本文整理汇总了Java中android.opengl.GLES20.glDisableVertexAttribArray方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glDisableVertexAttribArray方法的具体用法?Java GLES20.glDisableVertexAttribArray怎么用?Java GLES20.glDisableVertexAttribArray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.glDisableVertexAttribArray方法的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: 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: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public int onDrawFrame(int textureId, FloatBuffer vertexBuffer, FloatBuffer textureBuffer) {
GLES20.glUseProgram(mGLProgId);
if(!isInitialized()) {
return OpenGLUtils.NOT_INIT;
}
vertexBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
textureBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glUniformMatrix4fv(mTextureTransformMatrixLocation, 1, false, mTextureTransformMatrix, 0);
if(textureId != OpenGLUtils.NO_TEXTURE){
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
return OpenGLUtils.ON_DRAWN;
}
示例3: drawLight
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draws a point representing the position of the light.
*/
private void drawLight()
{
final int pointMVPMatrixHandle = GLES20.glGetUniformLocation(mPointProgramHandle, "u_MVPMatrix");
final int pointPositionHandle = GLES20.glGetAttribLocation(mPointProgramHandle, "a_Position");
// Pass in the position.
GLES20.glVertexAttrib3f(pointPositionHandle, mLightPosInModelSpace[0], mLightPosInModelSpace[1], mLightPosInModelSpace[2]);
// Since we are not using a buffer object, disable vertex arrays for this attribute.
GLES20.glDisableVertexAttribArray(pointPositionHandle);
// Pass in the transformation matrix.
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mLightModelMatrix, 0);
Matrix.multiplyMM(mTemporaryMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
System.arraycopy(mTemporaryMatrix, 0, mMVPMatrix, 0, 16);
GLES20.glUniformMatrix4fv(pointMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Draw the point.
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
}
示例4: render
import android.opengl.GLES20; //导入方法依赖的package包/类
public void render(int shaderProgram, String posAttributeName, String colAttributeName) {
int positionHandle = GLES20.glGetAttribLocation(shaderProgram, posAttributeName);
GLES20.glVertexAttribPointer(positionHandle, 3,
GLES20.GL_FLOAT, false,
3 * 4, vertexBuffer);
int colorHandle = GLES20.glGetAttribLocation(shaderProgram, colAttributeName);
GLES20.glVertexAttribPointer(colorHandle, 4,
GLES20.GL_FLOAT, false,
4 * 4, colorBuffer);
GLES20.glEnableVertexAttribArray(colorHandle);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glDrawElements(
GLES20.GL_TRIANGLES, indexes.length,
GLES20.GL_UNSIGNED_SHORT, indexBuffer);
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(colorHandle);
}
示例5: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw() {
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glUseProgram(mProgram);
int mPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
int vertexStride = COORDS_PER_VERTEX * 4;
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, mVertexBuffer);
GLES20.glUniform4fv(GLES20.glGetUniformLocation(mProgram, "aColor"), 1, mColor, 0);
GLES20.glUniform2f(GLES20.glGetUniformLocation(mProgram, "aCirclePosition"), mCenterX, mCenterY);
GLES20.glUniform1f(GLES20.glGetUniformLocation(mProgram, "aRadius"), mRadius);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, mDrawOrder.length, GLES20.GL_UNSIGNED_SHORT, mDrawListBuffer);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
示例6: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
public int onDrawFrame(final int textureId) {
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
if (!mIsInitialized)
return OpenGLUtils.NOT_INIT;
mGLCubeBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
mGLTextureBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0,
mGLTextureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
if (textureId != OpenGLUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
}
onDrawArraysPre();
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
onDrawArraysAfter();
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
return OpenGLUtils.ON_DRAWN;
}
示例7: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public int onDrawFrame(int textureId) {
GLES20.glUseProgram(mGLProgId);
if(!isInitialized()) {
return OpenGLUtils.NOT_INIT;
}
mGLCubeBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
mGLTextureBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glUniformMatrix4fv(mTextureTransformMatrixLocation, 1, false, mTextureTransformMatrix, 0);
if(textureId != OpenGLUtils.NO_TEXTURE){
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureId);
GLES20.glUniform1i(mGLUniformTexture, 0);
}
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
return OpenGLUtils.ON_DRAWN;
}
示例8: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Encapsulates the OpenGL ES instructions for drawing this shape.
*
* @param mvpMatrix - The Model View Project matrix in which to draw
* this shape.
