1.初始化三角形Triangle
我们先前已经定义了一个三角形Triangle
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Triangle mTriangle;
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
...
mTriangle = new Triangle();
}
...
}
2.进行绘制前的准备
至少需要3个东西:
- Vertex Shader - 用于渲染形状的顶点的OpenGLES 图形代码。
- Fragment Shader - 用于渲染形状的外观(颜色或纹理)的OpenGLES 代码。
- Program - 一个OpenGLES对象,包含了你想要用来绘制一个或多个形状的shader。
你至少需要一个vertexshader来绘制一个形状和一个fragmentshader来为形状上色。然后被添加到一个 program中,program之后被用来绘制形状。接下来就讲如何得到这3个东西。
public class Triangle {
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
...
}
上面的GLSL代码,必须在使用前编译,为了生成上面对应的Shader,在你的Renderer类中创建一个工具类方法:
public class MyGLRenderer implements GLSurfaceView.Renderer {
...
//编译Shader
public static int loadShader(int type, String shaderCode){
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
上面准备工作都做好了:使用流程如下
- 编译Shader
- 把两个Shader添加到Program
- 链接这个Program并使用
public Triangle() {
... //float[] → FloatBuffer
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
// add the vertex shader to program
GLES20.glAttachShader(mProgram, vertexShader);
// add the fragment shader to program
GLES20.glAttachShader(mProgram, fragmentShader);
// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram);
}
3.真正的绘制
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Triangle mTriangle;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
mTriangle = new Triangle();
}
...
@Override
public void onDrawFrame(GL10 gl) {
//绘制
mTriangle.draw();
}
...
}
private int mPositionHandle;
private int mColorHandle;
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
public void draw() {
//使用Porgram
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);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
运行程序可以看到一个直角三角形。