├── .gitattributes
├── .gitignore
├── LICENSE
├── README.md
├── app
├── .gitignore
├── build.gradle
├── proguard-rules.pro
└── src
│ └── main
│ ├── AndroidManifest.xml
│ ├── assets
│ └── image_0.jpg
│ ├── java
│ └── com
│ │ └── kenneycode
│ │ ├── GlobalConstants.kt
│ │ ├── MainActivity.kt
│ │ ├── SampleActivity.kt
│ │ ├── Util.kt
│ │ └── samples
│ │ ├── fragment
│ │ ├── Sample2Triangles.kt
│ │ ├── SampleDrawMode.kt
│ │ ├── SampleFragmentShader.kt
│ │ ├── SampleFrameBuffer.kt
│ │ ├── SampleHelloWorld.kt
│ │ ├── SampleTexture.kt
│ │ └── SampleVertexShader.kt
│ │ └── renderer
│ │ ├── Sample2TrianglesRenderer.kt
│ │ ├── SampleCheckError.kt
│ │ ├── SampleDrawModeRenderer.kt
│ │ ├── SampleFragmentShaderRenderer.kt
│ │ ├── SampleFrameBufferRenderer.kt
│ │ ├── SampleHelloWorldRenderer.kt
│ │ ├── SamplePointAndLine.kt
│ │ ├── SampleTextureRenderer.kt
│ │ └── SampleVertexShaderRenderer.kt
│ └── res
│ ├── drawable-v24
│ └── ic_launcher_foreground.xml
│ ├── drawable
│ └── ic_launcher_background.xml
│ ├── layout
│ ├── activity_main.xml
│ ├── activity_sample.xml
│ ├── fragment_common_sample.xml
│ ├── fragment_sample_draw_mode.xml
│ └── layout_sample_list_item.xml
│ ├── mipmap-anydpi-v26
│ ├── ic_launcher.xml
│ └── ic_launcher_round.xml
│ ├── mipmap-hdpi
│ ├── ic_launcher.png
│ └── ic_launcher_round.png
│ ├── mipmap-mdpi
│ ├── ic_launcher.png
│ └── ic_launcher_round.png
│ ├── mipmap-xhdpi
│ ├── ic_launcher.png
│ └── ic_launcher_round.png
│ ├── mipmap-xxhdpi
│ ├── ic_launcher.png
│ └── ic_launcher_round.png
│ ├── mipmap-xxxhdpi
│ ├── ic_launcher.png
│ └── ic_launcher_round.png
│ └── values
│ ├── colors.xml
│ ├── strings.xml
│ └── styles.xml
├── build.gradle
├── gradle.properties
├── gradle
└── wrapper
│ ├── gradle-wrapper.jar
│ └── gradle-wrapper.properties
├── gradlew
├── gradlew.bat
└── settings.gradle
/.gitattributes:
--------------------------------------------------------------------------------
1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | # Built application files
2 | *.apk
3 | *.ap_
4 | *.aab
5 |
6 | # Files for the ART/Dalvik VM
7 | *.dex
8 |
9 | # Java class files
10 | *.class
11 |
12 | # Generated files
13 | bin/
14 | gen/
15 | out/
16 |
17 | # Gradle files
18 | .gradle/
19 | build/
20 |
21 | # Local configuration file (sdk path, etc)
22 | local.properties
23 |
24 | # Proguard folder generated by Eclipse
25 | proguard/
26 |
27 | # Log Files
28 | *.log
29 |
30 | # Android Studio Navigation editor temp files
31 | .navigation/
32 |
33 | # Android Studio captures folder
34 | captures/
35 |
36 | # IntelliJ
37 | *.iml
38 | .idea/
39 |
40 | # Keystore files
41 | # Uncomment the following lines if you do not want to check your keystore files in.
42 | #*.jks
43 | #*.keystore
44 |
45 | # External native build folder generated in Android Studio 2.2 and later
46 | .externalNativeBuild
47 |
48 | # Google Services (e.g. APIs or Firebase)
49 | google-services.json
50 |
51 | # Freeline
52 | freeline.py
53 | freeline/
54 | freeline_project_description.json
55 |
56 | # fastlane
57 | fastlane/report.xml
58 | fastlane/Preview.html
59 | fastlane/screenshots
60 | fastlane/test_output
61 | fastlane/readme.md
62 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | Apache License
2 | Version 2.0, January 2004
3 | http://www.apache.org/licenses/
4 |
5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
6 |
7 | 1. Definitions.
8 |
9 | "License" shall mean the terms and conditions for use, reproduction,
10 | and distribution as defined by Sections 1 through 9 of this document.
11 |
12 | "Licensor" shall mean the copyright owner or entity authorized by
13 | the copyright owner that is granting the License.
14 |
15 | "Legal Entity" shall mean the union of the acting entity and all
16 | other entities that control, are controlled by, or are under common
17 | control with that entity. For the purposes of this definition,
18 | "control" means (i) the power, direct or indirect, to cause the
19 | direction or management of such entity, whether by contract or
20 | otherwise, or (ii) ownership of fifty percent (50%) or more of the
21 | outstanding shares, or (iii) beneficial ownership of such entity.
22 |
23 | "You" (or "Your") shall mean an individual or Legal Entity
24 | exercising permissions granted by this License.
25 |
26 | "Source" form shall mean the preferred form for making modifications,
27 | including but not limited to software source code, documentation
28 | source, and configuration files.
29 |
30 | "Object" form shall mean any form resulting from mechanical
31 | transformation or translation of a Source form, including but
32 | not limited to compiled object code, generated documentation,
33 | and conversions to other media types.
34 |
35 | "Work" shall mean the work of authorship, whether in Source or
36 | Object form, made available under the License, as indicated by a
37 | copyright notice that is included in or attached to the work
38 | (an example is provided in the Appendix below).
39 |
40 | "Derivative Works" shall mean any work, whether in Source or Object
41 | form, that is based on (or derived from) the Work and for which the
42 | editorial revisions, annotations, elaborations, or other modifications
43 | represent, as a whole, an original work of authorship. For the purposes
44 | of this License, Derivative Works shall not include works that remain
45 | separable from, or merely link (or bind by name) to the interfaces of,
46 | the Work and Derivative Works thereof.
47 |
48 | "Contribution" shall mean any work of authorship, including
49 | the original version of the Work and any modifications or additions
50 | to that Work or Derivative Works thereof, that is intentionally
51 | submitted to Licensor for inclusion in the Work by the copyright owner
52 | or by an individual or Legal Entity authorized to submit on behalf of
53 | the copyright owner. For the purposes of this definition, "submitted"
54 | means any form of electronic, verbal, or written communication sent
55 | to the Licensor or its representatives, including but not limited to
56 | communication on electronic mailing lists, source code control systems,
57 | and issue tracking systems that are managed by, or on behalf of, the
58 | Licensor for the purpose of discussing and improving the Work, but
59 | excluding communication that is conspicuously marked or otherwise
60 | designated in writing by the copyright owner as "Not a Contribution."
61 |
62 | "Contributor" shall mean Licensor and any individual or Legal Entity
63 | on behalf of whom a Contribution has been received by Licensor and
64 | subsequently incorporated within the Work.
65 |
66 | 2. Grant of Copyright License. Subject to the terms and conditions of
67 | this License, each Contributor hereby grants to You a perpetual,
68 | worldwide, non-exclusive, no-charge, royalty-free, irrevocable
69 | copyright license to reproduce, prepare Derivative Works of,
70 | publicly display, publicly perform, sublicense, and distribute the
71 | Work and such Derivative Works in Source or Object form.
72 |
73 | 3. Grant of Patent License. Subject to the terms and conditions of
74 | this License, each Contributor hereby grants to You a perpetual,
75 | worldwide, non-exclusive, no-charge, royalty-free, irrevocable
76 | (except as stated in this section) patent license to make, have made,
77 | use, offer to sell, sell, import, and otherwise transfer the Work,
78 | where such license applies only to those patent claims licensable
79 | by such Contributor that are necessarily infringed by their
80 | Contribution(s) alone or by combination of their Contribution(s)
81 | with the Work to which such Contribution(s) was submitted. If You
82 | institute patent litigation against any entity (including a
83 | cross-claim or counterclaim in a lawsuit) alleging that the Work
84 | or a Contribution incorporated within the Work constitutes direct
85 | or contributory patent infringement, then any patent licenses
86 | granted to You under this License for that Work shall terminate
87 | as of the date such litigation is filed.
88 |
89 | 4. Redistribution. You may reproduce and distribute copies of the
90 | Work or Derivative Works thereof in any medium, with or without
91 | modifications, and in Source or Object form, provided that You
92 | meet the following conditions:
93 |
94 | (a) You must give any other recipients of the Work or
95 | Derivative Works a copy of this License; and
96 |
97 | (b) You must cause any modified files to carry prominent notices
98 | stating that You changed the files; and
99 |
100 | (c) You must retain, in the Source form of any Derivative Works
101 | that You distribute, all copyright, patent, trademark, and
102 | attribution notices from the Source form of the Work,
103 | excluding those notices that do not pertain to any part of
104 | the Derivative Works; and
105 |
106 | (d) If the Work includes a "NOTICE" text file as part of its
107 | distribution, then any Derivative Works that You distribute must
108 | include a readable copy of the attribution notices contained
109 | within such NOTICE file, excluding those notices that do not
110 | pertain to any part of the Derivative Works, in at least one
111 | of the following places: within a NOTICE text file distributed
112 | as part of the Derivative Works; within the Source form or
113 | documentation, if provided along with the Derivative Works; or,
114 | within a display generated by the Derivative Works, if and
115 | wherever such third-party notices normally appear. The contents
116 | of the NOTICE file are for informational purposes only and
117 | do not modify the License. You may add Your own attribution
118 | notices within Derivative Works that You distribute, alongside
119 | or as an addendum to the NOTICE text from the Work, provided
120 | that such additional attribution notices cannot be construed
121 | as modifying the License.
