本文整理汇总了Java中android.opengl.GLES30.glClearColor方法的典型用法代码示例。如果您正苦于以下问题:Java GLES30.glClearColor方法的具体用法?Java GLES30.glClearColor怎么用?Java GLES30.glClearColor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类android.opengl.GLES30
的用法示例。
在下文中一共展示了GLES30.glClearColor方法的9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: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(EGLConfig eglConfig) {
mRotationMatrix = new float[16];
camera = new float[16];
view = new float[16];
mMVPMatrix = new float[16];
modelview = new float[16];
headView = new float[16];
forward = new float[3];
GLES30.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well.
//initialize the cube code for drawing.
mCube = new Cube();
// Build the camera matrix
Matrix.setLookAtM(camera, 0, 0.0f, 0.0f, CAMERA_Z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
// Object first appears directly in front of user.
Matrix.setIdentityM(mRotationMatrix, 0);
Matrix.translateM(mRotationMatrix, 0, 0, 0, -objectDistance);
}
示例2: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(EGLConfig eglConfig) {
mRotationMatrix = new float[16];
camera = new float[16];
view = new float[16];
mMVPMatrix = new float[16];
modelview = new float[16];
headView = new float[16];
GLES30.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well.
//initialize the cube code for drawing.
mCube = new Cube();
// Object first appears directly in front of user.
Matrix.setIdentityM(mRotationMatrix, 0);
Matrix.translateM(mRotationMatrix, 0, 0, 0, -objectDistance);
}
示例3: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mTriangle = new Triangle();
mSquare = new Square();
}
示例4: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
public void onSurfaceCreated ( GL10 glUnused, EGLConfig config )
{
String vShaderStr =
"#version 300 es \n" +
"layout(location = 0) in vec4 a_color; \n" +
"layout(location = 1) in vec4 a_position; \n" +
"out vec4 v_color; \n" +
"void main() \n" +
"{ \n" +
" v_color = a_color; \n" +
" gl_Position = a_position; \n" +
"}";
String fShaderStr =
"#version 300 es \n" +
"precision mediump float; \n" +
"in vec4 v_color; \n" +
"out vec4 o_fragColor; \n" +
"void main() \n" +
"{ \n" +
" o_fragColor = v_color; \n" +
"}" ;
// Load the shaders and get a linked program object
mProgramObject = ESShader.loadProgram ( vShaderStr, fShaderStr );
GLES30.glClearColor ( 1.0f, 1.0f, 1.0f, 0.0f );
}
示例5: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
//set the clear buffer color to light gray.
GLES30.glClearColor(0.9f, .9f, 0.9f, 0.9f);
//initialize the cube code for drawing.
mPyramid = new Pyramid();
//if we had other objects setup them up here as well.
}
示例6: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
//set the clear buffer color to light gray.
GLES30.glClearColor(0.9f, .9f, 0.9f, 0.9f);
//initialize the cube code for drawing.
mCube = new Cube();
//if we had other objects setup them up here as well.
}
示例7: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
@Override
public void onSurfaceCreated(EGLConfig eglConfig) {
CubeMatrix0 = new float[16];
CubeMatrix1 = new float[16];
CubeMatrix2 = new float[16];
CubeMatrix3 = new float[16];
CubeMatrix4 = new float[16];
CubeMatrix5 = new float[16];
CubeMatrix6 = new float[16];
CubeMatrix7 = new float[16];
camera = new float[16];
view = new float[16];
mMVPMatrix = new float[16];
modelview = new float[16];
headView = new float[16];
modelFloor = new float[16];
GLES30.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well.
//initialize the cube code for drawing.
mCube = new Cube();
mPyramid = new Pyramid();
// Object first appears directly in front of user. In front
Matrix.setIdentityM(CubeMatrix0, 0);
// X Y Z
Matrix.translateM(CubeMatrix0, 0, 0, 0, -objectDistance);
//front left
Matrix.setIdentityM(CubeMatrix1, 0);
Matrix.translateM(CubeMatrix1, 0, -objectDistance, 0, -objectDistance);
//front right
Matrix.setIdentityM(CubeMatrix2, 0);
Matrix.translateM(CubeMatrix2, 0, objectDistance, 0, -objectDistance);
//left
Matrix.setIdentityM(CubeMatrix3, 0);
Matrix.translateM(CubeMatrix3, 0, -objectDistance, 0, 0);
//right
Matrix.setIdentityM(CubeMatrix4, 0);
Matrix.translateM(CubeMatrix4, 0, objectDistance, 0, 0);
//back
Matrix.setIdentityM(CubeMatrix5, 0);
Matrix.translateM(CubeMatrix5, 0, 0, 0, objectDistance);
//back left
Matrix.setIdentityM(CubeMatrix6, 0);
Matrix.translateM(CubeMatrix6, 0, -objectDistance, 0, objectDistance);
//back right
Matrix.setIdentityM(CubeMatrix7, 0);
Matrix.translateM(CubeMatrix7, 0, objectDistance, 0, objectDistance);
//floor object
mFloor = new Floor();
Matrix.setIdentityM(modelFloor, 0);
Matrix.translateM(modelFloor, 0, 0, -floorDepth, 0); // Floor appears below user.
}
示例8: onSurfaceCreated
import android.opengl.GLES30; //导入方法依赖的package包/类
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
String vShaderStr =
"#version 300 es \n"
+ "in vec4 vPosition; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = vPosition; \n"
+ "} \n";
//a red ise 1.0, 0.0, 0.0, 1.0 but I prefer blue.
String fShaderStr =
"#version 300 es \n"
+ "precision mediump float; \n"
+ "out vec4 fragColor; \n"
+ "void main() \n"
+ "{ \n"
+ " fragColor = vec4 ( 0.0, 0.0, 1.0, 1.0 ); \n"
+ "} \n";
int vertexShader;
int fragmentShader;
int programObject;
int[] linked = new int[1];
// Load the vertex/fragment shaders
vertexShader = LoadShader(GLES30.GL_VERTEX_SHADER, vShaderStr);
fragmentShader = LoadShader(GLES30.GL_FRAGMENT_SHADER, fShaderStr);
// Create the program object
programObject = GLES30.glCreateProgram();
if (programObject == 0) {
return;
}
GLES30.glAttachShader(programObject, vertexShader);
GLES30.glAttachShader(programObject, fragmentShader);
// Bind vPosition to attribute 0
GLES30.glBindAttribLocation(programObject, 0, "vPosition");
// Link the program
GLES30.glLinkProgram(programObject);
// Check the link status
GLES30.glGetProgramiv(programObject, GLES30.GL_LINK_STATUS, linked, 0);
if (linked[0] == 0) {
Log.e(TAG, "Error linking program:");
Log.e(TAG, GLES30.glGetProgramInfoLog(programObject));
GLES30.glDeleteProgram(programObject);
return;
}
// Store the program object
mProgramObject = programObject;
//set the clear buffer color to white.
GLES30.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
}
示例9: glClearColor
import android.opengl.GLES30; //导入方法依赖的package包/类
@Override
public void glClearColor(float r, float g, float b, float a)
{
GLES30.glClearColor(r, g, b, a);
}