*/
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
// MyGLRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// MyGLRenderer.checkGlError("glUniformMatrix4fv");
// Draw the square
GLES20.glDrawElements(
GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
示例9: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void draw(int textureId, FloatBuffer cubeBuffer, FloatBuffer textureBuffer) {
GLES20.glUseProgram(mProgram);
if (mMaskGrey1TextureId == -1) {
ondraw();//
}
cubeBuffer.position(0);
GLES20.glVertexAttribPointer(mAPositionHandle, 2, GLES20.GL_FLOAT, false, 0, cubeBuffer);
GLES20.glEnableVertexAttribArray(mAPositionHandle);
textureBuffer.position(0);
GLES20.glVertexAttribPointer(mATextureCoordinateHandle, 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
GLES20.glEnableVertexAttribArray(mATextureCoordinateHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId);
GLES20.glUniform1i(mUTextureHandle, 0);
GLES20.glUniformMatrix4fv(mUMVPMatrixHandle, 1, false, mMVPMatrix, 0);
onDrawArraysPre();//
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
onDrawArraysAfter();//
GLES20.glDisableVertexAttribArray(mAPositionHandle);
GLES20.glDisableVertexAttribArray(mATextureCoordinateHandle);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
示例10: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
private void draw(ShaderParameter[] params, int type, int count, float x, float y, float width,
float height) {
setMatrix(params, x, y, width, height);
int positionHandle = params[INDEX_POSITION].handle;
GLES20.glEnableVertexAttribArray(positionHandle);
checkError();
GLES20.glDrawArrays(type, 0, count);
checkError();
GLES20.glDisableVertexAttribArray(positionHandle);
checkError();
}
示例11: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw(final int textureId1, final int textureId2,final FloatBuffer cubeBuffer,
final FloatBuffer textureBuffer) {
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
if (!mIsInitialized) {
return;
}
cubeBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 3, GLES20.GL_FLOAT, false, 0, cubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
textureBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0,
textureBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
if (textureId1 != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(mTextureTarget, textureId1);
GLES20.glUniform1i(mGLUniformTexture1, 0);
}
if (textureId2 != OpenGlUtils.NO_TEXTURE) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(mTextureTarget, textureId2);
GLES20.glUniform1i(mGLUniformTexture2, 1);
}
onDrawArraysPre();
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 6);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glBindTexture(mTextureTarget, 0);
}
示例12: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* draw specific texture with specific texture matrix
*
* @param textureId texture ID
* @param texMatrix texture matrix if this is null, the last one use(we don't check size of this array and needs at least 16 of float)
*/
public void draw(final int textureId, final float[] mvpMatrix, final float[] texMatrix) {
// Select the program.
GLES20.glUseProgram(hProgram);
// Set the texture.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(mTextureTarget, textureId);
// Copy the texture transformation matrix over.
GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0);
// Copy the model / view / projection matrix over.
GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0);
// Enable the "aPosition" vertex attribute.
GLES20.glEnableVertexAttribArray(maPositionLoc);
// Connect vertexBuffer to "aPosition".
GLES20.glVertexAttribPointer(maPositionLoc, mCoordsPerVertex,
GLES20.GL_FLOAT, false, mVertexStride, FULL_RECTANGLE_BUF);
// Enable the "aTextureCoord" vertex attribute.
GLES20.glEnableVertexAttribArray(maTextureCoordLoc);
// Connect texBuffer to "aTextureCoord".
GLES20.glVertexAttribPointer(maTextureCoordLoc, mCoordsPerVertex,
GLES20.GL_FLOAT, false, mTexCoordStride, FULL_RECTANGLE_TEX_BUF);
// Draw the rect.
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mVertexCount);
// Done -- disable vertex array, texture, and program.
GLES20.glDisableVertexAttribArray(maPositionLoc);
GLES20.glDisableVertexAttribArray(maTextureCoordLoc);
GLES20.glBindTexture(mTextureTarget, 0);
}
示例13: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Encapsulates the OpenGL ES instructions for drawing this shape.
*
* @param mvpMatrix - The Model View Project matrix in which to draw
* this shape.
*/
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
MyGLRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
MyGLRenderer.checkGlError("glUniformMatrix4fv");
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
示例14: render
import android.opengl.GLES20; //导入方法依赖的package包/类
public void render(float[] mvpMatrix, int numIndices, int ibo, int positionVbo, int colorsVbo) {
GLES20.glUseProgram(program);
// Set up to feed positions to shader from positions VBO.
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, positionVbo);
GLES20.glVertexAttribPointer(positionHandle, MyGLUtils.COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,
/* stride */ 0, /* offset in positionVbo */ 0);
// Set up to feed colors to shader from color VBO.
GLES20.glEnableVertexAttribArray(colorHandle);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, colorsVbo);
GLES20.glVertexAttribPointer(colorHandle, MyGLUtils.NUM_COLOR_COMPONENTS, GLES20.GL_FLOAT, false,
/* stride */ 0, /* offset in colorVbo */ 0);
// Feed MVP matrix uniform to shader.
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, mvpMatrix, 0);
// Bind IBO and render the triangles.
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, numIndices, GLES20.GL_UNSIGNED_SHORT,
/* offset in ibo */ 0);
MyGLUtils.checkGlError("render");
// Clean up.
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisableVertexAttribArray(colorHandle);
GLES20.glUseProgram(0);
}
示例15: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Renders the point cloud.
*
* @param pose the current point cloud pose, from {@link Frame#getPointCloudPose()}.
* @param cameraView the camera view matrix for this frame, typically from
* {@link Frame#getViewMatrix(float[], int)}.
* @param cameraPerspective the camera projection matrix for this frame, typically from
* {@link Session#getProjectionMatrix(float[], int, float, float)}.
*/
public void draw(Pose pose, float[] cameraView, float[] cameraPerspective) {
float[] modelMatrix = new float[16];
pose.toMatrix(modelMatrix, 0);
float[] modelView = new float[16];
float[] modelViewProjection = new float[16];
Matrix.multiplyMM(modelView, 0, cameraView, 0, modelMatrix, 0);
Matrix.multiplyMM(modelViewProjection, 0, cameraPerspective, 0, modelView, 0);
ShaderUtil.checkGLError(TAG, "Before draw");
GLES20.glUseProgram(mProgramName);
GLES20.glEnableVertexAttribArray(mPositionAttribute);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVbo);
GLES20.glVertexAttribPointer(
mPositionAttribute, 4, GLES20.GL_FLOAT, false, BYTES_PER_POINT, 0);
GLES20.glUniform4f(mColorUniform, 31.0f / 255.0f, 188.0f / 255.0f, 210.0f / 255.0f, 1.0f);
GLES20.glUniformMatrix4fv(mModelViewProjectionUniform, 1, false, modelViewProjection, 0);
GLES20.glUniform1f(mPointSizeUniform, 5.0f);
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, mNumPoints);
GLES20.glDisableVertexAttribArray(mPositionAttribute);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
ShaderUtil.checkGLError(TAG, "Draw");
}