122 |
123 | You may add Your own copyright statement to Your modifications and
124 | may provide additional or different license terms and conditions
125 | for use, reproduction, or distribution of Your modifications, or
126 | for any such Derivative Works as a whole, provided Your use,
127 | reproduction, and distribution of the Work otherwise complies with
128 | the conditions stated in this License.
129 |
130 | 5. Submission of Contributions. Unless You explicitly state otherwise,
131 | any Contribution intentionally submitted for inclusion in the Work
132 | by You to the Licensor shall be under the terms and conditions of
133 | this License, without any additional terms or conditions.
134 | Notwithstanding the above, nothing herein shall supersede or modify
135 | the terms of any separate license agreement you may have executed
136 | with Licensor regarding such Contributions.
137 |
138 | 6. Trademarks. This License does not grant permission to use the trade
139 | names, trademarks, service marks, or product names of the Licensor,
140 | except as required for reasonable and customary use in describing the
141 | origin of the Work and reproducing the content of the NOTICE file.
142 |
143 | 7. Disclaimer of Warranty. Unless required by applicable law or
144 | agreed to in writing, Licensor provides the Work (and each
145 | Contributor provides its Contributions) on an "AS IS" BASIS,
146 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
147 | implied, including, without limitation, any warranties or conditions
148 | of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
149 | PARTICULAR PURPOSE. You are solely responsible for determining the
150 | appropriateness of using or redistributing the Work and assume any
151 | risks associated with Your exercise of permissions under this License.
152 |
153 | 8. Limitation of Liability. In no event and under no legal theory,
154 | whether in tort (including negligence), contract, or otherwise,
155 | unless required by applicable law (such as deliberate and grossly
156 | negligent acts) or agreed to in writing, shall any Contributor be
157 | liable to You for damages, including any direct, indirect, special,
158 | incidental, or consequential damages of any character arising as a
159 | result of this License or out of the use or inability to use the
160 | Work (including but not limited to damages for loss of goodwill,
161 | work stoppage, computer failure or malfunction, or any and all
162 | other commercial damages or losses), even if such Contributor
163 | has been advised of the possibility of such damages.
164 |
165 | 9. Accepting Warranty or Additional Liability. While redistributing
166 | the Work or Derivative Works thereof, You may choose to offer,
167 | and charge a fee for, acceptance of support, warranty, indemnity,
168 | or other liability obligations and/or rights consistent with this
169 | License. However, in accepting such obligations, You may act only
170 | on Your own behalf and on Your sole responsibility, not on behalf
171 | of any other Contributor, and only if You agree to indemnify,
172 | defend, and hold each Contributor harmless for any liability
173 | incurred by, or claims asserted against, such Contributor by reason
174 | of your accepting any such warranty or additional liability.
175 |
176 | END OF TERMS AND CONDITIONS
177 |
178 | APPENDIX: How to apply the Apache License to your work.
179 |
180 | To apply the Apache License to your work, attach the following
181 | boilerplate notice, with the fields enclosed by brackets "[]"
182 | replaced with your own identifying information. (Don't include
183 | the brackets!) The text should be enclosed in the appropriate
184 | comment syntax for the file format. We also recommend that a
185 | file or class name and description of purpose be included on the
186 | same "printed page" as the copyright notice for easier
187 | identification within third-party archives.
188 |
189 | Copyright [yyyy] [name of copyright owner]
190 |
191 | Licensed under the Apache License, Version 2.0 (the "License");
192 | you may not use this file except in compliance with the License.
193 | You may obtain a copy of the License at
194 |
195 | http://www.apache.org/licenses/LICENSE-2.0
196 |
197 | Unless required by applicable law or agreed to in writing, software
198 | distributed under the License is distributed on an "AS IS" BASIS,
199 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
200 | See the License for the specific language governing permissions and
201 | limitations under the License.
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # OpenGLES2.0SamplesForAndroid
2 |
3 |
4 |
5 | 这是一个Android上的OpenGL ES 2.0 学习工程,我会不断地补充sample,并在关键代码处附上中英文注释。
6 |
7 | This is a OpenGL 2.0 learning project for Android, and I will continue to code and commit samples and write chinese and english commets for some import code.
8 |
9 |
10 |
11 | 在我的**掘金**上,我会发布相关的Android OpenGL ES 2.0教学文章,包括每个例子的对应的讲解文章,以及一些其它知识,欢迎关注:https://juejin.im/user/5afabe81f265da0b7b361036/posts
12 |
13 | I will publish some Android OpenGL ES 2.0 learning articles on my **juejin**, including the articles related to every samples in this project, and other knowledge. Welcome! Link: https://juejin.im/user/5afabe81f265da0b7b361036/posts
14 |
15 |
16 |
17 |
18 | 目前工程中有6个例子:
19 |
20 | Now, this project contains 6 samples.
21 |
22 |
23 |
24 | - **SampleHelloWorld**
25 |
26 | 一个简单的Hello World例子,渲染一个三角形
27 |
28 | A simple Hello World, render a triangle.
29 |
30 | https://juejin.im/post/5c8d0011f265da2d8c7e14a6
31 |
32 |
33 |
34 | - **Sample2Triangles**
35 |
36 | 渲染2个三角形。通过一次传递6个顶点,我们可以一次渲染2个三角形。
37 |
38 | A simple of Rendering 2 triangles. We can render 2 triangles at a time by setting 6 vertices.
39 |
40 | https://juejin.im/post/5c8e3652f265da67e20a3964
41 |
42 |
43 |
44 | - **SampleVertexShader**
45 |
46 | 这是一个使用vertex shader做顶点变换的例子,例子中将演示平移、缩放和旋转变换
47 |
48 | This sample demonstrates how to do vertex translation,scale and rotation using vertex shader.
49 |
50 | https://juejin.im/post/5c91c561f265da61246d5c57
51 |
52 |
53 |
54 | - **SampleFragmentShader**
55 |
56 | 这是一个利用fragment shader渲染彩色三角形例子
57 |
58 | This is a sample of using fragment shader to render a colorful triangle
59 |
60 | https://juejin.im/post/5c946bc4e51d45637f7a6434
61 |
62 |
63 |
64 | - **SampleDrawMode**
65 |
66 | 这是一个演示`GL_TRIANGLES`、`GL_TRIANGLE_STRIP`和`GL_TRIANGLE_FAN`三种绘制模式例子
67 |
68 | This sample demonstrates three commonly used draw modes, `GL_TRIANGLES`、`GL_TRIANGLE_STRIP` and `GL_TRIANGLE_FAN`
69 |
70 | https://juejin.im/post/5cbb1787e51d456e46603e2d
71 |
72 |
73 |
74 | - **SampleTexture**
75 |
76 | 这是使用纹理的例子
77 |
78 | This sample demonstrates how to use texture
79 |
80 | https://juejin.im/post/5ccbcdfe6fb9a0325031c1d0
81 |
82 |
--------------------------------------------------------------------------------
/app/.gitignore:
--------------------------------------------------------------------------------
1 | /build
2 |
--------------------------------------------------------------------------------
/app/build.gradle:
--------------------------------------------------------------------------------
1 | apply plugin: 'com.android.application'
2 |
3 | apply plugin: 'kotlin-android'
4 |
5 | apply plugin: 'kotlin-android-extensions'
6 |
7 | android {
8 | compileSdkVersion 28
9 | defaultConfig {
10 | applicationId "com.kenneycode"
11 | minSdkVersion 15
12 | targetSdkVersion 28
13 | versionCode 1
14 | versionName "1.0"
15 | }
16 | buildTypes {
17 | release {
18 | minifyEnabled false
19 | proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
20 | }
21 | }
22 | }
23 |
24 | dependencies {
25 | implementation fileTree(include: ['*.jar'], dir: 'libs')
26 | implementation 'com.android.support:appcompat-v7:28.0.0'
27 | implementation 'com.android.support.constraint:constraint-layout:1.1.3'
28 | implementation 'com.android.support:recyclerview-v7:28.0.0'
29 | implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
30 | implementation "org.jetbrains.kotlin:kotlin-reflect:1.2.71"
31 | }
32 | repositories {
33 | mavenCentral()
34 | }
35 |
--------------------------------------------------------------------------------
/app/proguard-rules.pro:
--------------------------------------------------------------------------------
1 | # Add project specific ProGuard rules here.
2 | # You can control the set of applied configuration files using the
3 | # proguardFiles setting in build.gradle.
4 | #
5 | # For more details, see
6 | # http://developer.android.com/guide/developing/tools/proguard.html
7 |
8 | # If your project uses WebView with JS, uncomment the following
9 | # and specify the fully qualified class name to the JavaScript interface
10 | # class:
11 | #-keepclassmembers class fqcn.of.javascript.interface.for.webview {
12 | # public *;
13 | #}
14 |
15 | # Uncomment this to preserve the line number information for
16 | # debugging stack traces.
17 | #-keepattributes SourceFile,LineNumberTable
18 |
19 | # If you keep the line number information, uncomment this to
20 | # hide the original source file name.
