OpenGL ES——点精灵、线段和三角形的绘制

OpenGL ES点精灵、线段和三角形的绘制

点精灵的绘制

以下对shader的编译和程序链接进行了封装(更多细节请参考 OpenGL——三角形图元的绘制):

public class ShaderHelper {
    private static final String TAG = "ShaderHelper";

    public static int compileVertexShader(String shaderCode) {
        return compileShader(GLES20.GL_VERTEX_SHADER, shaderCode);
    }

    public static int compileFragmentShader(String shaderCode) {
        return compileShader(GLES20.GL_FRAGMENT_SHADER, shaderCode);
    }

    private static int compileShader(int type, String shaderCode) {

        final int shaderObjectId = GLES20.glCreateShader(type);

        if (shaderObjectId == 0) {
            Log.e(TAG, "Could not create new shader.");
            return 0;
        }

        GLES20.glShaderSource(shaderObjectId, shaderCode);
        GLES20.glCompileShader(shaderObjectId);
        final int[] compileStatus = new int[1];
        GLES20.glGetShaderiv(shaderObjectId, GLES20.GL_COMPILE_STATUS,
                compileStatus, 0);

        if (compileStatus[0] == 0) {
            // If it failed, delete the shader object.
            GLES20.glDeleteShader(shaderObjectId);
            Log.e(TAG, "Compilation of shader failed.");
            return 0;
        }

        // Return the shader object ID.
        return shaderObjectId;
    }

    public static int linkProgram(int vertexShaderId, int fragmentShaderId) {
        final int programObjectId = GLES20.glCreateProgram();
        if (programObjectId == 0) {
            Log.w(TAG, "Could not create new program");
            return 0;
        }

        GLES20.glAttachShader(programObjectId, vertexShaderId);
        GLES20.glAttachShader(programObjectId, fragmentShaderId);

        // Link the two shaders together into a program.
        GLES20.glLinkProgram(programObjectId);

        // Get the link status.
        final int[] linkStatus = new int[1];
        GLES20.glGetProgramiv(programObjectId, GLES20.GL_LINK_STATUS,
                linkStatus, 0);

        // Print the program info log to the Android log output.
        Log.v(TAG,
                "Results of linking program:\n"
                        + GLES20.glGetProgramInfoLog(programObjectId));

        // Verify the link status.
        if (linkStatus[0] == 0) {
            // If it failed, delete the program object.
            GLES20.glDeleteProgram(programObjectId);
            Log.w(TAG, "Linking of program failed.");
            return 0;
        }

        // Return the program object ID.
        return programObjectId;
    }

    /**
     * Validates an OpenGL program. Should only be called when developing the
     * application.
     */
    public static boolean validateProgram(int programObjectId) {
        GLES20.glValidateProgram(programObjectId);
        final int[] validateStatus = new int[1];
        GLES20.glGetProgramiv(programObjectId, GLES20.GL_VALIDATE_STATUS,
                validateStatus, 0);
        Log.v(TAG, "Results of validating program: " + validateStatus[0]
                + "\nLog:" + GLES20.glGetProgramInfoLog(programObjectId));

        return validateStatus[0] != 0;
    }

    /**
     * Helper function that compiles the shaders, links and validates the
     * program, returning the program ID.
     */
    public static int buildProgram(String vertexShaderSource,
                                   String fragmentShaderSource) {
        int program;

        // Compile the shaders.
        int vertexShader = compileVertexShader(vertexShaderSource);
        int fragmentShader = compileFragmentShader(fragmentShaderSource);

        // Link them into a shader program.
        program = linkProgram(vertexShader, fragmentShader);

        validateProgram(program);

        return program;
    }
}
public class ShaderProgram {

    protected int mProgram = -1;

    protected final int mWidth, mHeight;

    protected Context mContext;

    protected ShaderProgram(Context context, String vertex, String fragment, int width, int height) {
        mContext = context;

        if (!TextUtils.isEmpty(vertex) && !TextUtils.isEmpty(fragment)) {
            mProgram = ShaderHelper.buildProgram(vertex, fragment);
        }

        mWidth = width;
        mHeight = height;
    }

    public void useProgram() {
        if (mProgram >= 0) {
            GLES20.glUseProgram(mProgram);
        }
    }

    public void release() {
        if (mProgram >= 0) {
            GLES20.glDeleteProgram(mProgram);
        }
        mProgram = -1;
    }

