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Java GLES20.glUniform3f方法代码示例

本文整理汇总了Java中android.opengl.GLES20.glUniform3f方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glUniform3f方法的具体用法?Java GLES20.glUniform3f怎么用?Java GLES20.glUniform3f使用的例子?那么, 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android.opengl.GLES20的用法示例。


在下文中一共展示了GLES20.glUniform3f方法的13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: updateFloatValue

import android.opengl.GLES20; //导入方法依赖的package包/类
private void updateFloatValue(float... value) {
    switch (value.length) {
        case 1:
            GLES20.glUniform1f(handle(), value[0]);
            break;
        case 2:
            GLES20.glUniform2f(handle(), value[0], value[1]);
            break;
        case 3:
            GLES20.glUniform3f(handle(), value[0], value[1], value[2]);
            break;
        case 4:
            GLES20.glUniform4f(handle(), value[0], value[1], value[2], value[3]);
            break;
        case 16:
            GLES20.glUniformMatrix4fv(handle(), 1, false, value, 0);
        default:
            break;
    }
}
 
开发者ID:gplibs,项目名称:android-magic-surface-view,代码行数:21,代码来源:GLUniformParameter.java

示例2: 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(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    // 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);
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:39,代码来源:LessonSixRenderer.java

示例3: 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);                               
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:41,代码来源:LessonSixRenderer.java

示例4: drawCustomParamsPass

import android.opengl.GLES20; //导入方法依赖的package包/类
private void drawCustomParamsPass() {
    GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, renderFrameBuffer[1]);
    GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, renderTexture[1], 0);
    GLES20.glClear(0);

    GLES20.glUseProgram(toolsShaderProgram);
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, renderTexture[0]);
    GLES20.glUniform1i(sourceImageHandle, 0);
    if (showOriginal) {
        GLES20.glUniform1f(shadowsHandle, 1);
        GLES20.glUniform1f(highlightsHandle, 1);
        GLES20.glUniform1f(exposureHandle, 0);
        GLES20.glUniform1f(contrastHandle, 1);
        GLES20.glUniform1f(saturationHandle, 1);
        GLES20.glUniform1f(warmthHandle, 0);
        GLES20.glUniform1f(vignetteHandle, 0);
        GLES20.glUniform1f(grainHandle, 0);
        GLES20.glUniform1f(fadeAmountHandle, 0);
        GLES20.glUniform3f(highlightsTintColorHandle, 0, 0, 0);
        GLES20.glUniform1f(highlightsTintIntensityHandle, 0);
        GLES20.glUniform3f(shadowsTintColorHandle, 0, 0, 0);
        GLES20.glUniform1f(shadowsTintIntensityHandle, 0);
        GLES20.glUniform1f(skipToneHandle, 1);
    } else {
        GLES20.glUniform1f(shadowsHandle, getShadowsValue());
        GLES20.glUniform1f(highlightsHandle, getHighlightsValue());
        GLES20.glUniform1f(exposureHandle, getExposureValue());
        GLES20.glUniform1f(contrastHandle, getContrastValue());
        GLES20.glUniform1f(saturationHandle, getSaturationValue());
        GLES20.glUniform1f(warmthHandle, getWarmthValue());
        GLES20.glUniform1f(vignetteHandle, getVignetteValue());
        GLES20.glUniform1f(grainHandle, getGrainValue());
        GLES20.glUniform1f(fadeAmountHandle, getFadeValue());
        GLES20.glUniform3f(highlightsTintColorHandle, (tintHighlightsColor >> 16 & 0xff) / 255.0f, (tintHighlightsColor >> 8 & 0xff) / 255.0f, (tintHighlightsColor & 0xff) / 255.0f);
        GLES20.glUniform1f(highlightsTintIntensityHandle, getTintHighlightsIntensityValue());
        GLES20.glUniform3f(shadowsTintColorHandle, (tintShadowsColor >> 16 & 0xff) / 255.0f, (tintShadowsColor >> 8 & 0xff) / 255.0f, (tintShadowsColor & 0xff) / 255.0f);
        GLES20.glUniform1f(shadowsTintIntensityHandle, getTintShadowsIntensityValue());
        boolean skipTone = curvesToolValue.shouldBeSkipped();
        GLES20.glUniform1f(skipToneHandle, skipTone ? 1.0f : 0.0f);
        if (!skipTone) {
            curvesToolValue.fillBuffer();
            GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
            GLES20.glBindTexture(GL10.GL_TEXTURE_2D, curveTextures[0]);
            GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
            GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
            GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
            GLES20.glTexParameteri(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
            GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, 200, 1, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, curvesToolValue.curveBuffer);
            GLES20.glUniform1i(curvesImageHandle, 1);
        }
    }