21 | #-renamesourcefileattribute SourceFile
22 |
--------------------------------------------------------------------------------
/app/src/main/AndroidManifest.xml:
--------------------------------------------------------------------------------
1 |
2 |
4 |
5 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
--------------------------------------------------------------------------------
/app/src/main/assets/image_0.jpg:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/assets/image_0.jpg
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/GlobalConstants.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode
2 |
3 | /**
4 | *
5 | * Coded by kenney
6 | *
7 | * http://www.github.com/kenneycode
8 | *
9 | * 全局常量
10 | * Global constants
11 | **/
12 |
13 | class GlobalConstants {
14 | companion object {
15 | const val KEY_SAMPLE_INDEX = "sample_index"
16 | const val KEY_SAMPLE_NAME = "sample_name"
17 | }
18 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/MainActivity.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode
2 |
3 | import android.content.Intent
4 | import android.os.Bundle
5 | import android.support.v7.app.AppCompatActivity
6 | import android.support.v7.widget.LinearLayoutManager
7 | import android.support.v7.widget.RecyclerView
8 | import android.view.LayoutInflater
9 | import android.view.View
10 | import android.view.ViewGroup
11 | import android.widget.Button
12 |
13 | /**
14 | *
15 | * Coded by kenney
16 | *
17 | * http://www.github.com/kenneycode
18 | *
19 | *
20 | **/
21 |
22 | class MainActivity : AppCompatActivity() {
23 |
24 | override fun onCreate(savedInstanceState: Bundle?) {
25 | super.onCreate(savedInstanceState)
26 | Util.context = applicationContext
27 | setContentView(R.layout.activity_main)
28 | val samplesList = findViewById(R.id.list)
29 | val layoutManager = LinearLayoutManager(this)
30 | layoutManager.orientation = LinearLayoutManager.VERTICAL
31 | samplesList.layoutManager = layoutManager
32 | samplesList.adapter = MyAdapter()
33 | }
34 |
35 | inner class MyAdapter : RecyclerView.Adapter() {
36 |
37 | private val sampleNames =
38 | arrayOf(resources.getString(R.string.sample_0),
39 | resources.getString(R.string.sample_1),
40 | resources.getString(R.string.sample_2),
41 | resources.getString(R.string.sample_3),
42 | resources.getString(R.string.sample_4),
43 | resources.getString(R.string.sample_5),
44 | resources.getString(R.string.sample_6))
45 |
46 | override fun onCreateViewHolder(p0: ViewGroup, p1: Int): VH {
47 | val view = LayoutInflater.from(p0.context).inflate(R.layout.layout_sample_list_item, p0, false)
48 | return VH(view)
49 | }
50 |
51 | override fun getItemCount(): Int {
52 | return sampleNames.size
53 | }
54 |
55 | override fun onBindViewHolder(p0: VH, p1: Int) {
56 | p0.button.text = sampleNames[p1]
57 | p0.button.setOnClickListener {
58 | val intent = Intent(this@MainActivity, SimpleActivity::class.java)
59 | intent.putExtra(GlobalConstants.KEY_SAMPLE_INDEX, p1)
60 | intent.putExtra(GlobalConstants.KEY_SAMPLE_NAME, sampleNames[p1])
61 | this@MainActivity.startActivity(intent)
62 | }
63 | }
64 |
65 | }
66 |
67 | inner class VH(itemView : View) : RecyclerView.ViewHolder(itemView) {
68 | var button : Button = itemView.findViewById(R.id.button)
69 | }
70 | }
71 |
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/SampleActivity.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode
2 |
3 | import android.os.Bundle
4 | import android.support.v7.app.AppCompatActivity
5 | import com.kenneycode.samples.fragment.*
6 | import com.kenneycode.samples.renderer.*
7 |
8 | /**
9 | *
10 | * Coded by kenney
11 | *
12 | * http://www.github.com/kenneycode
13 | *
14 | * Sample展示类
15 | * This sample activity
16 | *
17 | **/
18 |
19 | class SimpleActivity : AppCompatActivity() {
20 |
21 | private val samples =
22 | arrayOf(
23 | SampleHelloWorld(),
24 | Sample2Triangles(),
25 | SampleVertexShader(),
26 | SampleFragmentShader(),
27 | SampleDrawMode(),
28 | SampleTexture(),
29 | SampleFrameBuffer()
30 | )
31 |
32 | override fun onCreate(savedInstanceState: Bundle?) {
33 | super.onCreate(savedInstanceState)
34 | setContentView(R.layout.activity_sample)
35 | title = intent.getStringExtra(GlobalConstants.KEY_SAMPLE_NAME)
36 | val sampleIndex = intent.getIntExtra(GlobalConstants.KEY_SAMPLE_INDEX, -1)
37 | val transaction = supportFragmentManager.beginTransaction()
38 | transaction.replace(R.id.content, samples[sampleIndex])
39 | transaction.commit()
40 | }
41 |
42 | }
43 |
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/Util.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode
2 |
3 | import android.content.Context
4 | import android.graphics.Bitmap
5 | import android.graphics.BitmapFactory
6 | import android.opengl.GLES30
7 | import android.util.Log
8 |
9 | /**
10 | *
11 | * Coded by kenney
12 | *
13 | * http://www.github.com/kenneycode
14 | *
15 | *
16 | **/
17 |
18 | class Util {
19 |
20 | companion object {
21 |
22 | lateinit var context: Context
23 |
24 | fun decodeBitmapFromAssets(filename : String) : Bitmap {
25 | val options = BitmapFactory.Options()
26 | options.inSampleSize = 1
27 | val bitmap = BitmapFactory.decodeStream(context.assets.open(filename))
28 | if (bitmap == null) {
29 | Log.e("debug", "bitmap decode fail, path = $filename")
30 | }
31 | return bitmap
32 | }
33 |
34 | fun checkGLError() {
35 | val error = GLES30.glGetError()
36 | if (error != GLES30.GL_NO_ERROR) {
37 | val hexErrorCode = Integer.toHexString(error)
38 | Log.e("debug", "glError: $hexErrorCode")
39 | throw RuntimeException("GLError")
40 | }
41 | }
42 |
43 | fun getScreenWidth() : Int {
44 | return 1440
45 | }
46 |
47 | fun getScreenHeight() : Int {
48 | return 2560
49 | }
50 |
51 | }
52 |
53 |
54 |
55 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/fragment/Sample2Triangles.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.fragment
2 |
3 | import android.opengl.GLSurfaceView
4 | import android.os.Bundle
5 | import android.support.v4.app.Fragment
6 | import android.view.LayoutInflater
7 | import android.view.View
8 | import android.view.ViewGroup
9 | import com.kenneycode.R
10 | import com.kenneycode.samples.renderer.Sample2TrianglesRenderer
11 | import com.kenneycode.samples.renderer.SampleHelloWorldRenderer
12 |
13 | /**
14 | *
15 | * Coded by kenney
16 | *
17 | * http://www.github.com/kenneycode
18 | *
19 | * 在第一个例子Hello World的基础上稍作修改,通过Sample2TrianglesRenderer渲染2个三角形的例子
20 | * This sample demonstrates how to render 2 triangles in Sample2TrianglesRenderer base on the code of our first sample
21 | *
22 | **/
23 |
24 | class Sample2Triangles : Fragment() {
25 | override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
26 | val rootView = inflater.inflate(R.layout.fragment_common_sample, container, false)
27 | val glSurfaceView = rootView.findViewById(R.id.glsurfaceview)
28 | // 设置RGBA颜色缓冲、深度缓冲及stencil缓冲大小
29 | // Set the size of RGBA、depth and stencil buffer
30 | glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 0, 0)
31 | // 设置GL版本,这里设置为2.0
32 | // Set GL version, here I set it to 2.0
33 | glSurfaceView.setEGLContextClientVersion(2)
34 | // 设置对应sample的渲染器
35 | // Set the corresponding sample renderer
36 | glSurfaceView.setRenderer(Sample2TrianglesRenderer())
37 | return rootView
38 | }
39 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/fragment/SampleDrawMode.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.fragment
2 |
3 | import android.opengl.GLSurfaceView
4 | import android.os.Bundle
5 | import android.support.v4.app.Fragment
6 | import android.view.LayoutInflater
7 | import android.view.View
8 | import android.view.ViewGroup
9 | import com.kenneycode.R
10 | import com.kenneycode.samples.renderer.SampleDrawModeRenderer
11 |
12 | /**
13 | *
14 | * Coded by kenney
15 | *
16 | * http://www.github.com/kenneycode
17 | *
18 | * 这是一个在SampleDrawModeRenderer中演示不同绘制模式的例子
19 | * This sample demonstrates the difference between the draw modes in SampleDrawModeRenderer
20 | *
21 | **/
22 |
23 | class SampleDrawMode : Fragment() {
24 | override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
25 | val rootView = inflater.inflate(R.layout.fragment_sample_draw_mode, container, false)
26 | val glSurfaceView = rootView.findViewById(R.id.glsurfaceview)
27 | // 设置RGBA颜色缓冲、深度缓冲及stencil缓冲大小
28 | // Set the size of RGBA、depth and stencil buffer
29 | glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 0, 0)
30 | // 设置GL版本,这里设置为2.0
31 | // Set GL version, here I set it to 2.0
32 | glSurfaceView.setEGLContextClientVersion(2)
33 | // 设置对应sample的渲染器
34 | // Set the corresponding sample renderer
35 | glSurfaceView.setRenderer(SampleDrawModeRenderer(rootView))
36 | return rootView
37 | }
38 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/fragment/SampleFragmentShader.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.fragment
2 |
3 | import android.opengl.GLSurfaceView
4 | import android.os.Bundle
5 | import android.support.v4.app.Fragment
6 | import android.view.LayoutInflater
7 | import android.view.View
8 | import android.view.ViewGroup
9 | import com.kenneycode.R
10 | import com.kenneycode.samples.renderer.SampleFragmentShaderRenderer
11 |
12 | /**
13 | *
14 | * Coded by kenney
15 | *
16 | * http://www.github.com/kenneycode
17 | *
18 | * 这是一个在SampleFragmentShaderRenderer中利用fragment shader渲染彩色三角形例子
19 | * This is a sample of using fragment shader to render a colorful triangle in SampleFragmentShaderRenderer
20 | *
21 | **/
22 |
23 | class SampleFragmentShader : Fragment() {
24 | override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
25 | val rootView = inflater.inflate(R.layout.fragment_common_sample, container, false)
26 | val glSurfaceView = rootView.findViewById(R.id.glsurfaceview)
27 | // 设置RGBA颜色缓冲、深度缓冲及stencil缓冲大小
28 | // Set the size of RGBA、depth and stencil buffer
29 | glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 0, 0)
30 | // 设置GL版本,这里设置为2.0
31 | // Set GL version, here I set it to 2.0
32 | glSurfaceView.setEGLContextClientVersion(2)
33 | // 设置对应sample的渲染器
34 | // Set the corresponding sample renderer
35 | glSurfaceView.setRenderer(SampleFragmentShaderRenderer())
36 | return rootView
37 | }
38 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/fragment/SampleFrameBuffer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.fragment
2 |
3 | import android.opengl.GLSurfaceView
4 | import android.os.Bundle
5 | import android.support.v4.app.Fragment
6 | import android.view.LayoutInflater
7 | import android.view.View
8 | import android.view.ViewGroup
9 | import com.kenneycode.R
10 | import com.kenneycode.samples.renderer.SampleFrameBufferRenderer
11 | import com.kenneycode.samples.renderer.SampleTextureRenderer
12 |
13 | /**
14 | *
15 | * Coded by kenney
16 | *
17 | * http://www.github.com/kenneycode
18 | *
19 | * 这是一个使用帧缓存的例子
20 | * This sample demonstrates how to use frame buffer.
