贴图

XML文件
<?xml version="1.0" encoding="utf-8"?>
<com.example.myapplication.MyGLSurfaceView
xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent" />
自定义GLSurfaceView
代码
class MyGLSurfaceView(context: Context, attrs: AttributeSet) : GLSurfaceView(context, attrs) {
private var mRenderer = MyGLRenderer(context)
init {
setEGLContextClientVersion(3)
setRenderer(mRenderer)
renderMode = RENDERMODE_WHEN_DIRTY
}
}
自定义GLSurfaceView.Renderer
代码
class MyGLRenderer(private val mContext : Context) : GLSurfaceView.Renderer {
private var mDrawData: DrawData? = null
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
GLES30.glClearColor(0.0f, 0.5f, 0.5f, 1.0f)
mDrawData = DrawData().apply {
initVertexBuffer()
initShader()
loadTexture(mContext, R.drawable.bitmap_shader)
}
}
override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
GLES30.glViewport(0, 0, width, height)
mDrawData?.computeMVPMatrix(width.toFloat(), height.toFloat())
}
override fun onDrawFrame(gl: GL10?) {
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT)
mDrawData?.drawSomething()
}
}
GLSurfaceView.Renderer
需要的绘制数据
class DrawData {
private var mProgram : Int = -1
private var NO_OFFSET = 0
private val VERTEX_POS_DATA_SIZE = 3
private val TEXTURE_POS_DATA_SIZE = 2
private var mTextureID = IntArray(1)
private var mVertexVBO = 0
private var mTexCoordVBO = 0
private val mMVPMatrix = FloatArray(16)
private val mProjectionMatrix = FloatArray(16)
private val mViewMatrix = FloatArray(16)
private var mViewPortRatio = 1f
val vertex = floatArrayOf(
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
)
val vertexBuffer = ByteBuffer.allocateDirect(vertex.size * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
val textureCoords = floatArrayOf(
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f,
)
val textureBuffer = ByteBuffer.allocateDirect(textureCoords.size * 4)
.order(ByteOrder.nativeOrder())
.asFloatBuffer()
fun initVertexBuffer(){
vertexBuffer.put(vertex)
vertexBuffer.position(NO_OFFSET)
textureBuffer.put(textureCoords)
textureBuffer.position(NO_OFFSET)
val vbo = IntArray(2)
GLES30.glGenBuffers(vbo.size, vbo, NO_OFFSET)
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, vbo[0])
GLES30.glBufferData(
GLES30.GL_ARRAY_BUFFER,
vertex.size * 4,
vertexBuffer,
GLES30.GL_STATIC_DRAW
)
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, vbo[1])
GLES30.glBufferData(
GLES30.GL_ARRAY_BUFFER,
textureCoords.size * 4,
textureBuffer,
GLES30.GL_STATIC_DRAW
)
mVertexVBO = vbo[0]
mTexCoordVBO = vbo[1]
}
fun initShader() {
val vertexShaderCode = """#version 300 es
in vec4 aPosition;
uniform mat4 uMVPMatrix;
in vec2 aTexCoord;
out vec2 vTexCoord;
void main() {
gl_Position = uMVPMatrix * aPosition;
vTexCoord = aTexCoord;
}""".trimIndent()
val fragmentShaderCode = """#version 300 es
precision mediump float;
out vec4 fragColor;
in vec2 vTexCoord;
uniform sampler2D uTexture;
void main() {
fragColor = texture(uTexture, vTexCoord);
}""".trimIndent()
val vertexShader = LoadShaderUtil.loadShader(GLES30.GL_VERTEX_SHADER, vertexShaderCode)
val fragmentShader = LoadShaderUtil.loadShader(GLES30.GL_FRAGMENT_SHADER, fragmentShaderCode)
mProgram = GLES30.glCreateProgram()
GLES30.glAttachShader(mProgram, vertexShader)
GLES30.glAttachShader(mProgram, fragmentShader)
GLES30.glLinkProgram(mProgram)
GLES30.glUseProgram(mProgram)
}
fun loadTexture(context: Context, resourceId: Int) {
GLES30.glGenTextures(mTextureID.size, mTextureID, NO_OFFSET)
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mTextureID[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)
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE)
GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE)
val options = BitmapFactory.Options().apply {
inScaled = false
}
val bitmap = BitmapFactory.decodeResource(context.resources, resourceId, options)
GLUtils.texImage2D(GLES30.GL_TEXTURE_2D, NO_OFFSET, bitmap, NO_OFFSET)
bitmap.recycle()
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, NO_OFFSET)
}
fun computeMVPMatrix(width: Float, height: Float) {
takeIf { width > height }?.let {
mViewPortRatio = width / height
Matrix.orthoM(
mProjectionMatrix,
NO_OFFSET,
-mViewPortRatio,
mViewPortRatio,
-1f,
1f,
0f,
1f
)
} ?: run {
mViewPortRatio = height / width
Matrix.orthoM(
mProjectionMatrix,
NO_OFFSET,
-1f,
1f,
-mViewPortRatio,
mViewPortRatio,
0f,
1f
)
}
Matrix.setLookAtM(
mViewMatrix,
NO_OFFSET,
0f,
0f,
1f,
0f,
0f,
0f,
0f,
1f,
0f
)
Matrix.multiplyMM(
mMVPMatrix,
NO_OFFSET,
mProjectionMatrix,
NO_OFFSET,
mViewMatrix,
NO_OFFSET
)
Matrix.scaleM(
mMVPMatrix,
NO_OFFSET,
1f,
-1f,
1f,
)
val matrixHandler = GLES30.glGetUniformLocation(mProgram, "uMVPMatrix")
GLES30.glUniformMatrix4fv(matrixHandler, 1, false, mMVPMatrix, NO_OFFSET)
}
fun drawSomething(){
GLES30.glActiveTexture(GLES30.GL_TEXTURE0)
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mTextureID[0])
val textureSampleHandle = GLES30.glGetUniformLocation(mProgram, "uTexture")
GLES30.glUniform1i(textureSampleHandle, NO_OFFSET)
val matrixHandle = GLES30.glGetUniformLocation(mProgram, "uMVPMatrix")
GLES30.glUniformMatrix4fv(matrixHandle, 1, false, mMVPMatrix, NO_OFFSET)
val positionHandle = GLES30.glGetAttribLocation(mProgram, "aPosition")
GLES30.glEnableVertexAttribArray(positionHandle)
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mVertexVBO)
GLES30.glVertexAttribPointer(positionHandle, VERTEX_POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, NO_OFFSET)
val textureHandle = GLES30.glGetAttribLocation(mProgram, "aTexCoord")
GLES30.glEnableVertexAttribArray(textureHandle)
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mTexCoordVBO)
GLES30.glVertexAttribPointer(textureHandle, TEXTURE_POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, NO_OFFSET)
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, NO_OFFSET, vertex.size / VERTEX_POS_DATA_SIZE)
GLES30.glDisableVertexAttribArray(positionHandle)
GLES30.glDisableVertexAttribArray(textureHandle)
}
}
object LoadShaderUtil{
fun loadShader(type: Int, source: String): Int {
val shader = GLES30.glCreateShader(type)
GLES30.glShaderSource(shader, source)
GLES30.glCompileShader(shader)
return shader
}
}
效果图