    GLES20.glUniform1f(widthHandle, renderBufferWidth);
    GLES20.glUniform1f(heightHandle, renderBufferHeight);
    GLES20.glEnableVertexAttribArray(inputTexCoordHandle);
    GLES20.glVertexAttribPointer(inputTexCoordHandle, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);
    GLES20.glEnableVertexAttribArray(positionHandle);
    GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, false, 8, vertexInvertBuffer);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
 
开发者ID:MLNO,项目名称:airgram,代码行数:62,代码来源:PhotoFilterView.java

示例5: draw

import android.opengl.GLES20; //导入方法依赖的package包/类
/**
 *
 *  This method takes in the current CameraView Matrix and the Camera's Projection Matrix, the
 *  current position and pose of the device, uses those to calculate the ModelViewMatrix and
 *  ModelViewProjectionMatrix.  It binds the VBO, enables the custom attribute locations,
 *  binds and uploads the shader uniforms, calls our single DrawArray call, and finally disables
 *  and unbinds the shader attributes and VBO.
 *
 * @param cameraView
 * @param cameraPerspective
 * @param screenWidth
 * @param screenHeight
 * @param nearClip
 * @param farClip
 */
public void draw(float[] cameraView, float[] cameraPerspective, float screenWidth, float screenHeight, float nearClip, float farClip) {


    Matrix.multiplyMM(mModelViewMatrix, 0, cameraView, 0, mModelMatrix, 0);
    Matrix.multiplyMM(mModelViewProjectionMatrix, 0, cameraPerspective, 0, mModelViewMatrix, 0);

    ShaderUtil.checkGLError(TAG, "Before draw");

    GLES20.glUseProgram(mProgramName);
    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVbo);
    GLES20.glVertexAttribPointer(
            mPositionAttribute, FLOATS_PER_POINT, GLES20.GL_FLOAT, false, BYTES_PER_POINT, mPositionAddress);
    GLES20.glVertexAttribPointer(
            mPreviousAttribute, FLOATS_PER_POINT, GLES20.GL_FLOAT, false, BYTES_PER_POINT, mPreviousAddress);
    GLES20.glVertexAttribPointer(
            mNextAttribute, FLOATS_PER_POINT, GLES20.GL_FLOAT, false, BYTES_PER_POINT, mNextAddress);
    GLES20.glVertexAttribPointer(
            mSideAttribute, 1, GLES20.GL_FLOAT, false, BYTES_PER_FLOAT, mSideAddress);
    GLES20.glVertexAttribPointer(
            mWidthAttribte, 1, GLES20.GL_FLOAT, false, BYTES_PER_FLOAT, mWidthAddress);
    GLES20.glVertexAttribPointer(
            mCountersAttribute, 1, GLES20.GL_FLOAT, false, BYTES_PER_FLOAT, mCounterAddress);
    GLES20.glUniformMatrix4fv(
            mModelViewUniform, 1, false, mModelViewMatrix, 0);
    GLES20.glUniformMatrix4fv(
            mProjectionUniform, 1, false, cameraPerspective, 0);


