本文整理汇总了Java中android.opengl.GLES20.glUniformMatrix4fv方法的典型用法代码示例。如果您正苦于以下问题:Java GLES20.glUniformMatrix4fv方法的具体用法?Java GLES20.glUniformMatrix4fv怎么用?Java GLES20.glUniformMatrix4fv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.glUniformMatrix4fv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: drawLight
import android.opengl.GLES20; //导入方法依赖的package包/类
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(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(pointMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Draw the point.
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
}
示例3: 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;
}
}
示例4: onPreDrawElements
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
public void onPreDrawElements() {
super.onPreDrawElements();
glPassThroughProgram.use();
plane.uploadTexCoordinateBuffer(glPassThroughProgram.getTextureCoordinateHandle());
plane.uploadVerticesBuffer(glPassThroughProgram.getPositionHandle());
GLES20.glUniformMatrix4fv(glPassThroughProgram.getMVPMatrixHandle(), 1, false, projectionMatrix, 0);
}
示例5: 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6: drawSelf
import android.opengl.GLES20; //导入方法依赖的package包/类
public void drawSelf() {
//指定使用着色器程序
GLES20.glUseProgram(mProgram);
//初始化变换矩阵
Matrix.setRotateM(mMMatrix , 0 , 0 , 0 , 1 , 0);
//设置沿Z轴正方向唯一1
Matrix.translateM(mMMatrix , 0 , 0 , 0 , 1);
//设置绕Y轴旋转角度yAngle
Matrix.rotateM(mMMatrix , 0 , yAngle , 0 , 1 , 0);
//设置绕X轴旋转角度xAngle
Matrix.rotateM(mMMatrix , 0 , xAngle , 1 , 0 , 0);
//将最终变换矩阵传入渲染管线
GLES20.glUniformMatrix4fv(muMVPMatrixHandle , 1 , false , MatrixState.getFinalMatrix(mMMatrix) , 0);
GLES20.glVertexAttribPointer(maPositionHandle ,//顶点位置属性引用
3 ,//每顶点一组的数据个数(X Y Z 坐标 所以是3)
GLES20.GL_FLOAT ,//数据类型
false ,//是否规格化
3 * 4 ,//每组数据的尺寸,这里每组3个浮点数据,每个浮点4byte,所以是3*4
mVertexBuffer//存放了数据的缓冲区
);
//把颜色数据传送进渲染管线
GLES20.glVertexAttribPointer(maColorHandle , 4 , GLES20.GL_FLOAT , false , 4 * 4 , mColorBuffer);
//启用顶点位置数据和颜色数据
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glEnableVertexAttribArray(maColorHandle);
//开始绘制,绘制三角形
GLES20.glDrawArrays(GLES20.GL_TRIANGLES , 0 , vCount);
}
示例7: drawTriangle
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* Draws a triangle from the given vertex data.
*
* @param aTriangleBuffer The buffer containing the vertex data.
*/
private void drawTriangle(final FloatBuffer aTriangleBuffer)
{
// Pass in the position information
aTriangleBuffer.position(mPositionOffset);
GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
mStrideBytes, aTriangleBuffer);
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Pass in the color information
aTriangleBuffer.position(mColorOffset);
GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
mStrideBytes, aTriangleBuffer);
GLES20.glEnableVertexAttribArray(mColorHandle);
// 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);
// 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);
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}
示例8: render
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* draws the Triangles shape object
* @param aMVPMatrix
*/
public void render(float[] aMVPMatrix){
// disable culling to enable back faces.
GLES20.glDisable(GLES20.GL_CULL_FACE);
// Tell OpenGL to use this program when rendering.
GLES20.glUseProgram(aTriangleProgramHandle);
// Set program handles. These will later be used to pass in values to the program.
aMVPMatrixHandle = GLES20.glGetUniformLocation(aTriangleProgramHandle, "u_MVPMatrix");
aPositionHandle = GLES20.glGetAttribLocation(aTriangleProgramHandle, "a_Position");
aColorHandle = GLES20.glGetAttribLocation(aTriangleProgramHandle, "a_Color");
// Pass in the combined matrix.
GLES20.glUniformMatrix4fv(aMVPMatrixHandle, 1, false, aMVPMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aTrianglePositionsBufferIdx);
GLES20.glEnableVertexAttribArray(aPositionHandle);
GLES20.glVertexAttribPointer(aPositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aTriangleColorsBufferIdx);
GLES20.glEnableVertexAttribArray(aColorHandle);
GLES20.glVertexAttribPointer(aColorHandle, COLOR_POSITION_DATA, 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 triangle.
