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/* * Copyright (C) 2011 The Android Open Source Project *//from www. j a v a2 s . c o m * 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.ms.square.android.opengl.sample; import android.opengl.GLES20; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; /** * 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); // prepare shaders and OpenGL program int vertexShader = MyGLRenderer.loadShader( GLES20.GL_VERTEX_SHADER, com.ms.square.android.opengl.sample.Glsl.TRIANGLE_VERTEX_SHADER); int fragmentShader = MyGLRenderer.loadShader( GLES20.GL_FRAGMENT_SHADER, com.ms.square.android.opengl.sample.Glsl.TRIANGLE_FRAGMENT_SHADER); 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); } }