21 | *
22 | **/
23 |
24 | class SampleFrameBuffer : Fragment() {
25 | override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
26 | val rootView = inflater.inflate(R.layout.fragment_common_sample, container, false)
27 | val glSurfaceView = rootView.findViewById(R.id.glsurfaceview)
28 | // 设置RGBA颜色缓冲、深度缓冲及stencil缓冲大小
29 | // Set the size of RGBA、depth and stencil buffer
30 | glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 0, 0)
31 | // 设置GL版本,这里设置为2.0
32 | // Set GL version, here I set it to 2.0
33 | glSurfaceView.setEGLContextClientVersion(2)
34 | // 设置对应sample的渲染器
35 | // Set the corresponding sample renderer
36 | glSurfaceView.setRenderer(SampleFrameBufferRenderer())
37 | return rootView
38 | }
39 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/fragment/SampleHelloWorld.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.fragment
2 |
3 | import android.opengl.GLSurfaceView
4 | import android.os.Bundle
5 | import android.support.v4.app.Fragment
6 | import android.view.LayoutInflater
7 | import android.view.View
8 | import android.view.ViewGroup
9 | import com.kenneycode.R
10 | import com.kenneycode.samples.renderer.SampleHelloWorldRenderer
11 |
12 | /**
13 | *
14 | * Coded by kenney
15 | *
16 | * http://www.github.com/kenneycode
17 | *
18 | * 这是一个Hello World例子,通过SampleHelloWorldRenderer渲染一个最简单的三角形
19 | * This is the first sample Hello World, and it will show you how to render a simplest triangle in SampleHelloWorldRenderer
20 | *
21 | **/
22 |
23 | class SampleHelloWorld : Fragment() {
24 | override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
25 | val rootView = inflater.inflate(R.layout.fragment_common_sample, container, false)
26 | val glSurfaceView = rootView.findViewById(R.id.glsurfaceview)
27 | // 设置RGBA颜色缓冲、深度缓冲及stencil缓冲大小
28 | // Set the size of RGBA、depth and stencil buffer
29 | glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 0, 0)
30 | // 设置GL版本,这里设置为2.0
31 | // Set GL version, here I set it to 2.0
32 | glSurfaceView.setEGLContextClientVersion(2)
33 | // 设置对应sample的渲染器
34 | // Set the corresponding sample renderer
35 | glSurfaceView.setRenderer(SampleHelloWorldRenderer())
36 | return rootView
37 | }
38 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/fragment/SampleTexture.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.fragment
2 |
3 | import android.opengl.GLSurfaceView
4 | import android.os.Bundle
5 | import android.support.v4.app.Fragment
6 | import android.view.LayoutInflater
7 | import android.view.View
8 | import android.view.ViewGroup
9 | import com.kenneycode.R
10 | import com.kenneycode.samples.renderer.SampleTextureRenderer
11 |
12 | /**
13 | *
14 | * Coded by kenney
15 | *
16 | * http://www.github.com/kenneycode
17 | *
18 | * 这是一个渲染纹理的例子
19 | * This sample demonstrates how to use texture.
20 | *
21 | **/
22 |
23 | class SampleTexture : Fragment() {
24 | override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
25 | val rootView = inflater.inflate(R.layout.fragment_common_sample, container, false)
26 | val glSurfaceView = rootView.findViewById(R.id.glsurfaceview)
27 | // 设置RGBA颜色缓冲、深度缓冲及stencil缓冲大小
28 | // Set the size of RGBA、depth and stencil buffer
29 | glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 0, 0)
30 | // 设置GL版本,这里设置为2.0
31 | // Set GL version, here I set it to 2.0
32 | glSurfaceView.setEGLContextClientVersion(2)
33 | // 设置对应sample的渲染器
34 | // Set the corresponding sample renderer
35 | glSurfaceView.setRenderer(SampleTextureRenderer())
36 | return rootView
37 | }
38 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/fragment/SampleVertexShader.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.fragment
2 |
3 | import android.opengl.GLSurfaceView
4 | import android.os.Bundle
5 | import android.support.v4.app.Fragment
6 | import android.view.LayoutInflater
7 | import android.view.View
8 | import android.view.ViewGroup
9 | import com.kenneycode.R
10 | import com.kenneycode.samples.renderer.SampleVertexShaderRenderer
11 |
12 | /**
13 | *
14 | * Coded by kenney
15 | *
16 | * http://www.github.com/kenneycode
17 | *
18 | * 这是一个在SampleVertexShaderRenderer使用vertex shader做顶点变换的例子,例子中将演示平移、缩放和旋转变换
19 | * This sample demonstrates how to do vertex translation,scale and rotation using vertex shader in SampleVertexShaderRenderer
20 | *
21 | **/
22 |
23 | class SampleVertexShader : Fragment() {
24 | override fun onCreateView(inflater: LayoutInflater, container: ViewGroup?, savedInstanceState: Bundle?): View? {
25 | val rootView = inflater.inflate(R.layout.fragment_common_sample, container, false)
26 | val glSurfaceView = rootView.findViewById(R.id.glsurfaceview)
27 | // 设置RGBA颜色缓冲、深度缓冲及stencil缓冲大小
28 | // Set the size of RGBA、depth and stencil buffer
29 | glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 0, 0)
30 | // 设置GL版本,这里设置为2.0
31 | // Set GL version, here I set it to 2.0
32 | glSurfaceView.setEGLContextClientVersion(2)
33 | // 设置对应sample的渲染器
34 | // Set the corresponding sample renderer
35 | glSurfaceView.setRenderer(SampleVertexShaderRenderer())
36 | return rootView
37 | }
38 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/Sample2TrianglesRenderer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import java.nio.ByteBuffer
6 | import java.nio.ByteOrder
7 | import javax.microedition.khronos.egl.EGLConfig
8 | import javax.microedition.khronos.opengles.GL10
9 |
10 | /**
11 | *
12 | * Coded by kenney
13 | *
14 | * http://www.github.com/kenneycode
15 | *
16 | * 在第一个例子Hello World的基础上稍作修改,渲染2个三角形的例子
17 | * This sample demonstrates how to render 2 triangles base on the code of our first sample
18 | *
19 | **/
20 |
21 | class Sample2TrianglesRenderer : GLSurfaceView.Renderer {
22 |
23 | private val vertexShaderCode =
24 | "precision mediump float;\n" +
25 | "attribute vec4 a_Position;\n" +
26 | "void main() {\n" +
27 | " gl_Position = a_Position;\n" +
28 | "}"
29 |
30 | private val fragmentShaderCode =
31 | "precision mediump float;\n" +
32 | "void main() {\n" +
33 | " gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);\n" +
34 | "}"
35 |
36 | private var glSurfaceViewWidth = 0
37 | private var glSurfaceViewHeight = 0
38 |
39 | // 三角形顶点数据
40 | // The vertex data of a triangle
41 | private val vertexData = floatArrayOf(-0.5f, 1f, -1f, 0f, 0f, 0f, 0.5f, 0f, 0f, -1f, 1f, -1f)
42 |
43 | // 每个顶点的成份数
44 | // The num of components of per vertex
45 | private val VERTEX_COMPONENT_COUNT = 2
46 |
47 | override fun onDrawFrame(gl: GL10?) {
48 | // 设置清屏颜色
49 | // Set the color which the screen will be cleared to
50 | GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f)
51 |
52 | // 清屏
53 | // Clear the screen
54 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
55 |
56 | // 设置视口,这里设置为整个GLSurfaceView区域
57 | // Set the viewport to the full GLSurfaceView
58 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
59 |
60 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
61 | // Call the draw method with GL_TRIANGLES to render 3 vertices
62 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
63 | }
64 |
65 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
66 | // 记录GLSurfaceView的宽高
67 | // Record the width and height of the GLSurfaceView
68 | glSurfaceViewWidth = width
69 | glSurfaceViewHeight = height
70 | }
71 |
72 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
73 | // 创建GL程序
74 | // Create GL program
75 | val programId = GLES20.glCreateProgram()
76 |
77 | // 加载、编译vertex shader和fragment shader
78 | // Load and compile vertex shader and fragment shader
79 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
80 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
81 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
82 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
83 | GLES20.glCompileShader(vertexShader)
84 | GLES20.glCompileShader(fragmentShader)
