List of usage examples for android.opengl GLES20 glUseProgram
public static native void glUseProgram(int program);
From source file:com.aimfire.gallery.cardboard.PhotoActivity.java
/** * Draws a frame for an eye./* w w w. j ava 2s .c o m*/ * * @param eye The eye to render. Includes all required transformations. */ @Override public void onDrawEye(Eye eye) { if (mAssetInd == -1) { // we are still showing instruction, return without doing anything return; } if (!mAssetChangedLeft && !mAssetChangedRight) { // nothing changed, do nothing and return return; } if (eye.getType() == Eye.Type.LEFT) mAssetChangedLeft = false; else if (eye.getType() == Eye.Type.RIGHT) mAssetChangedRight = false; GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); checkGLError("mColorParam"); GLES20.glUseProgram(mPicProgram); GLES20.glUniform1f(mDimRatioParam, mDimRatio); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); if (eye.getType() == Eye.Type.LEFT) { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureCurr[0]); } else { GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureCurr[1]); } // set the zoom level GLES20.glUniform1f(mZoomParam, sZoom[mImgZoomInd]); /* * if user prefers negative parallax, shift window on left frame leftward and right frame * rightward. if user prefers positive parallax, do the opposite */ if (eye.getType() == Eye.Type.LEFT) { GLES20.glUniform1f(mParallaxParam, mImgParallaxAdj / 2.0f); } else { GLES20.glUniform1f(mParallaxParam, -mImgParallaxAdj / 2.0f); } // Set the position of the picture //float zoomCoords[] = new float[picCoords.length]; //for(int i=0; i<picCoords.length; i++) //zoomCoords[i] = picCoords[i] * zoom[zoomInd]; //ByteBuffer bblVertices = ByteBuffer.allocateDirect(zoomCoords.length * 4); ByteBuffer bblVertices = ByteBuffer.allocateDirect(picCoords.length * 4); bblVertices.order(ByteOrder.nativeOrder()); mPicVertices = bblVertices.asFloatBuffer(); //mPicVertices.put(zoomCoords); mPicVertices.put(picCoords); mPicVertices.position(0); GLES20.glVertexAttribPointer(mPicPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, mPicVertices); GLES20.glDrawElements(GLES20.GL_TRIANGLES, /* mode */ 6, /* count */ GLES20.GL_UNSIGNED_SHORT, /* type */ mPicElements /* element array buffer offset */ ); }