    GLES20.glUniform2f(mResolutionUniform, screenWidth, screenHeight);
    GLES20.glUniform1f(mLineWidthUniform, 0.01f);
    GLES20.glUniform3f(mColorUniform, mColor.x, mColor.y, mColor.z);
    GLES20.glUniform1f(mOpacityUniform, 1.0f);
    GLES20.glUniform1f(mNearUniform, nearClip);
    GLES20.glUniform1f(mFarUniform, farClip);
    GLES20.glUniform1f(mSizeAttenuationUniform, 1.0f);
    GLES20.glUniform1f(mVisibility, 1.0f);
    GLES20.glUniform1f(mAlphaTest, 1.0f);
    GLES20.glUniform1f(mDrawModeUniform, mDrawMode?1.0f:0.0f);
    GLES20.glUniform1f(mNearCutoffUniform,  mDrawDistance - 0.0075f);
    GLES20.glUniform1f(mFarCutoffUniform, mDrawDistance + 0.0075f);
    GLES20.glUniform1f(mLineDepthScaleUniform, mLineDepthScale);

    GLES20.glEnableVertexAttribArray(mPositionAttribute);
    GLES20.glEnableVertexAttribArray(mPreviousAttribute);
    GLES20.glEnableVertexAttribArray(mNextAttribute);
    GLES20.glEnableVertexAttribArray(mSideAttribute);
    GLES20.glEnableVertexAttribArray(mWidthAttribte);
    GLES20.glEnableVertexAttribArray(mCountersAttribute);


    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, mNumBytes);


    GLES20.glDisableVertexAttribArray(mCountersAttribute);
    GLES20.glDisableVertexAttribArray(mWidthAttribte);
    GLES20.glDisableVertexAttribArray(mSideAttribute);
    GLES20.glDisableVertexAttribArray(mNextAttribute);
    GLES20.glDisableVertexAttribArray(mPreviousAttribute);
    GLES20.glDisableVertexAttribArray(mPositionAttribute);


    GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);

    ShaderUtil.checkGLError(TAG, "Draw");
}
 
开发者ID:googlecreativelab,项目名称:ar-drawing-java,代码行数:81,代码来源:LineShaderRenderer.java

示例6: 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 color information
    mCubeColors.position(0);
    GLES20.glVertexAttribPointer(
            mColorHandle,
            mColorDataSize,
            GLES20.GL_FLOAT,
            false,
            0, mCubeColors
    );
    GLES20.glEnableVertexAttribArray(mColorHandle);

    // 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 the MVP matrix.
    // which currently contains model * view.
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // Pass in the model view matrix
    GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);

    // This multiplies the model view matrix by the projection matrix,
    // and stores the result in the MVP matrix.
    // which now contains model * view * projection.
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    // 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);

}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:64,代码来源:Cube.java

示例7: onDrawFrame

import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 glUnused) {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    // Set our per-vertex lighting program.
    GLES20.glUseProgram(program);

    // Set program handles for cube drawing.
    mvpMatrixUniform = GLES20.glGetUniformLocation(program, MVP_MATRIX_UNIFORM);
    mvMatrixUniform = GLES20.glGetUniformLocation(program, MV_MATRIX_UNIFORM);
    lightPosUniform = GLES20.glGetUniformLocation(program, LIGHT_POSITION_UNIFORM);
    positionAttribute = GLES20.glGetAttribLocation(program, POSITION_ATTRIBUTE);
    normalAttribute = GLES20.glGetAttribLocation(program, NORMAL_ATTRIBUTE);
    colorAttribute = GLES20.glGetAttribLocation(program, COLOR_ATTRIBUTE);

    // Calculate position of the light. Push into the distance.
    Matrix.setIdentityM(lightModelMatrix, 0);
    Matrix.translateM(lightModelMatrix, 0, 0.0f, 7.5f, -8.0f);

    Matrix.multiplyMV(lightPosInWorldSpace, 0, lightModelMatrix, 0, lightPosInModelSpace, 0);
    Matrix.multiplyMV(lightPosInEyeSpace, 0, viewMatrix, 0, lightPosInWorldSpace, 0);

    // Draw the heightmap.
    // Translate the heightmap into the screen.
    Matrix.setIdentityM(modelMatrix, 0);
    Matrix.translateM(modelMatrix, 0, 0.0f, 0.0f, -12f);

    // Set a matrix that contains the current rotation.
    Matrix.setIdentityM(currentRotation, 0);
    Matrix.rotateM(currentRotation, 0, deltaX, 0.0f, 1.0f, 0.0f);
    Matrix.rotateM(currentRotation, 0, deltaY, 1.0f, 0.0f, 0.0f);
    deltaX = 0.0f;
    deltaY = 0.0f;

