本文整理汇总了Java中android.opengl.GLES20.glEnableVertexAttribArray方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glEnableVertexAttribArray方法的具体用法?Java GLES20.glEnableVertexAttribArray怎么用?Java GLES20.glEnableVertexAttribArray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.glEnableVertexAttribArray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: render
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void render() {
// Pass in the position information
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mCubePositionsBufferIdx);
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, 0);
// Pass in the normal information
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mCubeNormalsBufferIdx);
GLES20.glEnableVertexAttribArray(mNormalHandle);
GLES20.glVertexAttribPointer(mNormalHandle, NORMAL_DATA_SIZE, GLES20.GL_FLOAT, false, 0, 0);
// Pass in the texture information
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mCubeTexCoordsBufferIdx);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, TEXTURE_COORDINATE_DATA_SIZE, GLES20.GL_FLOAT, false,
0, 0);
// Clear the currently bound buffer (so future OpenGL calls do not use this buffer).
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// Draw the cubes.
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, mActualCubeFactor * mActualCubeFactor * mActualCubeFactor * 36);
}
示例2: bindData
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override public void bindData(ShaderProgram shaderProgram, float[] projectionMatrix, float[] modelViewMatrix) {
GraphShaderProgram graphShaderProgram = (GraphShaderProgram) shaderProgram;
// Calculate the projection and view transformation
Matrix.multiplyMM(modelMatrix, 0, projectionMatrix, 0, modelViewMatrix, 0);
Matrix.translateM(modelMatrix, 0, 0f, graphInfo.getyPositionToDraw(), 0f);
graphShaderProgram.setUniforms(modelMatrix);
GLES20.glEnableVertexAttribArray(graphShaderProgram.getPositionAttributeLocation());
GLES20.glVertexAttribPointer(graphShaderProgram.getPositionAttributeLocation(), 1, GLES20.GL_FLOAT, false, 0, vertexData);
GLES20.glEnableVertexAttribArray(graphShaderProgram.getSensorValue());
GLES20.glVertexAttribPointer(graphShaderProgram.getSensorValue(), 1, GLES20.GL_FLOAT, false, 0, vertexSensor);
}
示例3: 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4: initShaders
import android.opengl.GLES20; //导入方法依赖的package包/类
private void initShaders() {
String strGLVersion = GLES20.glGetString(GLES20.GL_VERSION);
if (strGLVersion != null)
Log.i(LOGTAG, "OpenGL ES version: " + strGLVersion);
GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
progOES = loadShader(vss, fssOES);
vPosOES = GLES20.glGetAttribLocation(progOES, "vPosition");
vTCOES = GLES20.glGetAttribLocation(progOES, "vTexCoord");
GLES20.glEnableVertexAttribArray(vPosOES);
GLES20.glEnableVertexAttribArray(vTCOES);
prog2D = loadShader(vss, fss2D);
vPos2D = GLES20.glGetAttribLocation(prog2D, "vPosition");
vTC2D = GLES20.glGetAttribLocation(prog2D, "vTexCoord");
GLES20.glEnableVertexAttribArray(vPos2D);
GLES20.glEnableVertexAttribArray(vTC2D);
}
示例5: render
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void render() {
// Pass in the position information
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mCubePositions);
// Pass in the normal information
GLES20.glEnableVertexAttribArray(mNormalHandle);
GLES20.glVertexAttribPointer(mNormalHandle, NORMAL_DATA_SIZE, GLES20.GL_FLOAT, false, 0, mCubeNormals);
// Pass in the texture information
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, TEXTURE_COORDINATE_DATA_SIZE, GLES20.GL_FLOAT, false,
0, mCubeTextureCoordinates);
// Draw the mCubes.
