Android之GLES2.0显示图片测试代码

public class MainActivity extends Activity {
	private GLSurfaceView mEffectView;
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        
        DemoTextureRenderer renderer = new DemoTextureRenderer(this);
        mEffectView = new GLSurfaceView(this);
        mEffectView.setEGLContextClientVersion(2);
        mEffectView.setRenderer(renderer);
        mEffectView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
        setContentView(mEffectView);
    }
}

class DemoTextureRenderer implements GLSurfaceView.Renderer{

	private Bitmap bmp;
    private int mProgram;
    private int mTexSamplerHandle;
    private int mTexCoordHandle;
    private int mPosCoordHandle;
    private FloatBuffer mTexVertices;
    private FloatBuffer mPosVertices;
    private int[] mTextures = new int[2];
    
    public DemoTextureRenderer(Context c) {
    	bmp = BitmapFactory.decodeResource(c.getResources(), R.drawable.aa);
    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    	//纹理坐标屏幕右上角为原点(左下,右下,左上,右上)
        float[] TEX_VERTICES = { 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f };
        mTexVertices = ByteBuffer.allocateDirect(TEX_VERTICES.length * 4)
                .order(ByteOrder.nativeOrder()).asFloatBuffer();
        mTexVertices.put(TEX_VERTICES).position(0);
        //顶点坐标屏幕中心点为原点(左下,右下,左上,右上)
        float[] POS_VERTICES = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f };
        mPosVertices = ByteBuffer.allocateDirect(POS_VERTICES.length * 4)
                .order(ByteOrder.nativeOrder()).asFloatBuffer();
        mPosVertices.put(POS_VERTICES).position(0);
        //着色器程序
        String VERTEX_SHADER_CODE =
                "attribute vec4 a_position;\n" +
                "attribute vec2 a_texcoord;\n" +
                "varying vec2 v_texcoord;\n" +
                "void main() {\n" +
                "  gl_Position = a_position;\n" +
                "  v_texcoord = a_texcoord;\n" +
                "}\n";
        String FRAGMENT_SHADER_CODE =
                "precision mediump float;\n" +
                "uniform sampler2D tex_sampler;\n" +
                "varying vec2 v_texcoord;\n" +
                "void main() {\n" +
                "  gl_FragColor = texture2D(tex_sampler, v_texcoord);\n" +
                "}\n";
        mProgram = GLShaderToolbox.createProgram(VERTEX_SHADER_CODE, FRAGMENT_SHADER_CODE);
        mTexSamplerHandle = GLES20.glGetUniformLocation(mProgram,"tex_sampler");
        mTexCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_texcoord");
        mPosCoordHandle = GLES20.glGetAttribLocation(mProgram, "a_position");
        //创建纹理并将图片贴入纹理
        GLES20.glGenTextures(2, mTextures , 0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures[0]);
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bmp, 0);
        GLShaderToolbox.initTextureNeedParams();
    }
    
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
    	GLES20.glViewport(0, 0, width, height);
        GLShaderToolbox.checkGlError("glViewport");
    	//调整AspectRatio 保证landscape和portrait的时候显示比例相同,图片不会被拉伸
        if (mPosVertices != null) {
            float imgAspectRatio = bmp.getWidth() / (float)bmp.getHeight();
            float viewAspectRatio = width / (float)height;
            float relativeAspectRatio = viewAspectRatio / imgAspectRatio;
            float x0, y0, x1, y1;
            if (relativeAspectRatio > 1.0f) {
                x0 = -1.0f / relativeAspectRatio;
                y0 = -1.0f;
                x1 = 1.0f / relativeAspectRatio;
                y1 = 1.0f;
            } else {
                x0 = -1.0f;
                y0 = -relativeAspectRatio;
                x1 = 1.0f;
                y1 = relativeAspectRatio;
            }
            float[] coords = new float[] { x0, y0, x1, y0, x0, y1, x1, y1 };
            mPosVertices.put(coords).position(0);
        }
    }
    
    @Override
    public void onDrawFrame(GL10 gl) {
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

