2013년 8월 16일 금요일

Drawing Shapes











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 android.content.Context;
import android.opengl.GLSurfaceView;


public class MyGLSurfaceView extends GLSurfaceView {

public MyGLSurfaceView(Context context) {

super(context);


// Create an OpenGL ES 2.0 context
setEGLContextClientVersion(2);



// Set the Renderer for drawing on the GLSurfaceView
setRenderer( new MyRenderer());


// Render the view only when there is a change in the drawing data
setRenderMode( GLSurfaceView.RENDERMODE_WHEN_DIRTY);


}


}


----------------------------------------------------------------------




import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLES20;
import android.opengl.GLSurfaceView;

public class MyRenderer implements GLSurfaceView.Renderer {


private Triangle mTriangle;


@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {

// Set the background frame color
GLES20.glClearColor( 1.0f, 0.0f, 0.0f, 1.0f);

mTriangle = new Triangle();

}

@Override
public void onDrawFrame(GL10 gl) {

// Redraw background color
GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT );


mTriangle.draw();

}


@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {

GLES20.glViewport( 0, 0, width, height);

}


    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;
    }


}


----------------------------------------------------------------------





import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import android.opengl.GLES20;

public class Triangle {

    private final String vertexShaderCode =
            "attribute vec4 vPosition;" +
            "void main() {" +
            "  gl_Position = 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;

// 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 = MyRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
                                                   vertexShaderCode);
        int fragmentShader = MyRenderer.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() {
        // 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);

        // Draw the triangle
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }


}











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