85 |
86 | // 将shader程序附着到GL程序上
87 | // Attach the compiled shaders to the GL program
88 | GLES20.glAttachShader(programId, vertexShader)
89 | GLES20.glAttachShader(programId, fragmentShader)
90 |
91 | // 链接GL程序
92 | // Link the GL program
93 | GLES20.glLinkProgram(programId)
94 |
95 | // 将三角形顶点数据放入buffer中
96 | // Put the triangle vertex data into the buffer
97 | val buffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE)
98 | .order(ByteOrder.nativeOrder())
99 | .asFloatBuffer()
100 | buffer.put(vertexData)
101 | buffer.position(0)
102 |
103 | // 应用GL程序
104 | // Use the GL program
105 | GLES20.glUseProgram(programId)
106 |
107 | // 获取字段a_Position在shader中的位置
108 | // Get the location of a_Position in the shader
109 | val location = GLES20.glGetAttribLocation(programId, "a_Position")
110 |
111 | // 启动对应位置的参数
112 | // Enable the parameter of the location
113 | GLES20.glEnableVertexAttribArray(location)
114 |
115 | // 指定a_Position所使用的顶点数据
116 | // Specify the vertex data of a_Position
117 | GLES20.glVertexAttribPointer(location, VERTEX_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, buffer)
118 | }
119 |
120 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SampleCheckError.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import android.util.Log
6 | import java.nio.ByteBuffer
7 | import java.nio.ByteOrder
8 | import javax.microedition.khronos.egl.EGLConfig
9 | import javax.microedition.khronos.opengles.GL10
10 |
11 | /**
12 | *
13 | * Coded by kenney
14 | *
15 | * http://www.github.com/kenneycode
16 | *
17 | * 这是一个Hello World例子,渲染一个最简单的三角形
18 | * This is the first sample Hello World, and it will show you how to render a simplest triangle
19 | *
20 | **/
21 |
22 | class SampleCheckError : GLSurfaceView.Renderer {
23 |
24 | companion object {
25 | val LOG_TAG = SampleCheckError::class.simpleName
26 | }
27 |
28 |
29 | private var glSurfaceViewWidth = 0
30 | private var glSurfaceViewHeight = 0
31 |
32 | // 三角形顶点数据
33 | // The vertex data of a triangle
34 | private val vertexData = floatArrayOf(0f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f)
35 |
36 | // 每个顶点的成份数
37 | // The num of components of per vertex
38 | private val VERTEX_COMPONENT_COUNT = 2
39 |
40 | override fun onDrawFrame(gl: GL10?) {
41 | // 设置视口,这里设置为整个GLSurfaceView区域
42 | // Set the viewport to the full GLSurfaceView
43 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
44 |
45 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
46 | // Call the draw method with GL_TRIANGLES to render 3 vertices
47 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
48 | }
49 |
50 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
51 | // 记录GLSurfaceView的宽高
52 | // Record the width and height of the GLSurfaceView
53 | glSurfaceViewWidth = width
54 | glSurfaceViewHeight = height
55 | }
56 |
57 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
58 | // 创建GL程序
59 | // Create GL program
60 | val programId = GLES20.glCreateProgram()
61 |
62 | // 加载、编译vertex shader和fragment shader
63 | // Load and compile vertex shader and fragment shader
64 | val vertexShaderCodeWrong =
65 | "precision mediump float;\n" +
66 | "attribute vec4 a_Position;\n" +
67 | "void main() {\n" +
68 | " gl_Posss ition = a_Position;\n" +
69 | "}"
70 |
71 | val fragmentShaderCode =
72 | "precision mediump float;\n" +
73 | "void main() {\n" +
74 | " gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);\n" +
75 | "}"
76 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
77 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
78 | GLES20.glShaderSource(vertexShader, vertexShaderCodeWrong)
79 | checkErrorForGL()
80 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
81 | checkErrorForGL()
82 | GLES20.glCompileShader(vertexShader)
83 | checkErrorForGL()
84 | val compileStatus = intArrayOf(1)
85 | GLES20.glGetShaderiv(vertexShader, GLES20.GL_COMPILE_STATUS, compileStatus, 0)
86 | if (compileStatus[0] != 0) {
87 | val info = GLES20.glGetShaderInfoLog(vertexShader)
88 | Log.e(LOG_TAG, "shader compile info: $info")
89 | }
90 | GLES20.glCompileShader(fragmentShader)
91 |
92 | // 将shader程序附着到GL程序上
93 | // Attach the compiled shaders to the GL program
94 | GLES20.glAttachShader(programId, vertexShader)
95 | GLES20.glAttachShader(programId, fragmentShader)
96 |
97 | // 链接GL程序
98 | // Link the GL program
99 | GLES20.glLinkProgram(programId)
100 |
101 | // 将三角形顶点数据放入buffer中
102 | // Put the triangle vertex data into the buffer
103 | val buffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE)
104 | .order(ByteOrder.nativeOrder())
105 | .asFloatBuffer()
106 | buffer.put(vertexData)
107 | buffer.position(0)
108 |
109 | // 应用GL程序
110 | // Use the GL program
111 | GLES20.glUseProgram(programId)
112 |
113 | // 获取字段a_Position在shader中的位置
114 | // Get the location of a_Position in the shader
115 | val location = GLES20.glGetAttribLocation(programId, "a_Position")
116 |
117 | // 启动对应位置的参数
118 | // Enable the parameter of the location
119 | GLES20.glEnableVertexAttribArray(location)
120 |
121 | // 指定a_Position所使用的顶点数据
122 | // Specify the vertex data of a_Position
123 | GLES20.glVertexAttribPointer(location, 2, GLES20.GL_FLOAT, false,0, buffer)
124 | }
125 |
126 | fun checkErrorForGL() {
127 | val error = GLES20.glGetError()
128 | if (error != GLES20.GL_NO_ERROR) {
129 | val hexErrorCode = Integer.toHexString(error)
130 | val s = "gl Error: $hexErrorCode"
131 | Log.e(LOG_TAG, s)
132 | throw RuntimeException(s)
133 | }
134 | }
135 |
136 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SampleDrawModeRenderer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import android.view.View
6 | import com.kenneycode.R
7 | import kotlinx.android.synthetic.main.fragment_sample_draw_mode.view.*
8 | import java.nio.ByteBuffer
9 | import java.nio.ByteOrder
10 | import javax.microedition.khronos.egl.EGLConfig
11 | import javax.microedition.khronos.opengles.GL10
12 |
13 | /**
14 | *
15 | * Coded by kenney
16 | *
17 | * http://www.github.com/kenneycode
18 | *
19 | * 这是一个演示不同绘制模式的例子
20 | * This sample demonstrates the difference between the draw modes
21 | *
22 | **/
23 |
24 | class SampleDrawModeRenderer : GLSurfaceView.Renderer {
25 |
26 | private val vertexShaderCode =
27 | "precision mediump float;\n" +
28 | "attribute vec4 a_Position;\n" +
29 | "void main() {\n" +
30 | " gl_Position = a_Position;\n" +
31 | "}"
32 |
33 | private val fragmentShaderCode =
34 | "precision mediump float;\n" +
35 | "void main() {\n" +
36 | " gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);\n" +
37 | "}"
38 |
39 | private var glSurfaceViewWidth = 0
40 | private var glSurfaceViewHeight = 0
41 |
42 | // 三角形顶点数据
43 | // The vertex data of a triangle
44 | private val vertexData = floatArrayOf(0f, 0f, -0.5f, 0f, 0f, 0.5f, 0.5f, 0f, 0f, -0.5f, -0.5f, -0.5f)
45 |
46 | // 每个顶点的成份数
47 | // The num of components of per vertex
48 | private val VERTEX_COMPONENT_COUNT = 2
49 |
50 |
51 | private var drawMode = GLES20.GL_TRIANGLES
52 |
53 | constructor(rootView : View) {
54 | rootView.findViewById(R.id.button_draw_mode_triangles).setOnClickListener {
55 | drawMode = GLES20.GL_TRIANGLES
56 | }
57 | rootView.findViewById(R.id.button_draw_mode_triangle_stripe).setOnClickListener {
58 | drawMode = GLES20.GL_TRIANGLE_STRIP
59 | }
60 | rootView.findViewById(R.id.button_draw_mode_triangle_fan).setOnClickListener {
61 | drawMode = GLES20.GL_TRIANGLE_FAN
62 | }
63 | }
64 |
65 | override fun onDrawFrame(gl: GL10?) {
66 | GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f)
67 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
68 | // 设置视口,这里设置为整个GLSurfaceView区域
69 | // Set the viewport to the full GLSurfaceView
70 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
71 |
72 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
