本文整理汇总了Java中android.opengl.GLES20.glUniform3fv方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glUniform3fv方法的具体用法?Java GLES20.glUniform3fv怎么用?Java GLES20.glUniform3fv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.glUniform3fv方法的2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: onDrawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onDrawFrame(int textureId) {
onPreDrawElements();
int iResolutionLocation = GLES20.glGetUniformLocation(glSimpleProgram.getProgramId(), "iResolution");
GLES20.glUniform3fv(iResolutionLocation, 1,
FloatBuffer.wrap(new float[]{(float) surfaceWidth, (float) surfaceHeight, 1.0f}));
float currentTime = ((float) (System.currentTimeMillis() - START_TIME)) / 1000.0f;
setUniform1f(glSimpleProgram.getProgramId(), "iGlobalTime",currentTime);
TextureUtils.bindTexture2D(textureId, GLES20.GL_TEXTURE0,glSimpleProgram.getTextureSamplerHandle(),0);
GLES20.glViewport(0,0,surfaceWidth,surfaceHeight);
plane.draw();
}
示例2: setupShaderInputs
import android.opengl.GLES20; //导入方法依赖的package包/类
void setupShaderInputs(int program, FloatBuffer vertex, FloatBuffer textureCoord, int[] iResolution, int[] iChannels, int[][] iChannelResolutions) {
GLES20.glUseProgram(program);
int iResolutionLocation = GLES20.glGetUniformLocation(program, "iResolution");
GLES20.glUniform3fv(iResolutionLocation, 1,
FloatBuffer.wrap(new float[]{(float) iResolution[0], (float) iResolution[1], 1.0f}));
float time = ((float) (System.currentTimeMillis() - START_TIME)) / 1000.0f;
int iGlobalTimeLocation = GLES20.glGetUniformLocation(program, "iGlobalTime");
GLES20.glUniform1f(iGlobalTimeLocation, time);
int iFrameLocation = GLES20.glGetUniformLocation(program, "iFrame");
GLES20.glUniform1i(iFrameLocation, iFrame);
int vPositionLocation = GLES20.glGetAttribLocation(program, "vPosition");
GLES20.glEnableVertexAttribArray(vPositionLocation);
GLES20.glVertexAttribPointer(vPositionLocation, 2, GLES20.GL_FLOAT, false, 4 * 2, vertex);
int vTexCoordLocation = GLES20.glGetAttribLocation(program, "vTexCoord");
GLES20.glEnableVertexAttribArray(vTexCoordLocation);
GLES20.glVertexAttribPointer(vTexCoordLocation, 2, GLES20.GL_FLOAT, false, 4 * 2, textureCoord);
for (int i = 0; i < iChannels.length; i++) {
int sTextureLocation = GLES20.glGetUniformLocation(program, "iChannel" + i);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + i);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, iChannels[i]);
GLES20.glUniform1i(sTextureLocation, i);
}
float _iChannelResolutions[] = new float[iChannelResolutions.length * 3];
for (int i = 0; i < iChannelResolutions.length; i++) {
_iChannelResolutions[i * 3] = iChannelResolutions[i][0];
_iChannelResolutions[i * 3 + 1] = iChannelResolutions[i][1];
_iChannelResolutions[i * 3 + 2] = 1.0f;
}
int iChannelResolutionLocation = GLES20.glGetUniformLocation(program, "iChannelResolution");
GLES20.glUniform3fv(iChannelResolutionLocation,
_iChannelResolutions.length, FloatBuffer.wrap(_iChannelResolutions));
// For beauty
int singleStepOffsetLocation = GLES20.glGetUniformLocation(program, "singleStepOffset");
GLES20.glUniform2fv(singleStepOffsetLocation, 1, FloatBuffer.wrap(new float[] { 2.0f / 320.0f, 2.0f / 480.0f}));
}