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, mActualCubeFactor * mActualCubeFactor * mActualCubeFactor * 36);
}
示例6: 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7: drawSelf
import android.opengl.GLES20; //导入方法依赖的package包/类
public void drawSelf(int texId){
GLES20.glUseProgram(mProgram);
MatrixState.setInitStack();
//Z轴移动1
MatrixState.translate(0,0,1);
MatrixState.rotate(yAngle , 0 , 1 , 0);
MatrixState.rotate(zAngle , 0 , 0 , 1);
MatrixState.rotate(xAngle , 1 , 0 , 1);
//最终变换矩阵传给渲染管线
GLES20.glUniformMatrix4fv(muMVPMatrixHandle , 1 , false , MatrixState.getFinalMatrix() , 0);
GLES20.glVertexAttribPointer(maPositionHandle , 3 , GLES20.GL_FLOAT , false , 3 *4 , mVertexBuffer);
GLES20.glVertexAttribPointer(maTexCoorHandle , 2 , GLES20.GL_FLOAT , false , 2 *4 , mTexCoorBuffer);
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maTexCoorHandle);
//设置使用纹理编号
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
//绑定指定纹理id
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D , texId);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES , 0 , vCount);
}
示例8: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
public int onDrawFrame(final int textureId, final FloatBuffer cubeBuffer,
final FloatBuffer textureBuffer) {
GLES20.glUseProgram(mGLProgId);
runPendingOnDrawTasks();
if (!mIsInitialized) {
return OpenGLUtils.NOT_INIT;
}
cubeBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, 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 (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9: drawFromCameraPreview
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void drawFromCameraPreview(final float[] tex_mtx) {
if (-1 == mProgram || mTextureId == -1 || mWidth == -1) {
return;
}
AndroidUntil.checkGlError("draw_S");
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, mFboId[0]);
GLES20.glViewport(0, 0, mWidth, mHeight);
GLES20.glClearColor(0f, 0f, 0f, 1f);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
runPendingOnDrawTasks();
mVtxBuf.position(0);
GLES20.glVertexAttribPointer(mPositionHandle,
3, GLES20.GL_FLOAT, false, 4 * (3 + 2), mVtxBuf);
GLES20.glEnableVertexAttribArray(mPositionHandle);
mVtxBuf.position(3);
GLES20.glVertexAttribPointer(mTexCoordinatesHandle,
2, GLES20.GL_FLOAT, false, 4 * (3 + 2), mVtxBuf);
GLES20.glEnableVertexAttribArray(mTexCoordinatesHandle);
if (mPosMtxHandle >= 0)
GLES20.glUniformMatrix4fv(mPosMtxHandle, 1, false, mPosMtx, 0);
if (mTexMtxHandle >= 0)
GLES20.glUniformMatrix4fv(mTexMtxHandle, 1, false, tex_mtx, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureId);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
AndroidUntil.checkGlError("draw_E");
}
示例10: run
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void run() {
if (!initied) {
return;
}
if (!eglContext.equals(egl10.eglGetCurrentContext()) || !eglSurface.equals(egl10.eglGetCurrentSurface(EGL10.EGL_DRAW))) {
if (!egl10.eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) {
FileLog.e("tmessages", "eglMakeCurrent failed " + GLUtils.getEGLErrorString(egl10.eglGetError()));
return;
}
}
GLES20.glViewport(0, 0, renderBufferWidth, renderBufferHeight);
drawEnhancePass();
drawSharpenPass();
drawCustomParamsPass();
blured = drawBlurPass();
//onscreen draw
GLES20.glViewport(0, 0, surfaceWidth, surfaceHeight);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0);
GLES20.glClear(0);
GLES20.glUseProgram(simpleShaderProgram);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[blured ? 0 : 1]);
GLES20.glUniform1i(simpleSourceImageHandle, 0);
GLES20.glEnableVertexAttribArray(simpleInputTexCoordHandle);
GLES20.glVertexAttribPointer(simpleInputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
GLES20.glEnableVertexAttribArray(simplePositionHandle);
GLES20.glVertexAttribPointer(simplePositionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
egl10.eglSwapBuffers(eglDisplay, eglSurface);
}
示例11: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Issues the draw call. Does the full setup on every call.
*
* @param mvpMatrix The 4x4 projection matrix.
* @param color A 4-element color vector.
* @param vertexBuffer Buffer with vertex data.
* @param firstVertex Index of first vertex to use in vertexBuffer.
* @param vertexCount Number of vertices in vertexBuffer.
* @param coordsPerVertex The number of coordinates per vertex (e.g. x,y is 2).
* @param vertexStride Width, in bytes, of the data for each vertex (often vertexCount *
* sizeof(float)).
*/
public void draw(float[] mvpMatrix, float[] color, FloatBuffer vertexBuffer,
int firstVertex, int vertexCount, int coordsPerVertex, int vertexStride) {
GlUtil.checkGlError("draw start");
// Select the program.
GLES20.glUseProgram(mProgramHandle);
GlUtil.checkGlError("glUseProgram");
// Copy the model / view / projection matrix over.
GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0);
GlUtil.checkGlError("glUniformMatrix4fv");
// Copy the color vector in.
GLES20.glUniform4fv(muColorLoc, 1, color, 0);
GlUtil.checkGlError("glUniform4fv ");
// Enable the "aPosition" vertex attribute.
GLES20.glEnableVertexAttribArray(maPositionLoc);
GlUtil.checkGlError("glEnableVertexAttribArray");
// Connect vertexBuffer to "aPosition".
GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex,
GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
GlUtil.checkGlError("glVertexAttribPointer");
// Draw the rect.
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount);
GlUtil.checkGlError("glDrawArrays");
// Done -- disable vertex array and program.
GLES20.glDisableVertexAttribArray(maPositionLoc);
GLES20.glUseProgram(0);
}
示例12: drawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
public void drawFrame(SurfaceTexture st, boolean invert) {
checkGlError("onDrawFrame start");
st.getTransformMatrix(mSTMatrix);
if (invert) {
mSTMatrix[5] = -mSTMatrix[5];
mSTMatrix[13] = 1.0f - mSTMatrix[13];
}
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, mTextureID);
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
checkGlError("glDrawArrays");
GLES20.glFinish();
}
示例13: onDrawArraysPre
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
protected void onDrawArraysPre() {
GLES20.glEnableVertexAttribArray(mFilterSecondTextureCoordinateAttribute);
GLES20.glActiveTexture(GLES20.GL_TEXTURE3);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mFilterSourceTexture2);
GLES20.glUniform1i(mFilterInputTextureUniform2, 3);
mTexture2CoordinatesBuffer.position(0);
GLES20.glVertexAttribPointer(mFilterSecondTextureCoordinateAttribute, 2, GLES20.GL_FLOAT, false, 0, mTexture2CoordinatesBuffer);
}
示例14: drawCube
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draws a cube.
*/
private void drawCube()
{
// Pass in the position information
mCubePositions.position(0);
GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
0, mCubePositions);
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Pass in the normal information
mCubeNormals.position(0);
GLES20.glVertexAttribPointer(mNormalHandle, mNormalDataSize, GLES20.GL_FLOAT, false,
0, mCubeNormals);
GLES20.glEnableVertexAttribArray(mNormalHandle);
// This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
// (which currently contains model * view).
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
// Pass in the modelview matrix.
GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);
// This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
// (which now contains model * view * projection).
Matrix.multiplyMM(mTemporaryMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
System.arraycopy(mTemporaryMatrix, 0, mMVPMatrix, 0, 16);
// Pass in the combined matrix.
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Pass in the light position in eye space.
GLES20.glUniform3f(mLightPosHandle, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);
// Draw the cube.
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);
}
示例15: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw(float[] mtrxProjectionAndView) {
// get handle to vertex shader's vPosition member
int mPositionHandle = GLES20.glGetAttribLocation(ShaderInfo.sp_Image, "vPosition");
// Enable generic vertex attribute array
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, 3, GLES20.GL_FLOAT, false, 0, mVertexBuffer);
// Get handle to texture coordinates location
int mTexCoordLoc = GLES20.glGetAttribLocation(ShaderInfo.sp_Image, "a_texCoord" );
// Enable generic vertex attribute array
GLES20.glEnableVertexAttribArray (mTexCoordLoc);
// Prepare the texture coordinates
GLES20.glVertexAttribPointer (mTexCoordLoc, 2, GLES20.GL_FLOAT, false, 0, mTextureBuffer);
// Get handle to shape's transformation matrix
int mtrxhandle = GLES20.glGetUniformLocation(ShaderInfo.sp_Image, "uMVPMatrix");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mtrxhandle, 1, false, mtrxProjectionAndView, 0);
// Get handle to textures locations
int mSamplerLoc = GLES20.glGetUniformLocation (ShaderInfo.sp_Image, "s_texture" );
// Set the sampler texture unit to the index of the image we're trying to draw
GLES20.glUniform1i ( mSamplerLoc, mTextureIndex);
//Log.d(TAG,"Texture index is " + mTextureIndex);
// Draw the triangle
GLES20.glDrawElements(GLES20.GL_TRIANGLES, mIndices.length, GLES20.GL_UNSIGNED_SHORT, mDrawlistBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
GLES20.glDisableVertexAttribArray(mTexCoordLoc);
// Log.d(TAG,"Drawing at: " + mLocationRect);
}