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Java GLES30类代码示例

本文整理汇总了Java中android.opengl.GLES30的典型用法代码示例。如果您正苦于以下问题:Java GLES30类的具体用法?Java GLES30怎么用?Java GLES30使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


GLES30类属于android.opengl包,在下文中一共展示了GLES30类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: logVersionInfo

import android.opengl.GLES30; //导入依赖的package包/类
/**
 * Writes GL version info to the log.
 */
public static void logVersionInfo() {
    Log.i(TAG, "vendor  : " + GLES20.glGetString(GLES20.GL_VENDOR));
    Log.i(TAG, "renderer: " + GLES20.glGetString(GLES20.GL_RENDERER));
    Log.i(TAG, "version : " + GLES20.glGetString(GLES20.GL_VERSION));

    if (CHECK_GLES30) {
        int[] values = new int[1];
        GLES30.glGetIntegerv(GLES30.GL_MAJOR_VERSION, values, 0);
        int majorVersion = values[0];
        GLES30.glGetIntegerv(GLES30.GL_MINOR_VERSION, values, 0);
        int minorVersion = values[0];
        if (GLES30.glGetError() == GLES30.GL_NO_ERROR) {
            Log.i(TAG, "iversion: " + majorVersion + "." + minorVersion);
        }
    }
}
 
开发者ID:zhangyaqiang,项目名称:Fatigue-Detection,代码行数:20,代码来源:GLUtils.java

示例2: logVersionInfo

import android.opengl.GLES30; //导入依赖的package包/类
/**
 * Writes GL version info to the log.
 */
public static void logVersionInfo() {
    Log.i(TAG, "vendor  : " + GLES20.glGetString(GLES20.GL_VENDOR));
    Log.i(TAG, "renderer: " + GLES20.glGetString(GLES20.GL_RENDERER));
    Log.i(TAG, "version : " + GLES20.glGetString(GLES20.GL_VERSION));

    if (false) {
        int[] values = new int[1];
        GLES30.glGetIntegerv(GLES30.GL_MAJOR_VERSION, values, 0);
        int majorVersion = values[0];
        GLES30.glGetIntegerv(GLES30.GL_MINOR_VERSION, values, 0);
        int minorVersion = values[0];
        if (GLES30.glGetError() == GLES30.GL_NO_ERROR) {
            Log.i(TAG, "iversion: " + majorVersion + "." + minorVersion);
        }
    }
}
 
开发者ID:AndyZhu1991,项目名称:grafika,代码行数:20,代码来源:GlUtil.java

示例3: loadShader

import android.opengl.GLES30; //导入依赖的package包/类
public static int loadShader ( int type, String shaderSrc )
{
   int shader;
   int[] compiled = new int[1];

   // Create the shader object
   shader = GLES30.glCreateShader ( type );

   if ( shader == 0 )
   {
      return 0;
   }
   // Load the shader source
   GLES30.glShaderSource ( shader, shaderSrc );

   // Compile the shader
   GLES30.glCompileShader ( shader );

   // Check the compile status
   GLES30.glGetShaderiv ( shader, GLES30.GL_COMPILE_STATUS, compiled, 0 );

   if ( compiled[0] == 0 )
   {
      Log.e ( "ESShader", GLES30.glGetShaderInfoLog ( shader ) );
      GLES30.glDeleteShader ( shader );
      return 0;
   }

   return shader;
}
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:31,代码来源:ESShader.java

示例4: onDrawFrame

import android.opengl.GLES30; //导入依赖的package包/类
public void onDrawFrame ( GL10 glUnused )
{
   // Set the viewport
   GLES30.glViewport ( 0, 0, mWidth, mHeight );

   // Clear the color buffer
   GLES30.glClear ( GLES30.GL_COLOR_BUFFER_BIT );

   // Use the program object
   GLES30.glUseProgram ( mProgramObject );

   // Set the vertex color to red
   GLES30.glVertexAttrib4f ( 0, 1.0f, 0.0f, 0.0f, 1.0f );

   // Load the vertex position
   mVertices.position ( 0 );
   GLES30.glVertexAttribPointer ( 1, 3, GLES30.GL_FLOAT,
                                  false,
                                  0, mVertices );

   GLES30.glEnableVertexAttribArray ( 1 );

   GLES30.glDrawArrays ( GLES30.GL_TRIANGLES, 0, 3 );

   GLES30.glDisableVertexAttribArray ( 1 );
}
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:27,代码来源:Example6_3Renderer.java

