diff options
| author | Joe Fernandez <joefernandez@google.com> | 2012-06-14 15:10:46 -0700 |
|---|---|---|
| committer | Joe Fernandez <joefernandez@google.com> | 2013-08-22 10:25:33 -0700 |
| commit | 66f6fe66331469618b4edf1e1e163a28ba5dea44 (patch) | |
| tree | c6ee7aafed29a5b040cd292a9e6829ecfe8d3943 /samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/Triangle.java | |
| parent | abb260a280af25500b2d5c95890c9af116981f4d (diff) | |
Sample code for OpenGL Android training class
( Original Id: Ib1650025a3c4b018c60d70ede3f25113660f68d8 )
Change-Id: I1d760b75d1f2bfe1ec90c71471867577bd146241
Diffstat (limited to 'samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/Triangle.java')
| -rw-r--r-- | samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/Triangle.java | 141 |
1 files changed, 141 insertions, 0 deletions
diff --git a/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/Triangle.java b/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/Triangle.java new file mode 100644 index 000000000..8359b45e1 --- /dev/null +++ b/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/Triangle.java @@ -0,0 +1,141 @@ +/* + * Copyright (C) 2011 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ +package com.example.android.opengl; + +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; + +import android.opengl.GLES20; + +/** + * A two-dimensional triangle for use as a drawn object in OpenGL ES 2.0. + */ +public class Triangle { + + private final String vertexShaderCode = + // This matrix member variable provides a hook to manipulate + // the coordinates of the objects that use this vertex shader + "uniform mat4 uMVPMatrix;" + + "attribute vec4 vPosition;" + + "void main() {" + + // the matrix must be included as a modifier of gl_Position + // Note that the uMVPMatrix factor *must be first* in order + // for the matrix multiplication product to be correct. + " gl_Position = uMVPMatrix * vPosition;" + + "}"; + + private final String fragmentShaderCode = + "precision mediump float;" + + "uniform vec4 vColor;" + + "void main() {" + + " gl_FragColor = vColor;" + + "}"; + + private final FloatBuffer vertexBuffer; + private final int mProgram; + private int mPositionHandle; + private int mColorHandle; + private int mMVPMatrixHandle; + + // number of coordinates per vertex in this array + static final int COORDS_PER_VERTEX = 3; + static float triangleCoords[] = { + // in counterclockwise order: + 0.0f, 0.622008459f, 0.0f, // top + -0.5f, -0.311004243f, 0.0f, // bottom left + 0.5f, -0.311004243f, 0.0f // bottom right + }; + private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX; + private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex + + float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 0.0f }; + + /** + * Sets up the drawing object data for use in an OpenGL ES context. + */ + public Triangle() { + // initialize vertex byte buffer for shape coordinates + ByteBuffer bb = ByteBuffer.allocateDirect( + // (number of coordinate values * 4 bytes per float) + triangleCoords.length * 4); + // use the device hardware's native byte order + bb.order(ByteOrder.nativeOrder()); + + // create a floating point buffer from the ByteBuffer + vertexBuffer = bb.asFloatBuffer(); + // add the coordinates to the FloatBuffer + vertexBuffer.put(triangleCoords); + // set the buffer to read the first coordinate + vertexBuffer.position(0); + + // prepare shaders and OpenGL program + int vertexShader = MyGLRenderer.loadShader( + GLES20.GL_VERTEX_SHADER, vertexShaderCode); + int fragmentShader = MyGLRenderer.loadShader( + GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); + + mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program + GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program + GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program + GLES20.glLinkProgram(mProgram); // create OpenGL program executables + + } + + /** + * Encapsulates the OpenGL ES instructions for drawing this shape. + * + * @param mvpMatrix - The Model View Project matrix in which to draw + * this shape. + */ + 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); + } + +} |
