocation; private int aPositionLocation; private int uMatrixLocation; private int program;//保存program的id /*------------------第二步: 修改顶点个数-------------------------*/ private static final int POSITION_COMPONENT_COUNT = 4; float[] projectionMatrix = new float[16];//变换矩阵 public Square(Context context) { this.context = context; vertexBuffer = ByteBuffer .allocateDirect(squareCoords.length * BYTES_PER_FLOAT) .order(ByteOrder.nativeOrder()) .asFloatBuffer(); // 把坐标们加入FloatBuffer中 vertexBuffer.put(squareCoords); // 设置buffer,从第一个坐标开始读 vertexBuffer.position(0); getProgram(); uColorLocation = GLES20.glGetUniformLocation(program, U_COLOR); aPositionLocation = GLES20.glGetAttribLocation(program, A_POSITION); uMatrixLocation = GLES20.glGetUniformLocation(program, U_MATRIX); GLES20.glVertexAttribPointer(aPositionLocation, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glEnableVertexAttribArray(aPositionLocation); } //获取program private void getProgram(){ //获取顶点着色器文本 String vertexShaderSource = TextResourceReader .readTextFileFromResource(context, R.raw.simple_vertex_shader); //获取片段着色器文本 String fragmentShaderSource = TextResourceReader .readTextFileFromResource(context, R.raw.simple_fragment_shader); //获取program的id program = ShaderHelper.buildProgram(vertexShaderSource, fragmentShaderSource); GLES20.glUseProgram(program); } //设置正交投影矩阵 public void projectionMatrix(int width,int height){ final float aspectRatio = width > height ? (float) width / (float) height : (float) height / (float) width; if(width > height){ Matrix.orthoM(projectionMatrix, 0, -aspectRatio, aspectRatio, -1f, 1f, -1f, 1f); }else{ Matrix.orthoM(projectionMatrix, 0, -1f, 1f, -aspectRatio, aspectRatio, -1f, 1f); } } //以GL_LINE_LOOP方式绘制 public void draw(){ GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, projectionMatrix, 0); GLES20.glUniform4f(uColorLocation, 0.0f, 0.0f, 1.0f, 1.0f); /*------------------第三步: 修改绘制方式-------------------------*/ GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, POSITION_COMPONENT_COUNT); } }
package com.cumt.render; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import com.cumt.shape.Square; import android.content.Context; import android.opengl.GLSurfaceView.Renderer; import android.util.Log; import static android.opengl.GLES20.glClear; import static android.opengl.GLES20.glClearColor; import static android.opengl.GLES20.glViewport; import static android.opengl.GLES20.GL_COLOR_BUFFER_BIT; public class MyRender implements Renderer { private Context context; public MyRender(Context context){ this.context = context; } //定义矩形对象 Square square; public void onSurfaceCreated(GL10 gl, EGLConfig config) { Log.w("MyRender","onSurfaceCreated"); // TODO Auto-generated method stub //First:设置清空屏幕用的颜色,前三个参数对应红绿蓝,最后一个对应alpha glClearColor(1.0f, 1.0f, 1.0f, 0.0f); square = new Square(context); } public void onSurfaceChanged(GL10 gl, int width, int height) { Log.w("MyRender","onSurfaceChanged"); // TODO Auto-generated method stub //Second:设置视口尺寸,即告诉opengl可以用来渲染的surface大小 glViewport(0,0,width,height); square.projectionMatrix(width, height); } public void onDrawFrame(GL10 gl) { Log.w("MyRender","onDrawFrame"); // TODO Auto-generated method stub //Third:清空屏幕,擦除屏幕上所有的颜色,并用之前glClearColor定义的颜色填充整个屏幕 glClear(GL_COLOR_BUFFER_BIT); square.draw(); } }
//simple_vertex_shader.glsl uniform mat4 u_Matrix; attribute vec4 a_Position; void main() { gl_Position = u_Matrix * a_Position; }