示例5: logVersionInfo

import android.opengl.GLES30; //导入依赖的package包/类
/**
 * Writes GL version info to the log.
 */
@SuppressLint("InlinedApi")
public static void logVersionInfo() {
	Log.i(TAG, "vendor  : " + GLES20.glGetString(GLES20.GL_VENDOR));
	Log.i(TAG, "renderer: " + GLES20.glGetString(GLES20.GL_RENDERER));
	Log.i(TAG, "version : " + GLES20.glGetString(GLES20.GL_VERSION));

	if (BuildCheck.isAndroid4_3()) {
		final int[] values = new int[1];
		GLES30.glGetIntegerv(GLES30.GL_MAJOR_VERSION, values, 0);
		final int majorVersion = values[0];
		GLES30.glGetIntegerv(GLES30.GL_MINOR_VERSION, values, 0);
		final int minorVersion = values[0];
		if (GLES30.glGetError() == GLES30.GL_NO_ERROR) {
			Log.i(TAG, "version: " + majorVersion + "." + minorVersion);
		}
	}
}
 
开发者ID:saki4510t,项目名称:libcommon,代码行数:21,代码来源:GLHelper.java

示例6: logVersionInfo

import android.opengl.GLES30; //导入依赖的package包/类
/**
 * Writes GL version info to the log.
 */
@SuppressLint("InlinedApi")
public static void logVersionInfo() {
	Log.i(TAG, "vendor  : " + GLES10.glGetString(GLES10.GL_VENDOR));
	Log.i(TAG, "renderer: " + GLES10.glGetString(GLES10.GL_RENDERER));
	Log.i(TAG, "version : " + GLES10.glGetString(GLES10.GL_VERSION));

	if (BuildCheck.isAndroid4_3()) {
		final int[] values = new int[1];
		GLES30.glGetIntegerv(GLES30.GL_MAJOR_VERSION, values, 0);
		final int majorVersion = values[0];
		GLES30.glGetIntegerv(GLES30.GL_MINOR_VERSION, values, 0);
		final int minorVersion = values[0];
		if (GLES30.glGetError() == GLES30.GL_NO_ERROR) {
			Log.i(TAG, "version: " + majorVersion + "." + minorVersion);
		}
	}
}
 
开发者ID:saki4510t,项目名称:libcommon,代码行数:21,代码来源:GLHelper.java

示例7: onDrawFrame

import android.opengl.GLES30; //导入依赖的package包/类
@Override
public void onDrawFrame(GL10 unused) {
    // Set the view-port
    GLES20.glViewport ( 0, 0,getWidth(),getHeight() );
    // Clear the color buffer
    GLES20.glClear ( GLES30.GL_COLOR_BUFFER_BIT );
    if (mBackground != null)
        mTextureLayer.draw();

    glDepthMask(false);
    glEnable(GL_BLEND);

    //TODO particle system support BlendFuc
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);

    mParticleSystem.update(1f / 60f);
    mParticleSystem.updateBuffer();
    mParticleSystem.draw();


}
 
开发者ID:yqf19930712,项目名称:firework,代码行数:22,代码来源:FireworkView.java

示例8: onDrawEye

import android.opengl.GLES30; //导入依赖的package包/类
/**
 * Draws a frame for an eye.
 *
 * @param eye The eye to render. Includes all required transformations.
 */
@Override
public void onDrawEye(Eye eye) {
    // Clear the color buffer  set above by glClearColor.
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);

    //need this otherwise, it will over right stuff and the cube will look wrong!
    GLES30.glEnable(GLES30.GL_DEPTH_TEST);

    // Apply the eye transformation to the camera.
    Matrix.multiplyMM(view, 0, eye.getEyeView(), 0, camera, 0);

    // combine the model with the view matrix to create the modelview matreix
    Matrix.multiplyMM(modelview, 0, view, 0, mRotationMatrix, 0);

    // combine the model-view with the projection matrix
    float[] perspective = eye.getPerspective(Z_NEAR, Z_FAR);
    Matrix.multiplyMM(mMVPMatrix, 0, perspective, 0, modelview, 0);

    //finally draw the cube with the full Model-view-projection matrix.
    mCube.draw(mMVPMatrix);

}
 
开发者ID:JimSeker,项目名称:CardBoardVR,代码行数:28,代码来源:myStereoRenderer.java

示例9: onSurfaceCreated

import android.opengl.GLES30; //导入依赖的package包/类
@Override
public void onSurfaceCreated(EGLConfig eglConfig) {
    mRotationMatrix = new float[16];
    camera = new float[16];
    view = new float[16];
    mMVPMatrix = new float[16];
    modelview = new float[16];
    headView = new float[16];
    forward = new float[3];

    GLES30.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well.
    //initialize the cube code for drawing.
    mCube = new Cube();

    // Build the camera matrix
    Matrix.setLookAtM(camera, 0, 0.0f, 0.0f, CAMERA_Z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

    // Object first appears directly in front of user.
    Matrix.setIdentityM(mRotationMatrix, 0);
    Matrix.translateM(mRotationMatrix, 0, 0, 0, -objectDistance);
}
 
