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Java GLES20.glUniform1fv方法代碼示例

本文整理匯總了Java中android.opengl.GLES20.glUniform1fv方法的典型用法代碼示例。如果您正苦於以下問題:Java GLES20.glUniform1fv方法的具體用法?Java GLES20.glUniform1fv怎麽用?Java GLES20.glUniform1fv使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在android.opengl.GLES20的用法示例。


在下文中一共展示了GLES20.glUniform1fv方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。

示例1: draw

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Issues the draw call.  Does the full setup on every call.
 *
 * @param mvpMatrix The 4x4 projection matrix.
 * @param vertexBuffer Buffer with vertex position 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 position data for each vertex (often
 *        vertexCount * sizeof(float)).
 * @param texMatrix A 4x4 transformation matrix for texture coords.  (Primarily intended
 *        for use with SurfaceTexture.)
 * @param texBuffer Buffer with vertex texture data.
 * @param texStride Width, in bytes, of the texture data for each vertex.
 */
public void draw(float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex,
        int vertexCount, int coordsPerVertex, int vertexStride,
        float[] texMatrix, FloatBuffer texBuffer, int textureId, int texStride) {
    GlUtil.checkGlError("draw start");

    // Select the program.
    GLES20.glUseProgram(mProgramHandle);
    GlUtil.checkGlError("glUseProgram");

    // Set the texture.
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(mTextureTarget, textureId);

    // Copy the model / view / projection matrix over.
    GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0);
    GlUtil.checkGlError("glUniformMatrix4fv");

    // Copy the texture transformation matrix over.
    GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0);
    GlUtil.checkGlError("glUniformMatrix4fv");

    // 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");

    // Enable the "aTextureCoord" vertex attribute.
    GLES20.glEnableVertexAttribArray(maTextureCoordLoc);
    GlUtil.checkGlError("glEnableVertexAttribArray");

    // Connect texBuffer to "aTextureCoord".
    GLES20.glVertexAttribPointer(maTextureCoordLoc, 2,
            GLES20.GL_FLOAT, false, texStride, texBuffer);
        GlUtil.checkGlError("glVertexAttribPointer");

    // Populate the convolution kernel, if present.
    if (muKernelLoc >= 0) {
        GLES20.glUniform1fv(muKernelLoc, KERNEL_SIZE, mKernel, 0);
        GLES20.glUniform2fv(muTexOffsetLoc, KERNEL_SIZE, mTexOffset, 0);
        GLES20.glUniform1f(muColorAdjustLoc, mColorAdjust);
    }

    // Draw the rect.
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount);
    GlUtil.checkGlError("glDrawArrays");

    // Done -- disable vertex array, texture, and program.
    GLES20.glDisableVertexAttribArray(maPositionLoc);
    GLES20.glDisableVertexAttribArray(maTextureCoordLoc);
    GLES20.glBindTexture(mTextureTarget, 0);
    GLES20.glUseProgram(0);
}
 
開發者ID:AndyZhu1991,項目名稱:grafika,代碼行數:72,代碼來源:Texture2dProgram.java

示例2: draw

import android.opengl.GLES20; //導入方法依賴的package包/類
/**
 * Issues the draw call.  Does the full setup on every call.
 *
 * @param mvpMatrix The 4x4 projection matrix.
 * @param vertexBuffer Buffer with vertex position data.
 * @param firstVertex Index of first vertex to use in vertexBuffer.
 * @param vertexCount Number of vertices in vertexBuffer.
 * @param coordsPerVertex The numbermatrix of coordinates per vertex (e.g. x,y is 2).
 * @param vertexStride Width, in bytes, of the position data for each vertex (often
 *        vertexCount * sizeof(float)).
 * @param texMatrix A 4x4 transformation matrix for texture coords.  (Primarily intended
 *        for use with SurfaceTexture.)
 * @param texBuffer Buffer with vertex texture data.
 * @param texStride Width, in bytes, of the texture data for each vertex.
 */
public void draw(float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex,
                 int vertexCount, int coordsPerVertex, int vertexStride,
                 float[] texMatrix, FloatBuffer texBuffer, int textureId, int texStride) {
    GlUtil.checkGlError("draw start");

    // Select the program.
    GLES20.glUseProgram(mProgramHandle);
    GlUtil.checkGlError("glUseProgram");

    // Set the texture.
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glBindTexture(mTextureTarget, textureId);

    // Copy the model / view / projection matrix over.
    GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0);
    GlUtil.checkGlError("glUniformMatrix4fv");

    // Copy the texture transformation matrix over.
    GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0);
    GlUtil.checkGlError("glUniformMatrix4fv");

    // 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");

    // Enable the "aTextureCoord" vertex attribute.
    GLES20.glEnableVertexAttribArray(maTextureCoordLoc);
    GlUtil.checkGlError("glEnableVertexAttribArray");

    // Connect texBuffer to "aTextureCoord".
    GLES20.glVertexAttribPointer(maTextureCoordLoc, 2,
            GLES20.GL_FLOAT, false, texStride, texBuffer);
        GlUtil.checkGlError("glVertexAttribPointer");

    // Populate the convolution kernel, if present.
    if (muKernelLoc >= 0) {
        GLES20.glUniform1fv(muKernelLoc, KERNEL_SIZE, mKernel, 0);
        GLES20.glUniform2fv(muTexOffsetLoc, KERNEL_SIZE, mTexOffset, 0);
        GLES20.glUniform1f(muColorAdjustLoc, mColorAdjust);
    }

    // Draw the rect.
    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount);
    GlUtil.checkGlError("glDrawArrays");

    // Done -- disable vertex array, texture, and program.
    GLES20.glDisableVertexAttribArray(maPositionLoc);
    GLES20.glDisableVertexAttribArray(maTextureCoordLoc);
    GLES20.glBindTexture(mTextureTarget, 0);
    GLES20.glUseProgram(0);
}
 
開發者ID:TobiasLee,項目名稱:FilterPlayer,代碼行數:72,代碼來源:Texture2dProgram.java


注:本文中的android.opengl.GLES20.glUniform1fv方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。