    // Multiply the current rotation by the accumulated rotation, and then
    // set the accumulated rotation to the result.
    Matrix.multiplyMM(temporaryMatrix, 0, currentRotation, 0, accumulatedRotation, 0);
    System.arraycopy(temporaryMatrix, 0, accumulatedRotation, 0, 16);

    // Rotate the cube taking the overall rotation into account.
    Matrix.multiplyMM(temporaryMatrix, 0, modelMatrix, 0, accumulatedRotation, 0);
    System.arraycopy(temporaryMatrix, 0, modelMatrix, 0, 16);

    // This multiplies the view matrix by the model matrix, and stores
    // the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mvpMatrix, 0, viewMatrix, 0, modelMatrix, 0);

    // Pass in the modelview matrix.
    GLES20.glUniformMatrix4fv(mvMatrixUniform, 1, false, mvpMatrix, 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(temporaryMatrix, 0, projectionMatrix, 0, mvpMatrix, 0);
    System.arraycopy(temporaryMatrix, 0, mvpMatrix, 0, 16);

    // Pass in the combined matrix.
    GLES20.glUniformMatrix4fv(mvpMatrixUniform, 1, false, mvpMatrix, 0);

    // Pass in the light position in eye space.
    GLES20.glUniform3f(lightPosUniform, lightPosInEyeSpace[0], lightPosInEyeSpace[1], lightPosInEyeSpace[2]);

    // Render the heightmap.
    heightMap.render();
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:67,代码来源:LessonEightRenderer.java

示例8: 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 color information
    mCubeColors.position(0);
    GLES20.glVertexAttribPointer(
            mColorHandle,
            mColorDataSize,
            GLES20.GL_FLOAT,
            false,
            0, mCubeColors
    );
    GLES20.glEnableVertexAttribArray(mColorHandle);

    // Pass in the normal information
    mCubeNormals.position(0);
    GLES20.glVertexAttribPointer(
            mNormalHandle,
            mNormalDataSize,
            GLES20.GL_FLOAT,
            false,
            0,
            mCubeNormals
    );
    GLES20.glEnableVertexAttribArray(mNormalHandle);

    // Pass in the texture coordinate information
    mCubeTextureCoordinates.position(0);
    GLES20.glVertexAttribPointer(
            mTextureCoordinateHandle,
            mTextureCoordinateDataSize,
            GLES20.GL_FLOAT,
            false,
            0,
            mCubeTextureCoordinates
    );
    GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);

    // This multiplies the view matrix by the model matrix
    // and stores the result the MVP matrix.
    // which currently contains model * view.
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // Pass in the model view matrix
    GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);

    // This multiplies the model view matrix by the projection matrix,
    // and stores the result in the MVP matrix.
    // which now contains model * view * projection.
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    // 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);

}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:75,代码来源:Cube.java

示例9: onDrawFrame

import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 glUnused) {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    // Set our per-vertex lighting program.
    GLES20.glUseProgram(mProgramHandle);

    // Set program handles for cube drawing.
    mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVPMatrix");
    mMVMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVMatrix");
    mLightPosHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_LightPos");
    mTextureUniformHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_Texture");
    mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Position");
    mNormalHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Normal");
    mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_TexCoordinate");

    // Calculate position of the light. Push into the distance.
    Matrix.setIdentityM(mLightModelMatrix, 0);
    Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, -1.0f);

    Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
    Matrix.multiplyMV(mLightPosInEyeSpace, 0, mViewMatrix, 0, mLightPosInWorldSpace, 0);

    // Draw a cube.
    // Translate the cube into the screen.
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, -3.5f);

    // Set a matrix that contains the current rotation.
    Matrix.setIdentityM(mCurrentRotation, 0);
    Matrix.rotateM(mCurrentRotation, 0, mDeltaX, 0.0f, 1.0f, 0.0f);
    Matrix.rotateM(mCurrentRotation, 0, mDeltaY, 1.0f, 0.0f, 0.0f);
    mDeltaX = 0.0f;
    mDeltaY = 0.0f;