73 | // Call the draw method with GL_TRIANGLES to render 3 vertices
74 | GLES20.glDrawArrays(drawMode, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
75 | }
76 |
77 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
78 | // 记录GLSurfaceView的宽高
79 | // Record the width and height of the GLSurfaceView
80 | glSurfaceViewWidth = width
81 | glSurfaceViewHeight = height
82 | }
83 |
84 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
85 | // 创建GL程序
86 | // Create GL program
87 | val programId = GLES20.glCreateProgram()
88 |
89 | // 加载、编译vertex shader和fragment shader
90 | // Load and compile vertex shader and fragment shader
91 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
92 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
93 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
94 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
95 | GLES20.glCompileShader(vertexShader)
96 | GLES20.glCompileShader(fragmentShader)
97 |
98 | // 将shader程序附着到GL程序上
99 | // Attach the compiled shaders to the GL program
100 | GLES20.glAttachShader(programId, vertexShader)
101 | GLES20.glAttachShader(programId, fragmentShader)
102 |
103 | // 链接GL程序
104 | // Link the GL program
105 | GLES20.glLinkProgram(programId)
106 |
107 | // 将三角形顶点数据放入buffer中
108 | // Put the triangle vertex data into the buffer
109 | val buffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE)
110 | .order(ByteOrder.nativeOrder())
111 | .asFloatBuffer()
112 | buffer.put(vertexData)
113 | buffer.position(0)
114 |
115 | // 应用GL程序
116 | // Use the GL program
117 | GLES20.glUseProgram(programId)
118 |
119 | // 获取字段a_Position在shader中的位置
120 | // Get the location of a_Position in the shader
121 | val location = GLES20.glGetAttribLocation(programId, "a_Position")
122 |
123 | // 启动对应位置的参数
124 | // Enable the parameter of the location
125 | GLES20.glEnableVertexAttribArray(location)
126 |
127 | // 指定a_Position所使用的顶点数据
128 | // Specify the vertex data of a_Position
129 | GLES20.glVertexAttribPointer(location, VERTEX_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, buffer)
130 | }
131 |
132 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SampleFragmentShaderRenderer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import java.nio.ByteBuffer
6 | import java.nio.ByteOrder
7 | import javax.microedition.khronos.egl.EGLConfig
8 | import javax.microedition.khronos.opengles.GL10
9 |
10 | /**
11 | *
12 | * Coded by kenney
13 | *
14 | * http://www.github.com/kenneycode
15 | *
16 | * 这是一个利用fragment shader渲染彩色三角形例子
17 | * This is a sample of using fragment shader to render a colorful triangle
18 | *
19 | **/
20 |
21 | class SampleFragmentShaderRenderer : GLSurfaceView.Renderer {
22 |
23 | private val vertexShaderCode =
24 | "precision mediump float;\n" +
25 | "attribute vec4 a_Position;\n" +
26 | "attribute vec4 a_Color;\n" +
27 | "varying vec4 v_Color;\n" +
28 | "void main() {\n" +
29 | " v_Color = a_Color;\n" +
30 | " gl_Position = a_Position;\n" +
31 | "}"
32 |
33 | private val fragmentShaderCode =
34 | "precision mediump float;\n" +
35 | "varying vec4 v_Color;\n" +
36 | "void main() {\n" +
37 | " gl_FragColor = v_Color;\n" +
38 | "}"
39 |
40 | private var glSurfaceViewWidth = 0
41 | private var glSurfaceViewHeight = 0
42 |
43 | // 三角形顶点数据
44 | // The vertex data of a triangle
45 | private val vertexData = floatArrayOf(0f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f)
46 |
47 |
48 | private val colorData = floatArrayOf(
49 | 1.0f, 0.0f, 0.0f, 1.0f,
50 | 0.0f, 1.0f, 0.0f, 1.0f,
51 | 0.0f, 0.0f, 1.0f, 1.0f)
52 |
53 | // 每个顶点的成份数
54 | // The num of components of per vertex
55 | private val VERTEX_COMPONENT_COUNT = 2
56 |
57 | // 每个颜色的成份数(RGBA)
58 | // The num of components of per color(RGBA)
59 | private val COLOR_COMPONENT_COUNT = 4
60 |
61 | override fun onDrawFrame(gl: GL10?) {
62 | // 设置清屏颜色
63 | // Set the color which the screen will be cleared to
64 | GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f)
65 |
66 | // 清屏
67 | // Clear the screen
68 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
69 |
70 | // 设置视口,这里设置为整个GLSurfaceView区域
71 | // Set the viewport to the full GLSurfaceView
72 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
73 |
74 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
75 | // Call the draw method with GL_TRIANGLES to render 3 vertices
76 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
77 | }
78 |
79 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
80 | // 记录GLSurfaceView的宽高
81 | // Record the width and height of the GLSurfaceView
82 | glSurfaceViewWidth = width
83 | glSurfaceViewHeight = height
84 | }
85 |
86 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
87 | // 创建GL程序
88 | // Create GL program
89 | val programId = GLES20.glCreateProgram()
90 |
91 | // 加载、编译vertex shader和fragment shader
92 | // Load and compile vertex shader and fragment shader
93 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
94 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
95 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
96 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
97 | GLES20.glCompileShader(vertexShader)
98 | GLES20.glCompileShader(fragmentShader)
99 |
100 | // 将shader程序附着到GL程序上
101 | // Attach the compiled shaders to the GL program
102 | GLES20.glAttachShader(programId, vertexShader)
103 | GLES20.glAttachShader(programId, fragmentShader)
104 |
105 | // 链接GL程序
106 | // Link the GL program
107 | GLES20.glLinkProgram(programId)
108 |
109 | // 将三角形顶点数据放入buffer中
110 | // Put the triangle vertex data into the buffer
111 | val vertexDataBuffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE)
112 | .order(ByteOrder.nativeOrder())
113 | .asFloatBuffer()
114 | vertexDataBuffer.put(vertexData)
115 | vertexDataBuffer.position(0)
116 |
117 | // 应用GL程序
118 | // Use the GL program
119 | GLES20.glUseProgram(programId)
120 |
121 | // 获取字段a_Position在shader中的位置
122 | // Get the location of a_Position in the shader
123 | val aPositionLocation = GLES20.glGetAttribLocation(programId, "a_Position")
124 |
125 | // 启动对应位置的参数
126 | // Enable the parameter of the location
127 | GLES20.glEnableVertexAttribArray(aPositionLocation)
128 |
129 | // 指定a_Position所使用的顶点数据
130 | // Specify the vertex data of a_Position
131 | GLES20.glVertexAttribPointer(aPositionLocation, VERTEX_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, vertexDataBuffer)
132 |
133 | // 将颜色数据放入buffer中
134 | // Put the color data into the buffer
135 | val colorDataBuffer = ByteBuffer.allocateDirect(colorData.size * java.lang.Float.SIZE)
136 | .order(ByteOrder.nativeOrder())
137 | .asFloatBuffer()
138 | colorDataBuffer.put(colorData)
139 | colorDataBuffer.position(0)
140 |
141 | // 获取字段a_Color在shader中的位置
142 | // Get the location of a_Color in the shader
143 | val aColorLocation = GLES20.glGetAttribLocation(programId, "a_Color")
144 |
145 | // 启动对应位置的参数
146 | // Enable the parameter of the location
147 | GLES20.glEnableVertexAttribArray(aColorLocation)
148 |
149 | // 指定a_Color所使用的顶点数据
150 | // Specify the vertex data of a_Color
151 | GLES20.glVertexAttribPointer(aColorLocation, COLOR_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, colorDataBuffer)
152 | }
153 |
154 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SampleFrameBufferRenderer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLES30
5 | import android.opengl.GLSurfaceView
6 | import android.opengl.GLUtils
7 | import com.kenneycode.Util
8 | import java.nio.ByteBuffer
9 | import java.nio.ByteOrder
10 | import java.nio.FloatBuffer
11 | import javax.microedition.khronos.egl.EGLConfig
12 | import javax.microedition.khronos.opengles.GL10
13 |
14 | /**
15 | *
16 | * Coded by kenney
17 | *
18 | * http://www.github.com/kenneycode
19 | *
20 | * 这是一个使用帧缓存的例子
21 | * This sample demonstrates how to use frame buffer.