        GLES20.glUseProgram(mProgram);
        GLShaderToolbox.checkGlError("glUseProgram");

        //将纹理坐标传递给着色器程序并使能属性数组
        GLES20.glVertexAttribPointer(mTexCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mTexVertices);
        GLES20.glEnableVertexAttribArray(mTexCoordHandle);
        GLShaderToolbox.checkGlError("vertex attribute setup");
        //将顶点坐标传递给着色器程序并使能属性数组
        GLES20.glVertexAttribPointer(mPosCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mPosVertices);
        GLES20.glEnableVertexAttribArray(mPosCoordHandle);
        GLShaderToolbox.checkGlError("vertex attribute setup");

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLShaderToolbox.checkGlError("glActiveTexture");
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures[0]);
        GLShaderToolbox.checkGlError("glBindTexture");
        GLES20.glUniform1i(mTexSamplerHandle, 0);

        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    }
}
class GLShaderToolbox {

    public static int loadShader(int shaderType, String source) {
        int shader = GLES20.glCreateShader(shaderType);
        if (shader != 0) {
            GLES20.glShaderSource(shader, source);
            GLES20.glCompileShader(shader);
            int[] compiled = new int[1];
            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
            if (compiled[0] == 0) {
                String info = GLES20.glGetShaderInfoLog(shader);
                GLES20.glDeleteShader(shader);
                shader = 0;
                throw new RuntimeException("Could not compile shader " +
                shaderType + ":" + info);
            }
        }
        return shader;
    }

    public static int createProgram(String vertexSourceCode, String fragmentSourceCode) {
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSourceCode);
        if (vertexShader == 0)	return 0;
        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSourceCode);
        if (pixelShader == 0)	return 0;
        int program = GLES20.glCreateProgram();
        if (program != 0) {
            GLES20.glAttachShader(program, vertexShader);
            checkGlError("glAttachShader");
            GLES20.glAttachShader(program, pixelShader);
            checkGlError("glAttachShader");
            GLES20.glLinkProgram(program);
            int[] linkStatus = new int[1];
            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
            if (linkStatus[0] != GLES20.GL_TRUE) {
                String info = GLES20.glGetProgramInfoLog(program);
                GLES20.glDeleteProgram(program);
                program = 0;
                throw new RuntimeException("Could not link program: " + info);
            }
        }
        return program;
    }

    public static void checkGlError(String op) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            throw new RuntimeException(op + ": glError " + error);
        }
    }

    public static void initTextureNeedParams() {
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
   }
}

  • 1
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
提供的源码资源涵盖了小程序应用等多个领域,每个领域都包含了丰富的实例和项目。这些源码都是基于各自平台的最新技术和标准编写,确保了在对应环境下能够无缝运行。同时,源码中配备了详细的注释和文档,帮助用户快速理解代码结构和实现逻辑。 适用人群: 适合毕业设计、课程设计作业。这些源码资源特别适合大学生群体。无论你是计算机相关专业的学生,还是对其他领域编程感兴趣的学生,这些资源都能为你提供宝贵的学习和实践机会。通过学习和运行这些源码,你可以掌握各平台开发的基础知识,提升编程能力和项目实战经验。 使用场景及目标: 在学习阶段,你可以利用这些源码资源进行课程实践、课外项目或毕业设计。通过分析和运行源码,你将深入了解各平台开发的技术细节和最佳实践,逐步培养起自己的项目开发和问题解决能力。此外,在求职或创业过程中,具备跨平台开发能力的大学生将更具竞争力。 其他说明: 为了确保源码资源的可运行性和易用性,特别注意了以下几点:首先,每份源码都提供了详细的运行环境和依赖说明,确保用户能够轻松搭建起开发环境;其次,源码中的注释和文档都非常完善,方便用户快速上手和理解代码;最后,我会定期更新这些源码资源,以适应各平台技术的最新发展和市场需求。 所有源码均经过严格测试,可以直接运行,可以放心下载使用。有任何使用问题欢迎随时与博主沟通,第一时间进行解答!

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值