绘制坐标范围:
在 WlRender 类中声明顶点坐标数组 绘制坐标范围
private final float[] vertexData = {
-1.0f, 0f,
0f, 1f,
1f, 0f
};
为坐标分配本地内存地址
在 WlRender 类中声明成员变量 private FloatBuffer verTexBuffer; 并且在构造器中进行初始化
private FloatBuffer verTexBuffer;
public WlRender() {
//为坐标分配本地内存地址
//.order排序
//.asFloatBuffer()类型
//.put(vertexData);放置
verTexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
//移动指针到0
verTexBuffer.position(0);
}
Shader编写
在res目录下新建顶点着色器vertex_shader.glsl
precision mediump float;
uniform vec4 af_Color;
void main(){
gl_FragColor = af_Color;
}
在res目录下新建片元着色器fragment_shader.glsl
attribute vec4 av_Position;
void main(){
gl_Position = av_Position;
}
创建shader(着色器:顶点或片元)
int shader = GLES20.glCreateShader(shaderType);
加载shader源码并编译shader
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
检查是否编译成功:
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
创建一个渲染程序:
int program = GLES20.glCreateProgram();
将着色器程序添加到渲染程序中:
GLES20.glAttachShader(program, vertexShader);
链接源程序:
GLES20.glLinkProgram(program);
检查链接源程序是否成功
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
得到着色器中的属性:
int aPositionHandl = GLES20.glGetAttribLocation(programId, "av_Position");
使用源程序:
GLES20.glUseProgram(programId);
使顶点属性数组有效:
GLES20.glEnableVertexAttribArray(aPositionHandl);
为顶点属性赋值:
GLES20.glVertexAttribPointer(aPositionHandl, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);
绘制图形:
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
新建WlShaderUtil工具类
package com.example.opengldemo;
import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;
import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;
//加载着色器
public class WlShaderUtil {
//读取着色器中的配置
public static String readRawTxt(Context context, int rawId) {
InputStream inputStream = context.getResources().openRawResource(rawId);
BufferedReader reader = new BufferedReader(new InputStreamReader(inputStream));
StringBuffer sb = new StringBuffer();
String line;
try {
while ((line = reader.readLine()) != null) {
sb.append(line).append("\n");
}
reader.close();
} catch (Exception ex) {
ex.printStackTrace();
}
return sb.toString();
}
//加载源码
public static int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
//关联源码
GLES20.glShaderSource(shader, source);
//编译
GLES20.glCompileShader(shader);
int[] compile = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compile, 0);
if (compile[0] != GLES20.GL_TRUE) {
Log.d("godv", "shader compile error");
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
//创建program
//vertexSource 顶点着色器字符串
//fragmentSource 片元着色器的Fragment
public static int createProgram(String vertexSource, String fragmentSource) {
//加载着色器
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (fragmentShader == 0) {
return 0;
}
//创建program
int program = GLES20.glCreateProgram();
if (program != 0) {
GLES20.glAttachShader(program, vertexShader);
GLES20.glAttachShader(program, fragmentShader);
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.d("godv", "link program error");
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
}
在 WlRender 中新建成员变量用来取值
private Context mContext;
private int program;
private int avPosition;
private int afColor;
onSurfaceCreated中获取顶点和片元着色器
@Override
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
String vertexSource = WlShaderUtil.readRawTxt(mContext, R.raw.vertex_shader);
String fragmentSource = WlShaderUtil.readRawTxt(mContext, R.raw.fragment_shader);
program = WlShaderUtil.createProgram(vertexSource, fragmentSource);
if (program > 0) {
avPosition = GLES20.glGetAttribLocation(program, "av_Position");
afColor = GLES20.glGetUniformLocation(program, "af_Color");
}
}
使用
@Override
public void onDrawFrame(GL10 gl10) {
//清屏
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
//使用颜色清屏
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
//使用
GLES20.glUseProgram(program);
GLES20.glUniform4f(afColor, 1f, 1f, 0f, 1f);
GLES20.glEnableVertexAttribArray(avPosition);
GLES20.glVertexAttribPointer(avPosition, 2, GLES20.GL_FLOAT, false, 8, verTexBuffer);
//绘制
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}
在WlGLSurfaceView中将context传入
setRenderer(new WlRender(context));
在这个基础上绘制四边形 绘制四边形就是绘制两个三角形拼接
*注意 两个三角形的绘制顺序(顺时针/逆时针)要相同
GL_TRIANGLES:首先修改顶点数组 WlRender vertexData
private final float[] vertexData = {
-1.0f, 0f,
0f, -1f,
0f, 1f,
0f, 1f,
0f, -1f,
1f, 0f
};
最后修改 WlRender 中的 onDrawFrame 方法中的
//参数3 绘制顶点个数
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6);
GL_TRIANGLE_STRIP:(可以支持复用顶点)修改顶点数组 WlRender vertexData
private final float[] vertexData = {
// -1.0f, 0f,
// 0f, -1f,
// 0f, 1f,
//
// 0f, 1f,
// 0f, -1f,
// 1f, 0f
-1.0f, 0f,
0f, -1f,
0f, 1f,
1f, 0f
};
最后修改 WlRender 中的 onDrawFrame 方法中的
//参数2从哪个顶点绘制
//参数3 绘制顶点个数
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);