一.Shader程序创建过程
1.创建程序
GLES20.glCreateProgram();
2.编译shader
//根据type创建顶点着色器或者片元着色器,返回一个容器的句柄
int shader = GLES20.glCreateShader(type);
//将资源加入到着色器句柄所关联的内存中,并编译
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
//验证Shader是否编译通过 intBuffer 返回1时编译成功,返回0编译失败
// IntBuffer intBuffer = null;
// GLES20.glGetShaderiv(shader,GLES20.GL_COMPILE_STATUS,intBuffer);
3将编译的shader添加到创建的程序中
GLES20.glAttachShader
4链接程序
GLES20.glLinkProgram
public class MyRenderer extends BaseRenderer implements GLSurfaceView.Renderer {
private int mProgram;
private FloatBuffer floatBuffer;
private int mPositionHandle;
//vertex shader
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
//slice shader
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
float color[] = { 1.0f, 0f, 0f, 1.0f };
static float triangleCoords[] = {
0.5f, 0.5f, 0.0f, // top
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f // bottom right
};
static final int COORDS_PER_VERTEX = 3;
private int mColorHandle;
//顶点个数
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
//顶点之间的偏移量
private final int vertexStride = COORDS_PER_VERTEX * 4; // 每个顶点四个字节
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
//Set the background frame color
GLES20.glClearColor(0.5f,0.5f,0.5f,1.0f);
// GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// creat a glse program
mProgram = GLES20.glCreateProgram();
ByteBuffer buffer = ByteBuffer.allocateDirect(triangleCoords.length*4);
buffer.order(ByteOrder.nativeOrder());
floatBuffer = buffer.asFloatBuffer();
floatBuffer.put(triangleCoords);
floatBuffer.position(0);
int vertexShader =loadShader(GLES20.GL_VERTEX_SHADER,vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentShaderCode);;
// add vertexshader to glse-program
GLES20.glAttachShader(mProgram,vertexShader);
//add fragmentShader to glse-program
GLES20.glAttachShader(mProgram,fragmentShader);
//link glse-program as vertexShader link fragmentShader
GLES20.glLinkProgram(mProgram);
String statu = GLES20.glGetProgramInfoLog(mProgram);
Log.d("MyRenderer:+statu",statu);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
//set window size or screen changes callback
GLES20.glViewport(0,0,width,height);
}
@Override
public void onDrawFrame(GL10 gl) {
//redraw background color
// GLES20.glClearColor(0.0f,0f,0.5f,1.0f);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//add program toGLSE2.0
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram,"vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle,COORDS_PER_VERTEX, GLES20.GL_FLOAT,false,vertexStride,
floatBuffer);
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
//设置绘制三角形的颜色
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
//绘制三角形
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexCount);
//禁止顶点数组的句柄
// GLES20.glDisableVertexAttribArray(mPositionHandle);
}
public int loadShader(int type, String shaderCode){
//根据type创建顶点着色器或者片元着色器,返回一个容器的句柄
int shader = GLES20.glCreateShader(type);
//将资源加入到着色器句柄所关联的内存中,并编译
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
//验证Shader是否编译通过 intBuffer 返回1时编译成功,返回0编译失败
// IntBuffer intBuffer = null;
// GLES20.glGetShaderiv(shader,GLES20.GL_COMPILE_STATUS,intBuffer);
return shader;
}
}
二.纹理操作
1.创建纹理
glGenTextures ( GLsizei n, GLuint *textures )
n 指定要生成的纹理ID的数量。,textures为指定存储生成的纹理ID的数组。
2.绑定纹理
glBindTexture(GL_TEXTURE_2D,texid)
texid 从储存的纹理ID的数组中得到
3.设置纹理的参数
(1)magnification放大
glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
(2)minification缩小
glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_LINEAR);
(3)s轴映射
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
(4)t轴映射
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);