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GLES20.glDisableVertexAttribArray(mPositionHandle) GLES20.glDisableVertexAttribArray(vsTextureCoord) GFXUtils.checkGlError("glDrawArrays with " + vertices.numVertices + " vertices") GLES20.glDrawElements(DRAW_MODE, vertices.numIndeces, GLES20.GL_UNSIGNED_SHORT, vertices.indexBuffer) GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureRef) GLES20.glActiveTexture(GLES20.GL_TEXTURE0) GFXUtils.checkGlError("enable texture handle") GLES20.glEnableVertexAttribArray(vsTextureCoord) GFXUtils.checkGlError("enable position handle") GLES20.glEnableVertexAttribArray(mPositionHandle) GFXUtils.checkGlError("load texture buffer - " + vsTextureCoord) GFXUtils.textureStride, texture.floatBuffer) GLES20.glVertexAttribPointer(vsTextureCoord, GFXUtils.COORDS_PER_TEXTURE, GFXUtils.checkGlError("load vertex buffer") GFXUtils.vertexStride, vertices.floatBuffer) GLES20.glVertexAttribPointer(mPositionHandle, GFXUtils.COORDS_PER_VERTEX, GFXUtils.checkGlError("glUniformMatrix4fv") GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, result_matrix, 0) Apply the projection and view transformation GLES20.glUniform4fv(mColorHandle, 1, color, 0) TranslateRotateScale(result_matrix, mvpMatrix) Matrix.scaleM(matrix, 0, scale, scale, scale) anslateM(matrix, 0, position, position, position) Private void translateRotateScale(float matrix, float perspectiveMatrix)įor (int i= 0 i < perspectiveMatrix.length i++) If (fsTexture = -1) Log.e(TAG, "Texture not found")
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get handle to shape's texture referenceįsTexture = GLES20.glGetUniformLocation(mProgram, "Texture") If (vsTextureCoord = -1) Log.e(TAG, "TexCoordIn not found") VsTextureCoord = GLES20.glGetAttribLocation(mProgram, "TexCoordIn") get handle to texture coordinate variable If (mMVPMatrixHandle = -1) Log.e(TAG, "uMVPMatrix not found") MMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix") get handle to shape's transformation matrix If (mColorHandle = -1) Log.e(TAG, "vColor not found") MColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor") get handle to fragment shader's vColor member If (mPositionHandle = -1) Log.e(TAG, "vPosition not found") MPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition") get handle to vertex shader's vPosition member Vertices = new Vertex(squareCoords, drawOrder, GFXUtils.COORDS_PER_VERTEX) initialize vertex byte buffer for shape coordinates GLES20.glLinkProgram(mProgram) // creates OpenGL ES program executables GLES20.glAttachShader(mProgram, fragmentShader) // add the fragment shader to program GLES20.glAttachShader(mProgram, vertexShader) // add the vertex shader to program MProgram = GLES20.glCreateProgram() // create empty OpenGL ES Program Int fragmentShader = GFXUtils.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode) Int vertexShader = GFXUtils.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode) Public static int loadShader(int type, String shaderCode) // order to draw vertices Public static SparseIntArray textures = new SparseIntArray() Public static int textureStride = COORDS_PER_TEXTURE * 4 // bytes per vertex Public static int vertexStride = COORDS_PER_VERTEX * 4 // bytes per vertex Public static final int COORDS_PER_TEXTURE = 2 Public static final int COORDS_PER_VERTEX = 3 Public static final String TAG = "GFXUtils"