创建一个PointProgram(为了测试,这里每次只提交一个point,不考虑性能的问题),opengles中并没有设置glPointSize的API,需要在shader里面设置内建变量 gl_PointSize 来设置点精灵的大小:

public class PointProgram extends ShaderProgram {

    private static final int POSITION_COUNT = 2;
    private static final int STRIDE = POSITION_COUNT * 4;

    private final int mPositionLocation;
    private final int mColorLocation;
    private final int mPointSizeLocation;

    private final FloatBuffer mFloatBuffer;

    private final float[] mPositions = new float[2];

    public PointProgram(Context context, int width, int height) {
        super(context, VERTEX, FRAGMENT, width, height);

        mPositionLocation = GLES20.glGetAttribLocation(mProgram, "a_Position");
        mColorLocation = GLES20.glGetUniformLocation(mProgram, "u_Color");
        mPointSizeLocation = GLES20.glGetUniformLocation(mProgram, "uPointSize");

        mFloatBuffer = ByteBuffer
                .allocateDirect(STRIDE)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer();
    }

    public void draw(PointF point, int color, float pointSize) {
        useProgram();

        mPositions[0] = transformX(point.x);
        mPositions[1] = transformY(point.y);

        mFloatBuffer.position(0);
        mFloatBuffer.put(mPositions);

        float r = Color.red(color) / 255f;
        float g = Color.green(color) / 255f;
        float b = Color.blue(color) / 255f;
        float a = Color.alpha(color) / 255f;
        GLES20.glUniform4f(mColorLocation, r, g, b, a);

        mFloatBuffer.position(0);
        GLES20.glVertexAttribPointer(mPositionLocation, 2, GLES20.GL_FLOAT, false, 0, mFloatBuffer);
        GLES20.glEnableVertexAttribArray(mPositionLocation);

        GLES20.glUniform1f(mPointSizeLocation, pointSize);

        GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
    }

    private static final String VERTEX = "attribute vec4 a_Position;\n" +
            "uniform float uPointSize;\n" +
            "void main() {\n" +
            "    gl_Position = a_Position;\n" +
            "    gl_PointSize = uPointSize;\n" +
            "}";

    private static final String FRAGMENT = "precision mediump float;\n" +
            "\n" +
            "uniform vec4 u_Color;\n" +
            "\n" +
            "void main() {\n" +
            "    gl_FragColor = u_Color;\n" +
            "}";

绘制的调用:

public class myRenderer implements GLSurfaceView.Renderer {
    private Context mContext;

    private PointProgram mPointProgram = null;
    private LineProgram  mLineProgram = null;

    private int mViewportWidth;
    private int mViewportHeight;

    public myRenderer(Context context){
        mContext = context;

        DisplayMetrics dm = context.getResources().getDisplayMetrics();

        mViewportWidth = dm.widthPixels;
        mViewportHeight = dm.heightPixels;

    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        GLES20.glViewport(0,0,mViewportWidth,mViewportHeight);
        GLES20.glClearColor(0,0,0,0);

        if (mPointProgram == null) {
            mPointProgram = new PointProgram(mContext, mViewportWidth, mViewportHeight);
        }

        if(mLineProgram == null){
            mLineProgram = new LineProgram(mContext, mViewportWidth, mViewportHeight);
        }

    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {

    }

    @Override
    public void onDrawFrame(GL10 gl) {
        mPointProgram.draw(new PointF(mViewportWidth*0.5f,mViewportHeight*0.5f), Color.RED,50.f);
    }
}

线段的绘制

创建一个LineProgram:

public class LineProgram extends ShaderProgram {

    private static final int COORDS_PER_VERTEX = 2;
    private static final int STRIDE = COORDS_PER_VERTEX * 4;
    private static final int POSITION_COUNT = 2;

    private final int mPositionLocation;
    private final int mColorLocation;

    public LineProgram(Context context, int width, int height) {
        super(context, VERTEX, FRAGMENT, width, height);

        mPositionLocation = GLES20.glGetAttribLocation(mProgram, "a_Position");
        mColorLocation = GLES20.glGetUniformLocation(mProgram, "u_Color");
    }


    public void drawLines(PointF points[], int color, float linewidth) {
        useProgram();

        float[] pointpPosis = new float[points.length * POSITION_COUNT];
        FloatBuffer pointsbuffer = ByteBuffer
            .allocateDirect(STRIDE * points.length)
            .order(ByteOrder.nativeOrder())
            .asFloatBuffer();

        for(int i = 0; i < points.length; i ++)
        {
            pointpPosis[i*2] = transformX(points[i].x);
            pointpPosis[i*2+1] = transformY(points[i].y);
        }

        pointsbuffer.position(0);
        pointsbuffer.put(pointpPosis);

        pointsbuffer.position(0);
        GLES20.glVertexAttribPointer(mPositionLocation, POSITION_COUNT, GLES20.GL_FLOAT,
            false, STRIDE, pointsbuffer);
        GLES20.glEnableVertexAttribArray(mPositionLocation);

        float r = Color.red(color) / 255f;
        float g = Color.green(color) / 255f;
        float b = Color.blue(color) / 255f;
        float a = Color.alpha(color) / 255f;
        GLES20.glUniform4f(mColorLocation, r, g, b, a);

