OpenGL ES之绘制图片
2022-10-02 本文已影响0人
放羊娃华振
效果就先不展示了,懒得找没版权图片。
顶点着色器:
attribute vec4 av_Position;
attribute vec2 af_Position;
varying vec2 v_texPo;
void main(){
v_texPo = af_Position;
gl_Position = av_Position;
}
片元着色器:
precision mediump float;
varying vec2 v_texPo;
uniform sampler2D s_Texture;
void main(){
gl_FragColor = texture2D(s_Texture,v_texPo);
}
PicRenderer完整代码:
package com.stormdzh.openglanimation.renderer;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import com.stormdzh.openglanimation.R;
import com.stormdzh.openglanimation.util.LogUtil;
import com.stormdzh.openglanimation.util.shader.ShaderUtil;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
/**
* @Description: 图片-着色器
* @Author: dzh
* @CreateDate: 2020-06-16 18:28
*/
public class PicRenderer implements GLSurfaceView.Renderer {
private String TAG = "LineRenderer";
private Context mContext;
private int program;
private int texureId;
private int avPosition;
private int afPosition;
// private int sTexure;
//顶点数据
private float[] vertexData = {
-1f, 1f,
-1f, -1f,
1f, 1f,
1f, -1f
};
private FloatBuffer vertexBuffer;
//纹理坐标
private final float[] textureData = {
// 0f, 1f,
// 0f, 0f,
// 1, 1,
// 1f, 0
1f, 0,
1, 1,
0f, 0f,
0f, 1f
};
private FloatBuffer textureBuffer;
public PicRenderer(Context context) {
this.mContext = context;
//顶点数据转成ByteBuffer 乘4是因为floa是4个字节
vertexBuffer = ByteBuffer.allocateDirect(vertexData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(vertexData);
vertexBuffer.position(0);
textureBuffer = ByteBuffer.allocateDirect(textureData.length * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
.put(textureData);
textureBuffer.position(0);
}
@Override
public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig) {
LogUtil.i(TAG, "onSurfaceCreated");
String vertexSource = ShaderUtil.readRawText(mContext, R.raw.vertex_pic_shader);
String fragmentSource = ShaderUtil.readRawText(mContext, R.raw.fragment_pic_shader);
program = ShaderUtil.creteProgram(vertexSource, fragmentSource);
if (program > 0) {
avPosition = GLES20.glGetAttribLocation(program, "av_Position");
afPosition = GLES20.glGetAttribLocation(program, "af_Position");
// sTexure = GLES20.glGetUniformLocation(program, "s_Texture");
//处理纹理
int[] textureIds = new int[1];
//生成纹理
GLES20.glGenTextures(textureIds.length, textureIds, 0);
texureId = textureIds[0];
//绑定纹理
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texureId);
//设置环绕方式
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
//过滤方式
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
Bitmap bitmap = BitmapFactory.decodeResource(mContext.getResources(), R.drawable.img_opgl_test);
if (bitmap == null) return;
// 加载纹理到 OpenGL,读入 Bitmap 定义的位图数据,并把它复制到当前绑定的纹理对象
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
if (bitmap != null) {
bitmap.recycle();
bitmap = null;
}
}
}
@Override
public void onSurfaceChanged(GL10 gl10, int width, int height) {
LogUtil.i(TAG, "onSurfaceChanged");
//控件的位置和大小 x,y,width,height
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl10) {
LogUtil.i(TAG, "onDrawFrame");
//清屏
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glClearColor(0, 0, 0, 1);
//1、使用源程序
GLES20.glUseProgram(program);
//2、使顶点属性数组有效
GLES20.glEnableVertexAttribArray(avPosition);
//3、给顶点属性赋值
GLES20.glVertexAttribPointer(avPosition, 2, GLES20.GL_FLOAT, false, 2 * 4, vertexBuffer);
GLES20.glEnableVertexAttribArray(afPosition);
GLES20.glVertexAttribPointer(afPosition, 2, GLES20.GL_FLOAT, false, 2 * 4, textureBuffer);
//绘制
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexData.length / 2);
}
}
在onDrawFram中通过顶点坐标和纹理坐标绘制了矩形。在通过GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0),把bitmap对象加载到纹理上。