22 | *
23 | **/
24 |
25 | class SampleFrameBufferRenderer : GLSurfaceView.Renderer {
26 |
27 | private val vertexShaderCode =
28 | "precision mediump float;\n" +
29 | "attribute vec4 a_position;\n" +
30 | "attribute vec2 a_textureCoordinate;\n" +
31 | "varying vec2 v_textureCoordinate;\n" +
32 | "void main() {\n" +
33 | " v_textureCoordinate = a_textureCoordinate;\n" +
34 | " gl_Position = a_position;\n" +
35 | "}"
36 |
37 | private val fragmentShaderCode0 =
38 | "precision mediump float;\n" +
39 | "varying vec2 v_textureCoordinate;\n" +
40 | "uniform sampler2D u_texture;\n" +
41 | "void main() {\n" +
42 | " vec4 color = texture2D(u_texture, v_textureCoordinate);\n" +
43 | " color.b = 0.5;\n" +
44 | " gl_FragColor = color;\n" +
45 | "}"
46 |
47 | private val fragmentShaderCode1 =
48 | "precision mediump float;\n" +
49 | "varying vec2 v_textureCoordinate;\n" +
50 | "uniform sampler2D u_texture;\n" +
51 | "void main() {\n" +
52 | " float offset = 0.005;\n" +
53 | " vec4 color = texture2D(u_texture, v_textureCoordinate) * 0.11111;\n" +
54 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset, v_textureCoordinate.y)) * 0.11111;\n" +
55 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset, v_textureCoordinate.y)) * 0.11111;\n" +
56 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset * 2.0, v_textureCoordinate.y)) * 0.11111;\n" +
57 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset * 2.0, v_textureCoordinate.y)) * 0.11111;\n" +
58 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset * 3.0, v_textureCoordinate.y)) * 0.11111;\n" +
59 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset * 3.0, v_textureCoordinate.y)) * 0.11111;\n" +
60 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x - offset * 4.0, v_textureCoordinate.y)) * 0.11111;\n" +
61 | " color += texture2D(u_texture, vec2(v_textureCoordinate.x + offset * 4.0, v_textureCoordinate.y)) * 0.11111;\n" +
62 | " gl_FragColor = color;\n" +
63 | "}"
64 |
65 | // GLSurfaceView的宽高
66 | // The width and height of GLSurfaceView
67 | private var glSurfaceViewWidth = 0
68 | private var glSurfaceViewHeight = 0
69 |
70 | // 纹理顶点数据
71 | // The vertex data of the texture
72 | private val vertexData = floatArrayOf(-1f, -1f, -1f, 1f, 1f, 1f, -1f, -1f, 1f, 1f, 1f, -1f)
73 | private val VERTEX_COMPONENT_COUNT = 2
74 | private lateinit var vertexDataBuffer : FloatBuffer
75 |
76 | // 纹理坐标
77 | // The texture coordinate
78 | private val textureCoordinateData0 = floatArrayOf(0f, 1f, 0f, 0f, 1f, 0f, 0f, 1f, 1f, 0f, 1f, 1f)
79 | private val textureCoordinateData1 = floatArrayOf(0f, 0f, 0f, 1f, 1f, 1f, 0f, 0f, 1f, 1f, 1f, 0f)
80 | private lateinit var textureCoordinateDataBuffer0 : FloatBuffer
81 | private lateinit var textureCoordinateDataBuffer1 : FloatBuffer
82 | private val TEXTURE_COORDINATE_COMPONENT_COUNT = 2
83 |
84 | // 2个GL Program
85 | // two GL Programs
86 | private var programId0 = 0
87 | private var programId1 = 0
88 |
89 | // 帧缓存
90 | // frame buffer
91 | private var frameBuffer = 0
92 |
93 | // 帧缓绑定的texture
94 | // the texture bind on the frame buffer
95 | private var frameBufferTexture = 0
96 |
97 | // 图片texture
98 | // image texture
99 | private var imageTexture = 0
100 |
101 |
102 | override fun onDrawFrame(gl: GL10?) {
103 |
104 | // 绑定第0个GL Program
105 | // Bind GL program 0
106 | bindGLProgram(programId0, imageTexture, textureCoordinateDataBuffer0)
107 |
108 | // 绑定frame buffer
109 | // Bind the frame buffer
110 | bindFrameBuffer(frameBuffer)
111 |
112 | // 执行渲染,渲染效果为将图片的蓝色通道全部设为0.5
113 | // Perform rendering, and we can get the result of blue channel set to 0.5
114 | render()
115 |
116 | // 绑定第1个GL Program
117 | // Bind GL program 1
118 | bindGLProgram(programId1, frameBufferTexture, textureCoordinateDataBuffer1)
119 |
120 | // 绑定0号frame buffer
121 | // Bind the 0# frame buffer
122 | bindFrameBuffer(0)
123 |
124 | // 执行渲染,渲染效果水平方向的模糊
125 | // Perform rendering, and we can get the result of horizontal blur base on the previous result
126 | render()
127 |
128 | }
129 |
130 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
131 |
132 | // 记录GLSurfaceView的宽高
133 | // Record the width and height of the GLSurfaceView
134 | glSurfaceViewWidth = width
135 | glSurfaceViewHeight = height
136 |
137 |
138 | // 初始化frame buffer
139 | // Init the frame buffer
140 | initFrameBuffer(width, height)
141 |
142 | }
143 |
144 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
145 |
146 | // 初始化坐标、图片数据
147 | // Init the coordinates and image texture
148 | initData()
149 |
150 | // 创建2个GL Program,第一个将图片的蓝色通道全部设为0.5,第二做水平方向模糊
151 | // Create two GL programs, and one is used for set the blue channel to 0.5, while the other is used for horizontal blur
152 | programId0 = createGLProgram(vertexShaderCode, fragmentShaderCode0)
153 | programId1 = createGLProgram(vertexShaderCode, fragmentShaderCode1)
154 |
155 | }
156 |
157 | private fun initData() {
158 |
159 | // 将三角形顶点数据放入buffer中
160 | // Put the triangle vertex data into the vertexDataBuffer
161 | vertexDataBuffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE / 8)
162 | .order(ByteOrder.nativeOrder())
163 | .asFloatBuffer()
164 | vertexDataBuffer.put(vertexData)
165 | vertexDataBuffer.position(0)
166 |
167 | // 将纹理坐标数据放入buffer中
168 | // Put the texture coordinates into the textureCoordinateDataBuffer
169 | textureCoordinateDataBuffer0 = ByteBuffer.allocateDirect(textureCoordinateData0.size * java.lang.Float.SIZE / 8)
170 | .order(ByteOrder.nativeOrder())
171 | .asFloatBuffer()
172 | textureCoordinateDataBuffer0.put(textureCoordinateData0)
173 | textureCoordinateDataBuffer0.position(0)
174 |
175 | textureCoordinateDataBuffer1 = ByteBuffer.allocateDirect(textureCoordinateData1.size * java.lang.Float.SIZE / 8)
176 | .order(ByteOrder.nativeOrder())
177 | .asFloatBuffer()
178 | textureCoordinateDataBuffer1.put(textureCoordinateData1)
179 | textureCoordinateDataBuffer1.position(0)
180 |
181 | // 创建图片纹理
182 | // Create texture
183 | val textures = IntArray(1)
184 | GLES20.glGenTextures(textures.size, textures, 0)
185 | imageTexture = textures[0]
186 |
187 | // 设置纹理参数
188 | // Set texture parameters
189 | GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, imageTexture)
190 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR)
191 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR)
192 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE)
193 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE)
194 |
195 | // 解码图片并加载到纹理中
196 | // Decode the image and load it into texture
197 | val bitmap = Util.decodeBitmapFromAssets("image_0.jpg")
198 | val b = ByteBuffer.allocate(bitmap.width * bitmap.height * 4)
199 | bitmap.copyPixelsToBuffer(b)
200 | b.position(0)
201 | GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, bitmap.width, bitmap.height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, b)
202 |
203 | }
204 |
205 | private fun initFrameBuffer(width : Int, height : Int) {
206 |
207 | // 创建frame buffer绑定的纹理
208 | // Create texture which binds to frame buffer
209 | val textures = IntArray(1)
210 | GLES20.glGenTextures(textures.size, textures, 0)
211 | frameBufferTexture = textures[0]
212 |
213 | // 创建frame buffer
214 | // Create frame buffer
215 | val frameBuffers = IntArray(1)
216 | GLES20.glGenFramebuffers(frameBuffers.size, frameBuffers, 0)
217 | frameBuffer = frameBuffers[0]
218 |
219 | // 将frame buffer与texture绑定
220 | // Bind the texture to frame buffer
221 | GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, frameBufferTexture)
222 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR)
223 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR)
224 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE)
225 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE)
226 | GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, width, height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, null)
227 | GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer)
228 | GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER, GLES20.GL_COLOR_ATTACHMENT0, GLES20.GL_TEXTURE_2D, frameBufferTexture, 0)
229 | }
230 |
231 | private fun createGLProgram(vertexShaderCode : String, fragmentShaderCode : String) : Int {
232 |
233 | // 创建GL程序
234 | // Create the GL program
235 | val programId = GLES20.glCreateProgram()
236 |
237 | // 加载、编译vertex shader和fragment shader
238 | // Load and compile vertex shader and fragment shader
239 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
240 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
241 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
242 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
243 | GLES20.glCompileShader(vertexShader)
244 | GLES20.glCompileShader(fragmentShader)
245 |
246 | // 将shader程序附着到GL程序上
247 | // Attach the compiled shaders to the GL program
248 | GLES20.glAttachShader(programId, vertexShader)
249 | GLES20.glAttachShader(programId, fragmentShader)
250 |
251 | // 链接GL程序
252 | // Link the GL program
253 | GLES20.glLinkProgram(programId)
254 |
255 | Util.checkGLError()
256 |
257 | return programId
258 |
259 | }
260 |
261 | private fun bindGLProgram(programId : Int, texture : Int, textureCoordinateDataBuffer : FloatBuffer) {
262 |
263 | // 应用GL程序
264 | // Use the GL program
265 | GLES20.glUseProgram(programId)
266 |
267 | // 获取字段a_position在shader中的位置
268 | // Get the location of a_position in the shader
269 | val aPositionLocation = GLES20.glGetAttribLocation(programId, "a_position")
270 |
271 | // 启动对应位置的参数
272 | // Enable the parameter of the location
273 | GLES20.glEnableVertexAttribArray(aPositionLocation)
274 |
275 | // 指定a_position所使用的顶点数据
276 | // Specify the data of a_position
277 | GLES20.glVertexAttribPointer(aPositionLocation, VERTEX_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, vertexDataBuffer)
278 |
279 | // 获取字段a_textureCoordinate在shader中的位置
280 | // Get the location of a_textureCoordinate in the shader
281 | val aTextureCoordinateLocation = GLES20.glGetAttribLocation(programId, "a_textureCoordinate")
282 |
283 | // 启动对应位置的参数
284 | // Enable the parameter of the location
285 | GLES20.glEnableVertexAttribArray(aTextureCoordinateLocation)
286 |
287 | // 指定a_textureCoordinate所使用的顶点数据
288 | // Specify the data of a_textureCoordinate
