import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
public class MainActivity extends Activity {
private GLSurfaceView mGLView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
//setContentView(R.layout.activity_main);
// Create a GLSurfaceView instance and set it
// as the ContentView for this Activity.
mGLView = new MyGLSurfaceView(this);
setContentView( mGLView);
}
@Override
protected void onPause() {
super.onPause();
// The following call pauses the rendering thread.
// If your OpenGL application is memory intensive,
// you should consider de-allocating objects that
// consume significant memory here.
mGLView.onPause();
}
@Override
protected void onResume() {
super.onResume();
// The following call resumes a paused rendering thread.
// If you de-allocated graphic objects for onPause()
// this is a good place to re-allocate them.
mGLView.onResume();
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
// getMenuInflater().inflate(R.menu.main, menu);
return true;
}
}
-------------------------------------------------------------------
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.util.Log;
public class MyGLRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "MyRenerer";
private Triangle mTriangle;
private Square mSquare;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
// Declare as volatile because we are updating it from another thread
public volatile float mAngle;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor( 1.0f, 0.0f, 0.0f, 1.0f);
// GLES20.glClearColor( 0.5f, 0.5f, 0.5f, 1.0f);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthFunc(GLES20.GL_LEQUAL);
// set the camera position ( View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0, 0, 0, 0, 1, 0);
mTriangle = new Triangle();
mSquare = new Square();
}
@Override
public void onDrawFrame(GL10 gl) {
// Redraw background color
GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// set the camera position ( View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0, 0, 0, 0, 1, 0);
// Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the projection and camera view matices
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
// Create a rotation for the triangle
//long time = SystemClock.uptimeMillis() % 4000L;
//float angle = 0.090f * ((int) time);
// mAngle = angle;
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);
mTriangle.draw(mMVPMatrix);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// Adjust the viewport based on geometry changes,
// such as screen rotation
GLES20.glViewport( 0, 0, width, height);
float ratio = (float) width / height;
// float FIXED_RATIO = 2;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM( mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
// Matrix.frustumM( mProjMatrix, 0, -FIXED_RATIO, FIXED_RATIO, -FIXED_RATIO, FIXED_RATIO, 1, 10);
Log.e(TAG, "onSurfaceChanged");
}
public static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public static void checkGlError(String glOperation) {
int error;
while((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, glOperation + ": glError " + error);
throw new RuntimeException(glOperation + ": glError " + error);
}
}
}
-------------------------------------------------------------------
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.util.Log;
import android.view.MotionEvent;
public class MyGLSurfaceView extends GLSurfaceView {
private final MyGLRenderer mRenderer;
public MyGLSurfaceView(Context context) {
super(context);
// Create an OpenGL ES 2.0 context
setEGLContextClientVersion(2);
// Set the Renderer for drawing on the GLSurfaceView
mRenderer = new MyGLRenderer();
setRenderer( mRenderer);
// Render the view only when there is a change in the drawing data
setRenderMode( GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private float mPreviousX;
private float mPreviousY;
public boolean onTouchEvent(MotionEvent e) {
float x = e.getX();
float y = e.getY();
switch( e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
if (y > getHeight() / 2) {
dx = dx * -1;
}
// reverse direction of rotation to left of the mid-line
if(x < getWidth() / 2) {
dy = dy * -1;
}
mRenderer.mAngle += (dx + dy)*TOUCH_SCALE_FACTOR; // 180.0F / 320
requestRender();
}
mPreviousX = x;
mPreviousY = y;
Log.e( "MyGLSurfaceView", "onTouchEvent");
return true;
}
}
-------------------------------------------------------------------
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import android.opengl.GLES20;
public class Triangle {
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of objects that use this vertex shader.
"uniform mat4 uMVPMatrix; " +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private FloatBuffer vertexBuffer;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = {
0.0f, 0.622008459f, 0.0f,
-0.5f, -0.311004243f, 0.0f,
0.5f, -0.311004243f, 0.0f
};
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // bytes per vertex
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
public Triangle() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.length * 4
);
// use the device hardware's native byte order
bb.order( ByteOrder.nativeOrder() );
// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);
// prepare shaders and OpenGL program
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
}
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);
}
}
댓글 없음:
댓글 쓰기