本文整理汇总了Java中android.opengl.GLES20.glUniform4fv方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glUniform4fv方法的具体用法?Java GLES20.glUniform4fv怎么用?Java GLES20.glUniform4fv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.glUniform4fv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: onSetExpandData
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
protected void onSetExpandData() {
//todo 根据时间修改
if(isAdd){
mStep+=0.08f;
}else{
mStep-=0.08f;
}
if(mStep>=1.0f){
isAdd=false;
mStep=1.0f;
}else if(mStep<=0.0f){
isAdd=true;
mStep=0.0f;
}
super.onSetExpandData();
GLES20.glUniform4fv(mGLBorderColor,1,mBorderColor,0);
GLES20.glUniform1f(mGLStep,mStep);
}
示例2: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draw a snapshot of a live graph.
* @param mvpMatrix
* @param snapshot
*/
public void draw(float[] mvpMatrix, TimeSeriesSnapshot<Double> snapshot) {
// Add program to OpenGL ES environment
GLES20.glUseProgram(programHandle);
// Configure the MVP matrix parameter.
int mMVPMatrixHandle = GLES20.glGetUniformLocation(programHandle, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// Set position information
int mPositionHandle = GLES20.glGetAttribLocation(programHandle, "vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(
mPositionHandle, 3 /* coords per vertex */,
GLES20.GL_FLOAT, false,
VERTEX_STRIDE, snapshotToBuffer(snapshot));
// Set color information
int mColorHandle = GLES20.glGetUniformLocation(programHandle, "vColor");
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// And finally, draw it as a line strip.
GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, snapshot.length);
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
示例3: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draw bubble.
*/
public void draw() {
GLES20.glUseProgram(getProgram());
int positionHandle = GLES20.glGetAttribLocation(getProgram(), VERTEX_POSITION);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,
COORDS_PER_VERTEX * SIZE_OF_FLOAT, vertexBuffer);
int colorHandle = GLES20.glGetUniformLocation(getProgram(), VERTEX_COLOR);
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glUniform4fv(colorHandle, 1, getColor(), 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_FAN, shortBuffer.capacity(), GLES20.GL_UNSIGNED_SHORT,
shortBuffer);
GLES20.glDisableVertexAttribArray(positionHandle);
GLES20.glDisable(GLES20.GL_BLEND);
}
示例4: 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5: 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");
TextureRender.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
TextureRender.checkGlError("glUniformMatrix4fv");
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
示例7: drawScene
import android.opengl.GLES20; //导入方法依赖的package包/类
private void drawScene() {
GLES20.glUniform4fv(mColorFilterHandle, 1, mColorFilter, 0);
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glUniform4fv");
GLES20.glUniformMatrix4fv(mMVPTransformHandle, 1, false, mMVP, 0);
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glUniformMatrix4fv");
GLES20.glEnableVertexAttribArray(mTexCoordHandle);
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glEnableVertexAttribArray");
GLES20.glEnableVertexAttribArray(mTriangleVerticesHandle);
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glEnableVertexAttribArray");
GLES20.glVertexAttribPointer(mTriangleVerticesHandle, 3, GLES20.GL_FLOAT,
false, 0, mVertices);
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glVertexAttribPointer");
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 2 * (VERTICAL_GRANULARITY) * (HORIZONTAL_GRANULARITY + 1));
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glDrawArrays");
GLES20.glDisableVertexAttribArray(mTexCoordHandle);
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glDisableVertexAttribArray");
GLES20.glDisableVertexAttribArray(mTriangleVerticesHandle);
if (CHECK_GL_ERRORS) OpenGLUtils.checkGlError("glDisableVertexAttribArray");
}
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
/**
* 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10: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draw wave.
*/
public void draw() {
GLES20.glUseProgram(getProgram());
int positionHandle = GLES20.glGetAttribLocation(getProgram(), VERTEX_POSITION);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,
COORDS_PER_VERTEX * SIZE_OF_FLOAT, vertexBuffer);
int colorHandle = GLES20.glGetUniformLocation(getProgram(), VERTEX_COLOR);
GLES20.glUniform4fv(colorHandle, 1, getColor(), 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_FAN, shortBuffer.capacity(), GLES20.GL_UNSIGNED_SHORT,
shortBuffer);
GLES20.glDisableVertexAttribArray(positionHandle);
}
示例11: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draw rectangle.
*/
public void draw() {
GLES20.glUseProgram(getProgram());
int positionHandle = GLES20.glGetAttribLocation(getProgram(), VERTEX_POSITION);
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false,
COORDS_PER_VERTEX * SIZE_OF_FLOAT, vertexBuffer);
int colorHandle = GLES20.glGetUniformLocation(getProgram(), VERTEX_COLOR);
GLES20.glUniform4fv(colorHandle, 1, getColor(), 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLE_FAN, shortBuffer.capacity(), GLES20.GL_UNSIGNED_SHORT,
shortBuffer);
GLES20.glDisableVertexAttribArray(positionHandle);
}
示例12: 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13: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw(float[] mvpMatrix) {
// Add program to OpenGL ES 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");
// Pass the projection and view transformation to the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
示例14: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw(float[] mvpMatrix, float r, float g, float b, float a) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
int mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
int vertexStride = COORDS_PER_VERTEX * 4;
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
int mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
float[] color = {r,g,b,a};
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
GLRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
GLRenderer.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15: draw
import android.opengl.GLES20; //导入方法依赖的package包/类
public void draw(float[] mVPMatrix) {
GLES20.glUseProgram(program);
positionHandle = GLES20.glGetAttribLocation(program, "vPosition");
GLES20.glEnableVertexAttribArray(positionHandle);
GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride,
vertexBuffer);
colorHandle = GLES20.glGetUniformLocation(program, "vColor");
GLES20.glUniform4fv(colorHandle, 1, color, 0);
mVPHandle = GLES20.glGetUniformLocation(program, "uMVPMatrix");
GLES20.glUniformMatrix4fv(mVPHandle, 1, false, mVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
GLES20.glDisableVertexAttribArray(positionHandle);
}