List of usage examples for android.opengl GLES20 glDisableVertexAttribArray
public static native void glDisableVertexAttribArray(int index);
From source file:Triangle.java
public void draw() { GLES20.glUseProgram(mProgram);//from ww w .j a v a 2s . c om 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); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); GLES20.glDisableVertexAttribArray(mPositionHandle); }
From source file:Triangle.java
public void draw(float[] mvpMatrix) { GLES20.glUseProgram(mProgram);/*from w w w . java2s . c o m*/ 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"); GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); GLES20.glDisableVertexAttribArray(mPositionHandle); }
From source file:com.sveder.cardboardpassthrough.MainActivity.java
/** * Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as * a parameter.// w ww . j a v a 2s .c om * @param transform The transformations to apply to render this eye. */ @Override public void onDrawEye(EyeTransform transform) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glUseProgram(mProgram); GLES20.glActiveTexture(GL_TEXTURE_EXTERNAL_OES); GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture); mPositionHandle = GLES20.glGetAttribLocation(mProgram, "position"); GLES20.glEnableVertexAttribArray(mPositionHandle); GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate"); GLES20.glEnableVertexAttribArray(mTextureCoordHandle); GLES20.glVertexAttribPointer(mTextureCoordHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, textureVerticesBuffer); mColorHandle = GLES20.glGetAttribLocation(mProgram, "s_texture"); GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer); // Disable vertex array GLES20.glDisableVertexAttribArray(mPositionHandle); GLES20.glDisableVertexAttribArray(mTextureCoordHandle); Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0); // mPositionParam = GLES20.glGetAttribLocation(mGlProgram, "a_Position"); // mNormalParam = GLES20.glGetAttribLocation(mGlProgram, "a_Normal"); // mColorParam = GLES20.glGetAttribLocation(mGlProgram, "a_Color"); // // GLES20.glEnableVertexAttribArray(mPositionParam); // GLES20.glEnableVertexAttribArray(mNormalParam); // GLES20.glEnableVertexAttribArray(mColorParam); // checkGLError("mColorParam"); // // // Apply the eye transformation to the camera. // Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0); // // // Set the position of the light // Matrix.multiplyMV(mLightPosInEyeSpace, 0, mView, 0, mLightPosInWorldSpace, 0); // GLES20.glUniform3f(mLightPosParam, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], // mLightPosInEyeSpace[2]); // // // Build the ModelView and ModelViewProjection matrices // // for calculating cube position and light. // Matrix.multiplyMM(mModelView, 0, mView, 0, mModelCube, 0); // Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0, mModelView, 0); // drawCube(); // // // Set mModelView for the floor, so we draw floor in the correct location // Matrix.multiplyMM(mModelView, 0, mView, 0, mModelFloor, 0); // Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0, // mModelView, 0); // drawFloor(transform.getPerspective()); }