81 lines
2.7 KiB
Java
81 lines
2.7 KiB
Java
package com.codigoparallevar.minicards.rendering;
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import android.opengl.GLES20;
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import android.util.Log;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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public class Triangle {
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private final String vertexShaderCode =
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"attribute vec4 vPosition;" +
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"void main(){" +
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"gl_Position = vPosition;" +
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"}";
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private final String fragmentShaderCode =
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"precision mediump float;" +
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"uniform vec4 vColor;" +
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"void main(){" +
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"gl_FragColor = vColor;" +
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"}";
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private FloatBuffer vertexBuffer;
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private final int mProgram;
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static final int COORDS_PER_VERTEX = 3;
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static float triangleCoords[] = {
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0.0f, 0.622008459f, 0.0f, // top
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-0.5f, -0.311004243f, 0.0f, // bottom left
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0.5f, -0.311004243f, 0.0f // bottom right
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};
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// Set color with red, green, blue and alpha (opacity) values
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float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
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private int mPositionHandle;
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private int mColorHandle;
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private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
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private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
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public Triangle(){
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ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4);
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bb.order(ByteOrder.nativeOrder());
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vertexBuffer = bb.asFloatBuffer();
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vertexBuffer.put(triangleCoords);
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vertexBuffer.position(0);
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int vertexShader = MyGlRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
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vertexShaderCode);
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int fragmentShader = MyGlRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
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fragmentShaderCode);
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mProgram = GLES20.glCreateProgram();
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GLES20.glAttachShader(mProgram, vertexShader);
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GLES20.glAttachShader(mProgram, fragmentShader);
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GLES20.glLinkProgram(mProgram);
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}
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public void draw(){
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GLES20.glUseProgram(mProgram);
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mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
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GLES20.glEnableVertexAttribArray(mPositionHandle);
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GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
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GLES20.GL_FLOAT, false,
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vertexStride, vertexBuffer);
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mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
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GLES20.glUniform4fv(mColorHandle, 1, color, 0);
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Log.d("Triangle", "VB "+ vertexBuffer.get(1));
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GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
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GLES20.glDisableVertexAttribArray(mPositionHandle);
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}
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}
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