        GLES20.glLineWidth(linewidth);
        GLES20.glDrawArrays(GLES20.GL_LINES, 0, points.length);

        GLES20.glDisableVertexAttribArray(mPositionLocation);
    }

    private static final String VERTEX = "attribute vec4 a_Position;\n" +
            "\n" +
            "void main() {\n" +
            "    gl_Position = a_Position;\n" +
            "}";

    private static final String FRAGMENT = "precision mediump float;\n" +
            "\n" +
            "uniform vec4 u_Color;\n" +
            "\n" +
            "void main() {\n" +
            "    gl_FragColor = u_Color;\n" +
            "}";

}

调用绘制:

    public void onDrawFrame(GL10 gl) {
        PointF p1 = new PointF(mViewportWidth*0.2f,mViewportHeight*0.8f);
        PointF p2 = new PointF(mViewportWidth*0.8f,mViewportHeight*0.4f);
        PointF arr[] = {p1,p2};
        mLineProgram.drawLines(arr,Color.WHITE,8.f);

    }

三角形的绘制

创建一个triangleProgram:

public class TriangleProgram extends ShaderProgram {

    private static final int COORDS_PER_VERTEX = 2;
    private static final int STRIDE = COORDS_PER_VERTEX * 4;
    private static final int POSITION_COUNT = 2;

    private final int mPositionLocation;
    private final int mColorLocation;

    public TriangleProgram(Context context, int width, int height) {
        super(context, VERTEX, FRAGMENT, width, height);

        mPositionLocation = GLES20.glGetAttribLocation(mProgram, "a_Position");
        mColorLocation = GLES20.glGetUniformLocation(mProgram, "u_Color");
    }


    public void drawTriangle(PointF points[], int color) {
        useProgram();

        float[] pointpPosis = new float[points.length * POSITION_COUNT];
        FloatBuffer pointsbuffer = ByteBuffer
                .allocateDirect(STRIDE * points.length)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer();

        for(int i = 0; i < points.length; i ++)
        {
            pointpPosis[i*2] = transformX(points[i].x);
            pointpPosis[i*2+1] = transformY(points[i].y);
        }

        pointsbuffer.position(0);
        pointsbuffer.put(pointpPosis);

        pointsbuffer.position(0);
        GLES20.glVertexAttribPointer(mPositionLocation, POSITION_COUNT, GLES20.GL_FLOAT,
                false, STRIDE, pointsbuffer);
        GLES20.glEnableVertexAttribArray(mPositionLocation);

        float r = Color.red(color) / 255f;
        float g = Color.green(color) / 255f;
        float b = Color.blue(color) / 255f;
        float a = Color.alpha(color) / 255f;
        GLES20.glUniform4f(mColorLocation, r, g, b, a);

        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, points.length);

        GLES20.glDisableVertexAttribArray(mPositionLocation);
    }


    private static final String VERTEX = "attribute vec4 a_Position;\n" +
            "\n" +
            "void main() {\n" +
            "    gl_Position = a_Position;\n" +
            "}";

    private static final String FRAGMENT = "precision mediump float;\n" +
            "\n" +
            "uniform vec4 u_Color;\n" +
            "\n" +
            "void main() {\n" +
            "    gl_FragColor = u_Color;\n" +
            "}";

绘制三角形:

    p1 = new PointF(mViewportWidth*0.5f,mViewportHeight*0.2f);
    p2 = new PointF(mViewportWidth*0.2f,mViewportHeight*0.7f);
    PointF p3 = new PointF(mViewportWidth*0.8f,mViewportHeight*0.7f);

    PointF triangleArr[] = {p1,p2,p3};
    mTriangleProgram.drawTriangle(triangleArr,Color.BLUE);

最终输出展示:

源码地址:https://github.com/shadowcpp/OpenGL-ES/tree/master/openglesDemo

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“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