下面是一个简单的 OpenGL ES 2.0 线性插值的示例代码,用于在两个顶点之间进行颜色的线性插值渲染:
```java
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MyRenderer implements GLSurfaceView.Renderer {
private float[] vertices = {
-0.5f, -0.5f, 0.0f, // 左下角顶点
0.5f, -0.5f, 0.0f, // 右下角顶点
0.0f, 0.5f, 0.0f // 顶部顶点
};
private float[] colors = {
1.0f, 0.0f, 0.0f, 1.0f, // 左下角顶点颜色 (红色)
0.0f, 1.0f, 0.0f, 1.0f, // 右下角顶点颜色 (绿色)
0.0f, 0.0f, 1.0f, 1.0f // 顶部顶点颜色 (蓝色)
};
private int program;
private int positionHandle;
private int colorHandle;
private int mvpMatrixHandle;
private float[] projectionMatrix = new float[16];
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
program = GLES20.glCreateProgram();
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
positionHandle = GLES20.glGetAttribLocation(program, "vPosition");
colorHandle = GLES20.glGetAttribLocation(program, "vColor");
mvpMatrixHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix");
GLES20.glUseProgram(program);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1, 1);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// 将投影矩阵传递给着色器
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, projectionMatrix, 0);
// 启用顶点位置和颜色属性
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glEnableVertexAttribArray(colorHandle);
// 设置顶点位置数据
GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);
// 设置顶点颜色数据
GLES20.glVertexAttribPointer(colorHandle, 4, GLES20.GL_FLOAT, false, 0, colorBuffer);
// 执行绘制
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
// 禁用顶点位置和颜色属性
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(colorHandle);
}
private int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
// 着色器代码
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"attribute vec4 vColor;" +
"uniform mat4 uMVPMatrix;" +
"varying vec4 interpolatedColor;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
" interpolatedColor = vColor;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"varying vec4 interpolatedColor;" +
"void main() {" +
" gl_FragColor = interpolatedColor;" +
"}";
}
```
注意,上述代码是一个简化的示例,只绘制了一个三角形,并将顶点的颜色进行了线性插值。你可以根据实际需求进行更复杂的插值操作和渲染效果的实现。