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
}
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: bindGLSLValues
import android.opengl.GLES20; //导入方法依赖的package包/类
@Override
protected void bindGLSLValues(float[] mvpMatrix, FloatBuffer vertexBuffer, int coordsPerVertex,
int vertexStride, float[] texMatrix, FloatBuffer texBuffer, int texStride) {
GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0);
GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0);
GLES20.glEnableVertexAttribArray(maPositionLoc);
GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex, GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
GLES20.glEnableVertexAttribArray(maTextureCoordLoc);
GLES20.glVertexAttribPointer(maTextureCoordLoc, 2, GLES20.GL_FLOAT, false, texStride,
texBuffer);
}
示例11: 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");
}
示例12: drawFrame
import android.opengl.GLES20; //导入方法依赖的package包/类
public void drawFrame(SurfaceTexture st) {
checkGlError("onDrawFrame start");
st.getTransformMatrix(mSTMatrix);
GLES20.glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
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");
Matrix.setIdentityM(mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
checkGlError("glDrawArrays");
GLES20.glFinish();
}
示例13: newShader
import android.opengl.GLES20; //导入方法依赖的package包/类
/** Create a shader */
public static void newShader(@NonNull int[] attrs) {
if (attrs.length != 5) {
throw new IllegalArgumentException("Must be 5 int-array");
}
/*
* 0 - Program
* 1 - Vertex Shader
* 2 - Fragment Shader
* 3 - Position Handle
* 4 - Texture Handle
**/
attrs[0] = GLES20.glCreateProgram();
checkError();
GLES20.glAttachShader(attrs[0], (attrs[1] = loadShader(GLES20.GL_VERTEX_SHADER, VSHADER)));
GLES20.glAttachShader(attrs[0], (attrs[2] = loadShader(GLES20.GL_FRAGMENT_SHADER, FSHADER)));
GLES20.glLinkProgram(attrs[0]); GLES20.glUseProgram(attrs[0]);
checkError();
attrs[3] = GLES20.glGetAttribLocation(attrs[0], V_POSITION);
attrs[4] = GLES20.glGetAttribLocation(attrs[0], V_COORDINATE);
final int uMVPMatrixHandle = GLES20.glGetUniformLocation(attrs[0], V_MVP_MATRIX);
final int uSTMatrixHandle = GLES20.glGetUniformLocation(attrs[0], V_ST_MATRIX);
checkError();
TRIANGLE_VERTICES.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(attrs[3], 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, TRIANGLE_VERTICES);
checkError();
TRIANGLE_VERTICES.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glVertexAttribPointer(attrs[4], 4, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, TRIANGLE_VERTICES);
checkError();
GLES20.glEnableVertexAttribArray(attrs[3]);
GLES20.glEnableVertexAttribArray(attrs[4]);
checkError();
float[] MVPMatrix = new float[16]; Matrix.setIdentityM(MVPMatrix, 0);
GLES20.glUniformMatrix4fv(uMVPMatrixHandle, 1, false, MVPMatrix, 0);
float[] STMatrix = new float[16]; Matrix.setIdentityM(STMatrix, 0);
GLES20.glUniformMatrix4fv(uSTMatrixHandle, 1, false, STMatrix, 0);
checkError();
logDebug("Shader created");
}
示例14: valueM4
import android.opengl.GLES20; //导入方法依赖的package包/类
public void valueM4(float[] value) {
GLES20.glUniformMatrix4fv(location, 1, false, value, 0);
}
示例15: render
import android.opengl.GLES20; //导入方法依赖的package包/类
/**
* draws Sphere objects
* @param aMVPMatrix
*/
public void render(float[] aMVPMatrix) {
if(BLENDING) {
// Enable blending
GLES20.glEnable(GLES20.GL_BLEND);
// GLES20.glBlendFuncSeparate(GLES20.GL_ONE_MINUS_SRC_COLOR, GLES20.GL_ONE_MINUS_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA);
GLES20.glBlendFunc( GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA);
// GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
}
// Set our per-vertex lighting program.
GLES20.glUseProgram(aSphereProgramHandle);
int aSphereMVPMatrixHandle = GLES20.glGetUniformLocation(aSphereProgramHandle, "u_MVPMatrix");
int aSpherePositionHandle = GLES20.glGetAttribLocation(aSphereProgramHandle, "a_Position");
int aSphereColorHandle = GLES20.glGetAttribLocation(aSphereProgramHandle, "a_Color");
// Pass in the combined matrix.
//GLES20.glUniformMatrix4fv(aMVPMatrixHandle, 1, false, aMVPMatrix, 0);
GLES20.glUniformMatrix4fv(aSphereMVPMatrixHandle, 1, false, aMVPMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aSpheresVerticesBufferIdx);
GLES20.glEnableVertexAttribArray(aSpherePositionHandle);
GLES20.glVertexAttribPointer(aSpherePositionHandle, POSITION_DATA_SIZE, GLES20.GL_FLOAT, false, 0, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, aSpheresColorsBufferIdx);
GLES20.glEnableVertexAttribArray(aSphereColorHandle);
GLES20.glVertexAttribPointer(aSphereColorHandle, COLOR_DATA_SIZE , GLES20.GL_FLOAT, false, 0, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
// Draw the vertices.
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// draw the vertices using indices
// GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, aSphereIndicesBufferIdx);
// GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, indexCount, GLES20.GL_UNSIGNED_SHORT, 0);
// Clear the currently bound buffer (so future OpenGL calls do not use this buffer).
// GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
if(BLENDING) {
// Enable blending
GLES20.glDisable(GLES20.GL_BLEND);
// GLES20.glBlendFuncSeparate(GLES20.GL_ONE_MINUS_SRC_COLOR, GLES20.GL_ONE_MINUS_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA, GLES20.GL_ONE_MINUS_DST_ALPHA);
// GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
}
}