<!-- Tell the system this app requires OpenGL ES 2.0. --> <uses-feature android:glEsVersion="0x00020000" android:required="true" />
attribute vec4 vPosition;
void main() {
gl_Position = vPosition;
}
precision mediump float;
uniform vec4 vColor;
void main() {
gl_FragColor = vColor;
}
float triangleCoords[] = {
0.5f, 0.5f, 0.0f, // top
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f // bottom right
};
float color[] = { 1.0f, 1.0f, 1.0f, 1.0f }; //白色
//将背景设置为灰色
GLES20.glClearColor(0.5f,0.5f,0.5f,1.0f);
//申请底层空间
ByteBuffer bb = ByteBuffer.allocateDirect(
triangleCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
//将坐标数据转换为FloatBuffer,用以传入给OpenGL ES程序
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(triangleCoords);
vertexBuffer.position(0);
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
//创建一个空的OpenGLES程序
mProgram = GLES20.glCreateProgram();
//将顶点着色器加入到程序
GLES20.glAttachShader(mProgram, vertexShader);
//将片元着色器加入到程序中
GLES20.glAttachShader(mProgram, fragmentShader);
//连接到着色器程序
GLES20.glLinkProgram(mProgram);
GLES20.glViewport(0,0,width,height);
//将程序加入到OpenGLES2.0环境 GLES20.glUseProgram(mProgram); //获取顶点着色器的vPosition成员句柄 mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); //启用三角形顶点的句柄 GLES20.glEnableVertexAttribArray(mPositionHandle); //准备三角形的坐标数据 GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); //获取片元着色器的vColor成员的句柄 mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor"); //设置绘制三角形的颜色 GLES20.glUniform4fv(mColorHandle, 1, color, 0); //绘制三角形 GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); //禁止顶点数组的句柄 GLES20.glDisableVertexAttribArray(mPositionHandle);
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