package com.example;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES30;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.Bundle;
import android.view.MotionEvent;
import com.example.test_webview_demo.R;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import androidx.annotation.Nullable;
public class OpenGLActivity extends Activity {
int sumX;
int sunY;
float x = 0;
float y = 0;
@Override
protected void onCreate(@Nullable Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
final GLSurfaceView glSurfaceView = new GLSurfaceView(this) {
@Override
public boolean onTouchEvent(MotionEvent event) {
switch (event.getAction()){
case MotionEvent.ACTION_DOWN:
x = event.getX();
y = event.getY();
break;
case MotionEvent.ACTION_MOVE:
float mX = event.getX();
float mY = event.getY();
sumX += x - mX;
sunY += mY - y;
x = mX;
y = mY;
break;
}
return true;
}
};
glSurfaceView.setEGLContextClientVersion(3);
glSurfaceView.setRenderer(
new GLSurfaceView.Renderer() {
int programId = -1;
int vbo;
int vao;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES30.glClearColor(1, 0, 0, 1);
final int vShader = GLES30.glCreateShader(GLES30.GL_VERTEX_SHADER);
GLES30.glShaderSource(
vShader,
"#version 320 es\n"
+ "layout(location = 0) in vec3 Position;\n"
+ "layout(location = 1) in vec2 textureCoordinate;\n"
+ "out vec2 textureCoord;\n"
+ "uniform mat4 modelMatrix;\n"
+ "uniform mat4 orthoMatrix;\n"
+ "uniform mat4 viewMatrix;\n"
+ "void main()\n"
+ "{\n"
+ "gl_Position = orthoMatrix * viewMatrix * modelMatrix * vec4(Position,1"
+ ".0);\n"
+ "textureCoord = textureCoordinate;\n"
+ "}\n");
GLES30.glCompileShader(vShader);
IntBuffer intBuffer = IntBuffer.allocate(1);
GLES30.glGetShaderiv(vShader, GLES30.GL_COMPILE_STATUS, intBuffer);
if (GLES30.GL_TRUE != intBuffer.get()) {
System.out.println("GL_VERTEX_SHADER-->" + GLES30.glGetShaderInfoLog(vShader));
return;
}
final int fShader = GLES30.glCreateShader(GLES30.GL_FRAGMENT_SHADER);
GLES30.glShaderSource(
fShader,
"#version 320 es\n"
+ "precision mediump float;\n"
+ "uniform sampler2D texture0;\n"
+ "in vec2 textureCoord;\n"
+ "out vec4 fragColor;\n"
+ "void main()\n"
+ "{\n"
+ "fragColor = texture(texture0, vec2(textureCoord.x,1.0 - textureCoord.y));\n"
+ "}\n");
GLES30.glCompileShader(fShader);
intBuffer.clear();
GLES30.glGetShaderiv(fShader, GLES30.GL_COMPILE_STATUS, intBuffer);
if (GLES30.GL_TRUE != intBuffer.get()) {
System.out.println("GL_FRAGMENT_SHADER-->" + GLES30.glGetShaderInfoLog(fShader));
return;
}
this.programId = GLES30.glCreateProgram();
GLES30.glAttachShader(programId, vShader);
GLES30.glAttachShader(programId, fShader);
GLES30.glLinkProgram(programId);
intBuffer.clear();
GLES30.glGetProgramiv(programId, GLES30.GL_LINK_STATUS, intBuffer);
if (GLES30.GL_TRUE != intBuffer.get()) {
System.out.println("GL_LINK_STATUS--->" + GLES30.glGetProgramInfoLog(programId));
return;
}
GLES30.glDeleteShader(vShader);
GLES30.glDeleteShader(fShader);
float triangleCoords[] = {
-0.5f, -0.5f, 1.0f, 0, 0, -0.5f, 0.5f, 1.0f, 0, 1, 0.5f, 0.5f, 1.0f, 1, 1, 0.5f, 0.5f,
1.0f, 1, 1, 0.5f, -0.5f, 1.0f, 1, 0, -0.5f, -0.5f, 1.0f, 0, 0
};
ByteBuffer buffer = ByteBuffer.allocateDirect(triangleCoords.length * 4);
