本文整理汇总了Java中android.opengl.GLES20.glDepthMask方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glDepthMask方法的具体用法?Java GLES20.glDepthMask怎么用?Java GLES20.glDepthMask使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类android.opengl.GLES20
的用法示例。
在下文中一共展示了GLES20.glDepthMask方法的4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: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
private void draw(float[] matrix, FloatBuffer vertexBuffer, FloatBuffer uvBuffer, ShortBuffer drawListBuffer, short[] indices) {
texture.bindTexture(0);
GLES20.glEnable(GLES20.GL_BLEND_COLOR);
GLES20.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLES20.glDepthMask(false);
int mPositionHandle = GLES20.glGetAttribLocation(SpriteKitGraphicTools.imageShaderProgram, "vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, 3,
GLES20.GL_FLOAT, false,
0, vertexBuffer);
int mTexCoordLoc = GLES20.glGetAttribLocation(SpriteKitGraphicTools.imageShaderProgram, "a_texCoord");
GLES20.glEnableVertexAttribArray(mTexCoordLoc);
GLES20.glVertexAttribPointer(mTexCoordLoc, 2, GLES20.GL_FLOAT,
false,
0, uvBuffer);
int mtrxhandle = GLES20.glGetUniformLocation(SpriteKitGraphicTools.imageShaderProgram, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mtrxhandle, 1, false, matrix, 0);
int mSamplerLoc = GLES20.glGetUniformLocation(SpriteKitGraphicTools.imageShaderProgram, "s_texture");
GLES20.glUniform1i(mSamplerLoc, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glDisableVertexAttribArray(mTexCoordLoc);
GLES20.glDisable(GLES20.GL_BLEND_COLOR);
}
示例2: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
void draw(MatrixManager matrixManager) {
if (checkRunOnDraw(matrixManager)) {
if (isVisible()) {
mIsCurrent.value(true);
GLES20.glDisable(GLES20.GL_CULL_FACE);
GLES20.glFrontFace(GLES20.GL_CCW);
if (mEnableDepthTest) {
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthFunc(GLES20.GL_LEQUAL);
GLES20.glDepthMask(true);
} else {
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
}
if (mEnableBlend) {
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
} else {
GLES20.glDisable(GLES20.GL_BLEND);
}
drawModel(matrixManager);
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDisable(GLES20.GL_BLEND);
mIsCurrent.value(false);
}
doUpdaterStartedAndStopped();
}
}
示例3: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draws the AR background image. The image will be drawn such that virtual content rendered
* with the matrices provided by {@link Frame#getViewMatrix(float[], int)} and
* {@link Session#getProjectionMatrix(float[], int, float, float)} will accurately follow
* static physical objects. This must be called <b>before</b> drawing virtual content.
*
* @param frame The last {@code Frame} returned by {@link Session#update()}.
*/
public void draw(Frame frame) {
// If display rotation changed (also includes view size change), we need to re-query the uv
// coordinates for the screen rect, as they may have changed as well.
if (frame.isDisplayRotationChanged()) {
frame.transformDisplayUvCoords(mQuadTexCoord, mQuadTexCoordTransformed);
}
// No need to test or write depth, the screen quad has arbitrary depth, and is expected
// to be drawn first.
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthMask(false);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId);
GLES20.glUseProgram(mQuadProgram);
// Set the vertex positions.
GLES20.glVertexAttribPointer(
mQuadPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mQuadVertices);
// Set the texture coordinates.
GLES20.glVertexAttribPointer(mQuadTexCoordParam, TEXCOORDS_PER_VERTEX,
GLES20.GL_FLOAT, false, 0, mQuadTexCoordTransformed);
// Enable vertex arrays
GLES20.glEnableVertexAttribArray(mQuadPositionParam);
GLES20.glEnableVertexAttribArray(mQuadTexCoordParam);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Disable vertex arrays
GLES20.glDisableVertexAttribArray(mQuadPositionParam);
GLES20.glDisableVertexAttribArray(mQuadTexCoordParam);
// Restore the depth state for further drawing.
GLES20.glDepthMask(true);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
ShaderUtil.checkGLError(TAG, "Draw");
}
示例4: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draws the AR background image. The image will be drawn such that virtual content rendered
* with the matrices provided by {@link Frame#getViewMatrix(float[], int)} and
* {@link Session#getProjectionMatrix(float[], int, float, float)} will accurately follow
* static physical objects. This must be called <b>before</b> drawing virtual content.
*
* @param frame The last {@code Frame} returned by {@link Session#update()}.
*/
public void draw(Frame frame) {
// If display rotation changed (also includes view size change), we need to re-query the uv
// coordinates for the screen rect, as they may have changed as well.
if (frame.isDisplayRotationChanged()) {
frame.transformDisplayUvCoords(mQuadTexCoord, mQuadTexCoordTransformed);
}
// No need to test or write depth, the screen quad has arbitrary depth, and is expected
// to be drawn first.
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthMask(false);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId);
GLES20.glUseProgram(mQuadProgram);
// Set the vertex positions.
GLES20.glVertexAttribPointer(
mQuadPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mQuadVertices);
// Set the texture coordinates.
GLES20.glVertexAttribPointer(mQuadTexCoordParam, TEXCOORDS_PER_VERTEX,
GLES20.GL_FLOAT, false, 0, mQuadTexCoordTransformed);
// Enable vertex arrays
GLES20.glEnableVertexAttribArray(mQuadPositionParam);
GLES20.glEnableVertexAttribArray(mQuadTexCoordParam);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
// Disable vertex arrays
GLES20.glDisableVertexAttribArray(mQuadPositionParam);
GLES20.glDisableVertexAttribArray(mQuadTexCoordParam);
// Restore the depth state for further drawing.
GLES20.glDepthMask(true);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
ShaderUtil.checkGLError(TAG, "Draw");
}