package com.cumt.utils; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLES20; import android.opengl.GLUtils; import android.util.Log; public class TextureHelper { public static final String TAG = "TextureHelper"; public static int loadTexture(Context context,int resourceId){ /* * 第一步 : 创建纹理对象 */ final int[] textureObjectId = new int[1];//用于存储返回的纹理对象ID GLES20.glGenTextures(1,textureObjectId, 0); if(textureObjectId[0] == 0){//若返回为0,,则创建失败 if(LoggerConfig.ON){ Log.w(TAG,"Could not generate a new Opengl texture object"); } return 0; } /* * 第二步: 加载位图数据并与纹理绑定 */ final BitmapFactory.Options options = new BitmapFactory.Options(); options.inScaled = false;//Opengl需要非压缩形式的原始数据 final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),resourceId, options); if(bitmap == null){ if(LoggerConfig.ON){ Log.w(TAG,"ResourceId:"+resourceId+"could not be decoded"); } GLES20.glDeleteTextures(1, textureObjectId, 0); return 0; } GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,textureObjectId[0]);//通过纹理ID进行绑定 /* * 第三步: 设置纹理过滤 */ //设置缩小时为三线性过滤 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_LINEAR_MIPMAP_LINEAR); //设置放大时为双线性过滤 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); /* * 第四步: 加载纹理到Opengl并返回ID */ GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); return textureObjectId[0]; } }
//texture_vertex_shader.glsl uniform mat4 u_Matrix; attribute vec4 a_Position; attribute vec2 a_TextureCoordinates; varying vec2 v_TextureCoordinates; void main() { v_TextureCoordinates = a_TextureCoordinates; gl_Position = u_Matrix * a_Position; }其中 a_TextureCoordinates 用于接收纹理的坐标数据,v_TextureCoordinates用于将纹理数据传递给片段着色器,因为纹理有两个分量 S与 T 所以使用vec2类型。
//texture_fragment_shader.glsl precision mediump float; uniform sampler2D u_TextureUnit; varying vec2 v_TextureCoordinates; void main() { gl_FragColor = texture2D(u_TextureUnit, v_TextureCoordinates); }
//矩形顶点坐标 与 纹理坐标 static float squareCoords[] = { //以三角形扇的形式绘制 //x y s t -0.5f, 0.5f , 0 , 0 , // top left 0.5f, 0.5f , 1 , 0 ,// top right 0.5f, -0.5f , 1 , 1 ,// bottom right -0.5f, -0.5f , 0 , 1}; // bottom left
package com.cumt.shape; import static android.opengl.GLES20.GL_TEXTURE0; import static android.opengl.GLES20.GL_TEXTURE_2D; import static android.opengl.GLES20.glActiveTexture; import static android.opengl.GLES20.glBindTexture; import static android.opengl.GLES20.glUniform1i; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import com.cumt.openglesrectangle.R; import com.cumt.utils.ShaderHelper; import com.cumt.utils.TextResourceReader; import com.cumt.utils.TextureHelper; import android.content.Context; import android.opengl.GLES20; import android.opengl.Matrix; public class Square { private Context context; //float类型的字节数 private static final int BYTES_PER_FLOAT = 4; // 数组中每个顶点的坐标数 static final int COORDS_PER_VERTEX = 2; /*------------------修改顶点数据 ,加入顶点对应的纹理坐标-------------------------*/ //矩形顶点坐标 与 纹理坐标 static float squareCoords[] = { //以三角形扇的形式绘制 //x y s t -0.5f, 0.5f , 0 , 0 , // top left 0.5f, 0.5f , 1 , 0 ,// top right 0.5f, -0.5f , 1 , 1 ,// bottom right -0.5f, -0.5f , 0 , 1}; // bottom left private FloatBuffer vertexBuffer; private static final int VERTEX_COUNTS = 4;//顶点坐标数 private static final int POSITION_COMPONENT_COUNT = 2; //一个顶点坐标含有的元素个数 private static final int TEXTURE_COORDIANTES_COMPONENT_COUNT = 2; //一个纹理坐标含有的元素个数 //因为我们的顶点数据和纹理坐标数据放在了一起 ,所以在使用glVertexAttribPointer等函数时,其中的stride参数就需要传入了, //用于高速着色器应该如何读取坐标值 ,比如这里我们的着色器读取坐标时,设置从位置 0开始读,读取x , y后就会跳过 s t 接着读取 x y //这就是通过传入stride参数实现的 private static final int STRIDE = (POSITION_COMPONENT_COUNT + TEXTURE_COORDIANTES_COMPONENT_COUNT) * BYTES_PER_FLOAT; //------------第一个是顶点着色器的变量名,第二个是片段着色器的变量名 private static final String A_POSITION = "a_Position"; private static final String U_MATRIX = "u_Matrix"; private static final String A_TEXTURE_COORDINATES = "a_TextureCoordinates";//纹理 private static final String U_TEXTURE_UNIT = "u_TextureUnit";//纹理 private int aPositionLocation; private int uMatrixLocation; private int uTextureUnitLocation; private int aTextureCoordinates; private int program;//保存program的id private int texture; float[] projectionMatrix = new float[16];//变换矩阵 public Square(Context context) { this.context = context; vertexBuffer = ByteBuffer .allocateDirect(squareCoords.length * BYTES_PER_FLOAT) .order(ByteOrder.nativeOrder()) .asFloatBuffer(); // 把坐标们加入FloatBuffer中 vertexBuffer.put(squareCoords); // 设置buffer,从第一个坐标开始读 vertexBuffer.position(0); getProgram(); aPositionLocation = GLES20.glGetAttribLocation(program, A_POSITION); uMatrixLocation = GLES20.glGetUniformLocation(program, U_MATRIX); aTextureCoordinates = GLES20.glGetAttribLocation(program, A_TEXTURE_COORDINATES); uTextureUnitLocation = GLES20.glGetAttribLocation(program, U_TEXTURE_UNIT); texture = TextureHelper.loadTexture(context, R.drawable.umei); // Set the active texture unit to texture unit 0. glActiveTexture(GL_TEXTURE0); // Bind the texture to this unit. glBindTexture(GL_TEXTURE_2D, texture); // Tell the texture uniform sampler to use this texture in the shader by // telling it to read from texture unit 0. glUniform1i(uTextureUnitLocation, 0); //传入顶点坐标和纹理坐标 GLES20.glVertexAttribPointer(aPositionLocation, POSITION_COMPONENT_COUNT, GLES20.GL_FLOAT, false, STRIDE, vertexBuffer); GLES20.glEnableVertexAttribArray(aPositionLocation); //设置从第二个元素开始读取,因为从第二个元素开始才是纹理坐标 vertexBuffer.position(POSITION_COMPONENT_COUNT); GLES20.glVertexAttribPointer(aTextureCoordinates, TEXTURE_COORDIANTES_COMPONENT_COUNT, GLES20.GL_FLOAT, false, STRIDE, vertexBuffer); GLES20.glEnableVertexAttribArray(aTextureCoordinates); } //获取program private void getProgram(){ //获取顶点着色器文本 String vertexShaderSource = TextResourceReader .readTextFileFromResource(context, R.raw.texture_vertex_shader); //获取片段着色器文本 String fragmentShaderSource = TextResourceReader .readTextFileFromResource(context, R.raw.texture_fragment_shader); //获取program的id program = ShaderHelper.buildProgram(vertexShaderSource, fragmentShaderSource); GLES20.glUseProgram(program); } //设置正交投影矩阵 public void projectionMatrix(int width,int height){ final float aspectRatio = width > height ? (float) width / (float) height : (float) height / (float) width; if(width > height){ Matrix.orthoM(projectionMatrix, 0, -aspectRatio, aspectRatio, -1f, 1f, -1f, 1f); }else{ Matrix.orthoM(projectionMatrix, 0, -1f, 1f, -aspectRatio, aspectRatio, -1f, 1f); } } //以GL_LINE_LOOP方式绘制 public void draw(){ GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, projectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, VERTEX_COUNTS); } }
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原文地址:http://blog.csdn.net/cassiepython/article/details/51635744