buffer.order(ByteOrder.nativeOrder());
FloatBuffer vertexBuffer = buffer.asFloatBuffer();
vertexBuffer.put(triangleCoords);
vertexBuffer.position(0);
final IntBuffer vbo = IntBuffer.allocate(1);
final IntBuffer vao = IntBuffer.allocate(1);
GLES30.glGenBuffers(1, vao);
GLES30.glGenBuffers(1, vbo);
this.vao = vao.get(0);
this.vbo = vbo.get(0);
GLES30.glBindVertexArray(this.vao);
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, this.vbo);
GLES30.glBufferData(
GLES30.GL_ARRAY_BUFFER, buffer.capacity(), vertexBuffer, GLES30.GL_STATIC_DRAW);
GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 5 * 4, 0);
GLES30.glEnableVertexAttribArray(0);
GLES30.glVertexAttribPointer(1, 2, GLES30.GL_FLOAT, false, 5 * 4, 3 * 4);
GLES30.glEnableVertexAttribArray(1);
GLES30.glClearColor(1.0f, 0, 0, 1);
final IntBuffer textures = IntBuffer.allocate(1);
GLES30.glGenTextures(1, textures);
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, textures.get(0));
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER,
GLES30.GL_LINEAR);
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER,
GLES30.GL_LINEAR);
final Bitmap bitmap =
BitmapFactory.decodeStream(getResources().openRawResource(R.raw.timg));
final ByteBuffer pixelsBuffer = ByteBuffer.allocateDirect(bitmap.getByteCount());
bitmap.copyPixelsToBuffer(pixelsBuffer);
pixelsBuffer.position(0);
GLES30.glTexImage2D(
GLES30.GL_TEXTURE_2D,
0,
GLES30.GL_RGBA,
bitmap.getWidth(),
bitmap.getHeight(),
0,
GLES30.GL_RGBA,
GLES30.GL_UNSIGNED_BYTE,
pixelsBuffer);
Matrix.scaleM(modelMatrix, 0, 1000,
1000 * (1.0f * bitmap.getHeight() / bitmap.getWidth()), 1);
bitmap.recycle();
texture = textures.get(0);
}
float[] modelMatrix = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
float[] orthoMatrix = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
float[] viewMatrix = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
int texture;
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES30.glViewport(0, 0, width, height);
Matrix.setLookAtM(viewMatrix, 0, sumX, sunY, -3
, sumX, sunY, 0, 0f, 1.0f, 0.0f);
Matrix.orthoM(
orthoMatrix,
0,
width / 2.0f,
-width / 2.0f,
-height / 2.0f,
height / 2.0f,
0.01f,
100);
}
@Override
public void onDrawFrame(GL10 gl) {
Matrix.setLookAtM(viewMatrix, 0, sumX, sunY, -3
, sumX, sunY, 0, 0f, 1.0f, 0.0f);
GLES30.glClear(GL10.GL_COLOR_BUFFER_BIT);
GLES30.glUseProgram(programId);
GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, texture);
int orthoMatrixLocation = GLES30.glGetUniformLocation(programId, "orthoMatrix");
GLES30.glUniformMatrix4fv(orthoMatrixLocation, 1, false, orthoMatrix, 0);
int viewMatrixLocation = GLES30.glGetUniformLocation(programId, "viewMatrix");
GLES30.glUniformMatrix4fv(viewMatrixLocation, 1, false, viewMatrix, 0);
int modelMatrixLocation = GLES30.glGetUniformLocation(programId, "modelMatrix");
GLES30.glUniformMatrix4fv(modelMatrixLocation, 1, false, modelMatrix, 0);
GLES30.glBindVertexArray(vao);
GLES30.glDrawArrays(GLES30.GL_TRIANGLES, 0, 6);
GLES30.glBindVertexArray(0);
GLES30.glUseProgram(0);
}
});
setContentView(glSurfaceView);
}
}
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