openels20 三角形

package edu.wuwang.opengl.jason.demo1;

import android.opengl.GLES20;
import android.opengl.GLSurfaceView;

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

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

/**
 * Created by Administrator on 2017/9/25.
 */

public class MyRender implements GLSurfaceView.Renderer {
    private int mProgram;

    static final int COORDS_PER_VERTEX = 3;
    static float triangleCoords[] = {
            0.5f,  0.5f, 0.0f, // top
            -0.5f, -0.5f, 0.0f, // bottom left
            0.5f, -0.5f, 0.0f  // bottom right
    };
    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;" +
                    "}";
    private int mPositionHandle;
    private int mColorHandle;

    private float[] mViewMatrix=new float[16];

    //顶点个数
    private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
    //顶点之间的偏移量
    private final int vertexStride = COORDS_PER_VERTEX * 4; // 每个顶点四个字节

    private int mMatrixHandler;
    private FloatBuffer vertexBuffer;
    //设置颜色,依次为红绿蓝和透明通道
    float color[] = { 1.0f, 0.6f, 0.5f, 1.0f };
    public MyRender() {

    }

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        GLES20.glClearColor(0.5f,0.5f,0.5f,1.0f);
        ByteBuffer bb = ByteBuffer.allocateDirect(
                triangleCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(triangleCoords);
        vertexBuffer.position(0);
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,
                vertexShaderCode);
        int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,
                fragmentShaderCode);
        //创建一个空的OpenGLES程序
        mProgram = GLES20.glCreateProgram();
        //将顶点着色器加入到程序
        GLES20.glAttachShader(mProgram, vertexShader);
        //将片元着色器加入到程序中
        GLES20.glAttachShader(mProgram, fragmentShader);
        //连接到着色器程序
        GLES20.glLinkProgram(mProgram);
    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        GLES20.glViewport(0,0,width,height);
    }
    @Override
    public void onDrawFrame(GL10 gl) {
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT|GLES20.GL_DEPTH_BUFFER_BIT);
        GLES20.glUseProgram(mProgram);
        //获取顶点着色器的vPosition成员句柄
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
        //启用三角形顶点的句柄
        GLES20.glEnableVertexAttribArray(mPositionHandle);
        //准备三角形的坐标数据
        GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer);
        //获取片元着色器的vColor成员的句柄
        mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
        //设置绘制三角形的颜色
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);
        //绘制三角形
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
        //禁止顶点数组的句柄
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }
    public int loadShader(int type, String shaderCode){
        //根据type创建顶点着色器或者片元着色器
        int shader = GLES20.glCreateShader(type);
        //将资源加入到着色器中,并编译
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        return shader;
    }
}
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