    // Multiply the current rotation by the accumulated rotation, and then set the accumulated rotation to the result.
    Matrix.multiplyMM(mTemporaryMatrix, 0, mCurrentRotation, 0, mAccumulatedRotation, 0);
    System.arraycopy(mTemporaryMatrix, 0, mAccumulatedRotation, 0, 16);

    // Rotate the cube taking the overall rotation into account.
    Matrix.multiplyMM(mTemporaryMatrix, 0, mModelMatrix, 0, mAccumulatedRotation, 0);
    System.arraycopy(mTemporaryMatrix, 0, mModelMatrix, 0, 16);

    // 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]);

    // Pass in the texture information
    // Set the active texture unit to texture unit 0.
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

    // Bind the texture to this unit.
    GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mAndroidDataHandle);

    // Tell the texture uniform sampler to use this texture in the
    // shader by binding to texture unit 0.
    GLES20.glUniform1i(mTextureUniformHandle, 0);

    if (mCubes != null) {
        mCubes.render();
    }
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:79,代码来源:LessonSevenRenderer.java

示例10: 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 color information
       mCubeColors.position(0);
       GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
       		0, mCubeColors);

       GLES20.glEnableVertexAttribArray(mColorHandle);

       // 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(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

       // 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);
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:47,代码来源:LessonTwoRenderer.java

示例11: onDrawFrame

import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 glUnused) {
	GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

	// Set our per-vertex lighting program.
	GLES20.glUseProgram(program);

	// Set program handles for cube drawing.
	mvpMatrixUniform = GLES20.glGetUniformLocation(program, MVP_MATRIX_UNIFORM);
	mvMatrixUniform = GLES20.glGetUniformLocation(program, MV_MATRIX_UNIFORM);
	lightPosUniform = GLES20.glGetUniformLocation(program, LIGHT_POSITION_UNIFORM);
	positionAttribute = GLES20.glGetAttribLocation(program, POSITION_ATTRIBUTE);
	normalAttribute = GLES20.glGetAttribLocation(program, NORMAL_ATTRIBUTE);
	colorAttribute = GLES20.glGetAttribLocation(program, COLOR_ATTRIBUTE);

	// Calculate position of the light. Push into the distance.
	Matrix.setIdentityM(lightModelMatrix, 0);
	Matrix.translateM(lightModelMatrix, 0, 0.0f, 7.5f, -8.0f);

	Matrix.multiplyMV(lightPosInWorldSpace, 0, lightModelMatrix, 0, lightPosInModelSpace, 0);
	Matrix.multiplyMV(lightPosInEyeSpace, 0, viewMatrix, 0, lightPosInWorldSpace, 0);

	// Draw the heightmap.
	// Translate the heightmap into the screen.
	Matrix.setIdentityM(modelMatrix, 0);
	Matrix.translateM(modelMatrix, 0, 0.0f, 0.0f, -12f);

	// Set a matrix that contains the current rotation.
	Matrix.setIdentityM(currentRotation, 0);
	Matrix.rotateM(currentRotation, 0, deltaX, 0.0f, 1.0f, 0.0f);
	Matrix.rotateM(currentRotation, 0, deltaY, 1.0f, 0.0f, 0.0f);
	deltaX = 0.0f;
	deltaY = 0.0f;

	// Multiply the current rotation by the accumulated rotation, and then
	// set the accumulated rotation to the result.
	Matrix.multiplyMM(temporaryMatrix, 0, currentRotation, 0, accumulatedRotation, 0);
	System.arraycopy(temporaryMatrix, 0, accumulatedRotation, 0, 16);

	// Rotate the cube taking the overall rotation into account.
	Matrix.multiplyMM(temporaryMatrix, 0, modelMatrix, 0, accumulatedRotation, 0);
	System.arraycopy(temporaryMatrix, 0, modelMatrix, 0, 16);

	// This multiplies the view matrix by the model matrix, and stores
	// the result in the MVP matrix
	// (which currently contains model * view).
	Matrix.multiplyMM(mvpMatrix, 0, viewMatrix, 0, modelMatrix, 0);