开发者ID:JimSeker,项目名称:CardBoardVR,代码行数:22,代码来源:myStereoRenderer.java

示例10: onSurfaceCreated

import android.opengl.GLES30; //导入依赖的package包/类
@Override
public void onSurfaceCreated(EGLConfig eglConfig) {
    mRotationMatrix = new float[16];
    camera = new float[16];
    view = new float[16];
    mMVPMatrix = new float[16];
    modelview = new float[16];
    headView = new float[16];

    GLES30.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well.
    //initialize the cube code for drawing.
    mCube = new Cube();

    // Object first appears directly in front of user.
    Matrix.setIdentityM(mRotationMatrix, 0);
    Matrix.translateM(mRotationMatrix, 0, 0, 0, -objectDistance);
}
 
开发者ID:JimSeker,项目名称:CardBoardVR,代码行数:18,代码来源:myStereoRenderer.java

示例11: onDrawFrame

import android.opengl.GLES30; //导入依赖的package包/类
public void onDrawFrame(GL10 glUnused) {
    // Set the viewport
    GLES30.glViewport(0, 0, mWidth, mHeight);

    // Clear the color buffer, which was set above in glClearColor
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);

    // Use the program object
    GLES30.glUseProgram(mProgramObject);

    // Load the vertex data
    GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 0, mVertices);
    //set the starting vertex at 0.
    GLES30.glEnableVertexAttribArray(0);

    //actually draw the traingle here
    GLES30.glDrawArrays(GLES30.GL_TRIANGLES, 0, 3);
}
 
开发者ID:JimSeker,项目名称:opengl,代码行数:19,代码来源:HelloTriangleRenderer.java

示例12: getSupportedMaxPictureSize

import android.opengl.GLES30; //导入依赖的package包/类
public static int getSupportedMaxPictureSize() {
	int[] array = new int[1];
	GLES10.glGetIntegerv(GLES10.GL_MAX_TEXTURE_SIZE, array, 0);
	
	if (array[0] == 0) {
		GLES11.glGetIntegerv(GLES11.GL_MAX_TEXTURE_SIZE, array, 0);
		
		if (array[0] == 0) {
			GLES20.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, array, 0);
			
			if (array[0] == 0) {
				GLES30.glGetIntegerv(GLES30.GL_MAX_TEXTURE_SIZE, array, 0);
			}
		}
	}
	
	return array[0] != 0 ? array[0] : 2048;
}
 
开发者ID:PeterCxy,项目名称:BlackLight,代码行数:19,代码来源:Utility.java

示例13: onSurfaceChanged

import android.opengl.GLES30; //导入依赖的package包/类
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height) 
{
	// Set the OpenGL viewport to the same size as the surface.
	GLES30.glViewport(0, 0, width, height);

	// Create a new perspective projection matrix. The height will stay the same
	// while the width will vary as per aspect ratio.
	final float ratio = (float) width / height;
	final float left = -ratio;
	final float right = ratio;
	final float bottom = -1.0f;
	final float top = 1.0f;
	final float near = 1.0f;
	final float far = 10.0f;
	
	Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
}
 
开发者ID:JimSeker,项目名称:opengl,代码行数:19,代码来源:LessonOneRenderer.java

示例14: onSurfaceCreated

import android.opengl.GLES30; //导入依赖的package包/类
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {

    // Set the background frame color
    GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    mTriangle = new Triangle();
    mSquare   = new Square();
}
 
开发者ID:JimSeker,项目名称:opengl,代码行数:10,代码来源:MyGLRenderer.java

示例15: onSurfaceCreated

import android.opengl.GLES30; //导入依赖的package包/类
public void onSurfaceCreated ( GL10 glUnused, EGLConfig config )
{
   String vShaderStr =
      "#version 300 es                            \n" +
      "layout(location = 0) in vec4 a_color;      \n" +
      "layout(location = 1) in vec4 a_position;   \n" +
      "out vec4 v_color;                          \n" +
      "void main()                                \n" +
      "{                                          \n" +
      "    v_color = a_color;                     \n" +
      "    gl_Position = a_position;              \n" +
      "}";


   String fShaderStr =
      "#version 300 es            \n" +
      "precision mediump float;   \n" +
      "in vec4 v_color;           \n" +
      "out vec4 o_fragColor;      \n" +
      "void main()                \n" +
      "{                          \n" +
      "    o_fragColor = v_color; \n" +
      "}" ;

   // Load the shaders and get a linked program object
   mProgramObject = ESShader.loadProgram ( vShaderStr, fShaderStr );

   GLES30.glClearColor ( 1.0f, 1.0f, 1.0f, 0.0f );
}
 
开发者ID:zhuangzaiku,项目名称:AndroidCollection,代码行数:30,代码来源:Example6_3Renderer.java


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