Java tutorial
import android.opengl.GLES20; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; public class Triangle { private int mMVPMatrixHandle; private final String vertexShaderCode = "attribute vec4 vPosition;" + "uniform mat4 uMVPMatrix;" + "void main() {" + " gl_Position = uMVPMatrix * vPosition;" + "}"; private final String fragmentShaderCode = "precision mediump float;" + "uniform vec4 vColor;" + "void main() {" + " gl_FragColor = vColor;" + "}"; final int COORDS_PER_VERTEX = 3; float triangleCoords[] = { 0.0f, 0.66f, 0.0f, -0.5f, -0.33f, 0.0f, 0.5f, -0.33f, 0.0f }; float color[] = { 0.63f, 0.76f, 0.22f, 1.0f }; private final int mProgram; private FloatBuffer vertexBuffer; private int mPositionHandle; private int mColorHandle; private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX; private final int vertexStride = COORDS_PER_VERTEX * 4; public int loadShader(int type, String shaderCode) { int shader = GLES20.glCreateShader(type); GLES20.glShaderSource(shader, shaderCode); GLES20.glCompileShader(shader); return shader; } public Triangle() { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mProgram, vertexShader); GLES20.glAttachShader(mProgram, fragmentShader); GLES20.glLinkProgram(mProgram); ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4); bb.order(ByteOrder.nativeOrder()); vertexBuffer = bb.asFloatBuffer(); vertexBuffer.put(triangleCoords); vertexBuffer.position(0); } public void draw(float[] mvpMatrix) { GLES20.glUseProgram(mProgram); 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); } }