	// Pass in the modelview matrix.
	GLES20.glUniformMatrix4fv(mvMatrixUniform, 1, false, mvpMatrix, 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(temporaryMatrix, 0, projectionMatrix, 0, mvpMatrix, 0);
	System.arraycopy(temporaryMatrix, 0, mvpMatrix, 0, 16);

	// Pass in the combined matrix.
	GLES20.glUniformMatrix4fv(mvpMatrixUniform, 1, false, mvpMatrix, 0);

	// Pass in the light position in eye space.
	GLES20.glUniform3f(lightPosUniform, lightPosInEyeSpace[0], lightPosInEyeSpace[1], lightPosInEyeSpace[2]);

	// Render the heightmap.
	heightMap.render();
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:67,代码来源:LessonEightRenderer.java

示例12: 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 color information
       mCubeColors.position(0);
       GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
       		0, mCubeColors);        
       
       GLES20.glEnableVertexAttribArray(mColorHandle);
       
       // Pass in the normal information
       mCubeNormals.position(0);
       GLES20.glVertexAttribPointer(mNormalHandle, mNormalDataSize, GLES20.GL_FLOAT, false, 
       		0, mCubeNormals);
       
       GLES20.glEnableVertexAttribArray(mNormalHandle);
       
       // Pass in the texture coordinate information
       mCubeTextureCoordinates.position(0);
       GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false, 
       		0, mCubeTextureCoordinates);
       
       GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
       
	// 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(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

       // 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);                               
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:54,代码来源:LessonFourRenderer.java

示例13: onDrawFrame

import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onDrawFrame(GL10 glUnused) 
{		
	GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);			                                    
       
       // Set our per-vertex lighting program.
       GLES20.glUseProgram(mProgramHandle);   
       
       // Set program handles for cube drawing.
       mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVPMatrix");
       mMVMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVMatrix"); 
       mLightPosHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_LightPos");
       mTextureUniformHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_Texture");
       mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Position");        
       mNormalHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Normal"); 
       mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_TexCoordinate");
       
       // Calculate position of the light. Push into the distance.
       Matrix.setIdentityM(mLightModelMatrix, 0);                     
       Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, -1.0f);
              
       Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
       Matrix.multiplyMV(mLightPosInEyeSpace, 0, mViewMatrix, 0, mLightPosInWorldSpace, 0);                      
       
       // Draw a cube.
       // Translate the cube into the screen.
       Matrix.setIdentityM(mModelMatrix, 0);
       Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, -3.5f);     
       
       // Set a matrix that contains the current rotation.
       Matrix.setIdentityM(mCurrentRotation, 0);        
   	Matrix.rotateM(mCurrentRotation, 0, mDeltaX, 0.0f, 1.0f, 0.0f);
   	Matrix.rotateM(mCurrentRotation, 0, mDeltaY, 1.0f, 0.0f, 0.0f);
   	mDeltaX = 0.0f;
   	mDeltaY = 0.0f;
   	    	
   	// Multiply the current rotation by the accumulated rotation, and then set the accumulated rotation to the result.
   	Matrix.multiplyMM(mTemporaryMatrix, 0, mCurrentRotation, 0, mAccumulatedRotation, 0);
   	System.arraycopy(mTemporaryMatrix, 0, mAccumulatedRotation, 0, 16);
   	    	
       // Rotate the cube taking the overall rotation into account.     	
   	Matrix.multiplyMM(mTemporaryMatrix, 0, mModelMatrix, 0, mAccumulatedRotation, 0);
   	System.arraycopy(mTemporaryMatrix, 0, mModelMatrix, 0, 16);   
   	
   	// 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]);
	
	// Pass in the texture information
	// Set the active texture unit to texture unit 0.
	GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

	// Bind the texture to this unit.
	GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mAndroidDataHandle);

	// Tell the texture uniform sampler to use this texture in the
	// shader by binding to texture unit 0.
	GLES20.glUniform1i(mTextureUniformHandle, 0);
       
	if (mCubes != null) {
		mCubes.render();
	}
}
 
开发者ID:biezhihua,项目名称:Android_OpenGL_Demo,代码行数:80,代码来源:LessonSevenRenderer.java


注:本文中的android.opengl.GLES20.glUniform3f方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。