OpenGL es2.0 创建颜色线圆

一、Java代码:</span>

package com.gzdxid.utils;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;

import android.opengl.GLES20;

public class DrawCircleLine {

	int mProgram;
	int muMVPMatrixHandle;
	int maPositionHandle;
	
	int muColorRHandle;
	int muColorGHandle;
	int muColorBHandle;
	int muColorAHandle;
	
	FloatBuffer mVertexBuffer;
	int vCount = 0;
	
	float lineWidth=4;
	int SPAN_NUM=36;
	
	public DrawCircleLine(float radius,int mProgram) {
		// TODO Auto-generated constructor stub
		initVertex(radius);
		initShader(mProgram);
	}
	
	private void initVertex(float radius) {
		// TODO Auto-generated method stub
		float angle=360f/SPAN_NUM;
		ArrayList<Float>alv=new ArrayList<Float>();
		for(int i=0;i<=SPAN_NUM;i++){
			float x=(float) (radius*Math.cos(Math.toRadians(angle*i)));
			float y=(float) (radius*Math.sin(Math.toRadians(angle*i)));
			float z=0;
			alv.add(x);alv.add(y);alv.add(z);
		}
		vCount=alv.size()/3;
		int number=alv.size();
		float vertices[]=new float[number];
		for(int i=0;i<number;i++){
			vertices[i]=alv.get(i);
		}
		ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
		vbb.order(ByteOrder.nativeOrder());
		mVertexBuffer = vbb.asFloatBuffer();
		mVertexBuffer.put(vertices);
		mVertexBuffer.position(0);
	}

	private void initShader(int mProgram) {
		this.mProgram=mProgram;
		muMVPMatrixHandle=GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
		maPositionHandle=GLES20.glGetAttribLocation(mProgram, "aPosition");
		muColorRHandle=GLES20.glGetUniformLocation(mProgram, "uColorR");
		muColorGHandle=GLES20.glGetUniformLocation(mProgram, "uColorG");
		muColorBHandle=GLES20.glGetUniformLocation(mProgram, "uColorB");
		muColorAHandle=GLES20.glGetUniformLocation(mProgram, "uColorA");
	}

	public void drawSelf(float r,float g,float b,float a){
		GLES20.glUseProgram(mProgram);
		GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
		GLES20.glUniform1f(muColorRHandle, r);
		GLES20.glUniform1f(muColorGHandle, g);
		GLES20.glUniform1f(muColorBHandle, b);
		GLES20.glUniform1f(muColorAHandle, a);
		GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3*4, mVertexBuffer);
		GLES20.glEnableVertexAttribArray(maPositionHandle);
		GLES20.glLineWidth(lineWidth);
		GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, vCount);
	}
	
}
二、片源着色器:

precision mediump float;

uniform float uColorR;
uniform float uColorG;
uniform float uColorB;
uniform float uColorA;

void main(){
    vec4 finalColor;
    finalColor=vec4(uColorR,uColorG,uColorB,uColorA);
    gl_FragColor=finalColor;
}
三、顶多着色器:

uniform mat4 uMVPMatrix;
attribute vec3 aPosition;

void main(){
    gl_Position=uMVPMatrix*vec4(aPosition,1); 
}




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