289 | GLES20.glVertexAttribPointer(aTextureCoordinateLocation, TEXTURE_COORDINATE_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, textureCoordinateDataBuffer)
290 |
291 | // 绑定纹理并设置u_texture参数
292 | // Bind the texture and set the u_texture parameter
293 | GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture)
294 | val uTextureLocation = GLES20.glGetAttribLocation(programId, "u_texture")
295 | GLES20.glUniform1i(uTextureLocation, 0)
296 |
297 | }
298 |
299 | private fun bindFrameBuffer(frameBuffer : Int) {
300 |
301 | // 绑定frame buffer
302 | // Bind the frame buffer
303 | GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, frameBuffer)
304 |
305 | }
306 |
307 | private fun render() {
308 |
309 | // 设置清屏颜色
310 | // Set the color which the screen will be cleared to
311 | GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f)
312 |
313 | // 清屏
314 | // Clear the screen
315 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
316 |
317 | // 设置视口,这里设置为整个GLSurfaceView区域
318 | // Set the viewport to the full GLSurfaceView
319 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
320 |
321 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
322 | // Call the draw method with GL_TRIANGLES to render 3 vertices
323 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
324 |
325 | }
326 |
327 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SampleHelloWorldRenderer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import java.nio.ByteBuffer
6 | import java.nio.ByteOrder
7 | import javax.microedition.khronos.egl.EGLConfig
8 | import javax.microedition.khronos.opengles.GL10
9 |
10 | /**
11 | *
12 | * Coded by kenney
13 | *
14 | * http://www.github.com/kenneycode
15 | *
16 | * 这是一个Hello World例子,渲染一个最简单的三角形
17 | * This is the first sample Hello World, and it will show you how to render a simplest triangle
18 | *
19 | **/
20 |
21 | class SampleHelloWorldRenderer : GLSurfaceView.Renderer {
22 |
23 | private val vertexShaderCode =
24 | "precision mediump float;\n" +
25 | "attribute vec4 a_Position;\n" +
26 | "void main() {\n" +
27 | " gl_Position = a_Position;\n" +
28 | "}"
29 |
30 | private val fragmentShaderCode =
31 | "precision mediump float;\n" +
32 | "void main() {\n" +
33 | " gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);\n" +
34 | "}"
35 |
36 | private var glSurfaceViewWidth = 0
37 | private var glSurfaceViewHeight = 0
38 |
39 | // 三角形顶点数据
40 | // The vertex data of a triangle
41 | private val vertexData = floatArrayOf(0f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f)
42 |
43 | // 每个顶点的成份数
44 | // The num of components of per vertex
45 | private val VERTEX_COMPONENT_COUNT = 2
46 |
47 | override fun onDrawFrame(gl: GL10?) {
48 | // 设置清屏颜色
49 | // Set the color which the screen will be cleared to
50 | GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f)
51 |
52 | // 清屏
53 | // Clear the screen
54 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
55 |
56 | // 设置视口,这里设置为整个GLSurfaceView区域
57 | // Set the viewport to the full GLSurfaceView
58 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
59 |
60 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
61 | // Call the draw method with GL_TRIANGLES to render 3 vertices
62 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
63 | }
64 |
65 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
66 | // 记录GLSurfaceView的宽高
67 | // Record the width and height of the GLSurfaceView
68 | glSurfaceViewWidth = width
69 | glSurfaceViewHeight = height
70 | }
71 |
72 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
73 | // 创建GL程序
74 | // Create GL program
75 | val programId = GLES20.glCreateProgram()
76 |
77 | // 加载、编译vertex shader和fragment shader
78 | // Load and compile vertex shader and fragment shader
79 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
80 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
81 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
82 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
83 | GLES20.glCompileShader(vertexShader)
84 | GLES20.glCompileShader(fragmentShader)
85 |
86 | // 将shader程序附着到GL程序上
87 | // Attach the compiled shaders to the GL program
88 | GLES20.glAttachShader(programId, vertexShader)
89 | GLES20.glAttachShader(programId, fragmentShader)
90 |
91 | // 链接GL程序
92 | // Link the GL program
93 | GLES20.glLinkProgram(programId)
94 |
95 | // 将三角形顶点数据放入buffer中
96 | // Put the triangle vertex data into the buffer
97 | val buffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE)
98 | .order(ByteOrder.nativeOrder())
99 | .asFloatBuffer()
100 | buffer.put(vertexData)
101 | buffer.position(0)
102 |
103 | // 应用GL程序
104 | // Use the GL program
105 | GLES20.glUseProgram(programId)
106 |
107 | // 获取字段a_Position在shader中的位置
108 | // Get the location of a_Position in the shader
109 | val location = GLES20.glGetAttribLocation(programId, "a_Position")
110 |
111 | // 启动对应位置的参数
112 | // Enable the parameter of the location
113 | GLES20.glEnableVertexAttribArray(location)
114 |
115 | // 指定a_Position所使用的顶点数据
116 | // Specify the vertex data of a_Position
117 | GLES20.glVertexAttribPointer(location, VERTEX_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, buffer)
118 | }
119 |
120 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SamplePointAndLine.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import java.nio.ByteBuffer
6 | import java.nio.ByteOrder
7 | import javax.microedition.khronos.egl.EGLConfig
8 | import javax.microedition.khronos.opengles.GL10
9 |
10 | /**
11 | *
12 | * Coded by kenney
13 | *
14 | * http://www.github.com/kenneycode
15 | *
16 | * 这是一个使用vertex shader做顶点变换的例子,例子中将演示平移、缩放和旋转变换
17 | * This sample demonstrates how to do vertex tranlation,scale and ratation using vertex shader
18 | *
19 | **/
20 |
21 | class SamplePointAndLine : GLSurfaceView.Renderer {
22 |
23 | private val vertexShaderCode =
24 | "precision mediump float;\n" +
25 | "attribute vec4 a_Position;\n" +
26 | "\n" +
27 | "uniform vec2 u_Translate;\n" +
28 | "uniform float u_Scale;\n" +
29 | "uniform float u_Rotate;\n" +
30 | "uniform float u_Ratio;\n" +
31 | "\n" +
32 | "void main() {\n" +
33 | " vec4 p = a_Position;\n" +
34 | " p.y = p.y / u_Ratio;\n" +
35 | " mat4 translateMatrix = mat4(1.0, 0.0, 0.0, 0.0,\n" +
36 | " 0.0, 1.0, 0.0, 0.0,\n" +
37 | " 0.0, 0.0, 1.0, 0.0,\n" +
38 | " u_Translate.x, u_Translate.y, 0.0, 1.0);\n" +
39 | " mat4 scaleMatrix = mat4(u_Scale, 0.0, 0.0, 0.0,\n" +
40 | " 0.0, u_Scale, 0.0, 0.0,\n" +
41 | " 0.0, 0.0, 1.0, 0.0,\n" +
42 | " 0.0, 0.0, 0.0, 1.0);\n" +
43 | " mat4 rotateMatrix = mat4(cos(u_Rotate), sin(u_Rotate), 0.0, 0.0,\n" +
44 | " -sin(u_Rotate), cos(u_Rotate), 0.0, 0.0,\n" +
45 | " 0.0, 0.0, 1.0, 0.0,\n" +
46 | " 0.0, 0.0, 0.0, 1.0);\n" +
47 | " p = translateMatrix * rotateMatrix * scaleMatrix * p;\n" +
48 | " p.y = p.y * u_Ratio;\n" +
49 | " gl_Position = p;\n" +
50 | "}"
51 |
52 | private val fragmentShaderCode =
53 | "precision mediump float;\n" +
54 | "void main() {\n" +
55 | " gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);\n" +
56 | "}"
57 |
58 | private var glSurfaceViewWidth = 0
59 | private var glSurfaceViewHeight = 0
60 |
61 | // 三角形顶点数据
62 | // The vertex data of a triangle
63 | private val vertexData = floatArrayOf(0f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f)
64 |
65 | // 每个顶点的成份数
66 | // The num of components of per vertex
67 | private val VERTEX_COMPONENT_COUNT = 2
68 |
69 | // GL程序id
70 | // The GL program id
71 | private var programId: Int = 0
72 |
73 | override fun onDrawFrame(gl: GL10?) {
74 | // 设置视口,这里设置为整个GLSurfaceView区域
75 | // Set the viewport to the full GLSurfaceView
76 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
77 |
78 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
79 | // Call the draw method with GL_TRIANGLES to render 3 vertices
80 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
81 | }
82 |
83 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
84 | // 记录GLSurfaceView的宽高
85 | // Record the width and height of the GLSurfaceView
86 | glSurfaceViewWidth = width
87 | glSurfaceViewHeight = height
88 |
89 | // 获取字段u_Ratio在shader中的位置
90 | // Get the location of u_Rotate in the shader
91 | val uRatioLocation = GLES20.glGetUniformLocation(programId, "u_Ratio")
92 |
93 | // 启动对应位置的参数
94 | // Enable the parameter of the location
95 | GLES20.glEnableVertexAttribArray(uRatioLocation)
96 |
97 | // 指定u_Ratio所使用的顶点数据
98 | // Specify the vertex data of u_Ratio
99 | GLES20.glUniform1f(uRatioLocation, glSurfaceViewWidth * 1.0f / glSurfaceViewHeight)
100 | }
101 |
102 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
103 | // 创建GL程序
104 | // Create GL program
105 | programId = GLES20.glCreateProgram()
106 |
107 | // 加载、编译vertex shader和fragment shader
108 | // Load and compile vertex shader and fragment shader
109 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
110 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
111 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
112 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
113 | GLES20.glCompileShader(vertexShader)
114 | GLES20.glCompileShader(fragmentShader)
115 |
116 | // 将shader程序附着到GL程序上
117 | // Attach the compiled shaders to the GL program
118 | GLES20.glAttachShader(programId, vertexShader)
119 | GLES20.glAttachShader(programId, fragmentShader)
120 |
121 | // 链接GL程序
122 | // Link the GL program
123 | GLES20.glLinkProgram(programId)
124 |
125 | // 将三角形顶点数据放入buffer中
126 | // Put the triangle vertex data into the buffer
127 | val buffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE)
128 | .order(ByteOrder.nativeOrder())
129 | .asFloatBuffer()
130 | buffer.put(vertexData)
131 | buffer.position(0)
132 |
133 | // 应用GL程序
134 | // Use the GL program
135 | GLES20.glUseProgram(programId)
136 |
137 | // 获取字段a_Position在shader中的位置
138 | // Get the location of a_Position in the shader
139 | val aPositionLocation = GLES20.glGetAttribLocation(programId, "a_Position")
140 |
141 | // 启动对应位置的参数
142 | // Enable the parameter of the location
143 | GLES20.glEnableVertexAttribArray(aPositionLocation)
144 |
145 | // 指定a_Position所使用的顶点数据
146 | // Specify the vertex data of a_Position
147 | GLES20.glVertexAttribPointer(aPositionLocation, 2, GLES20.GL_FLOAT, false,0, buffer)
148 |
149 | // 获取字段u_Offset在shader中的位置
150 | // Get the location of translate in the shader
151 | val uTranslateLocation = GLES20.glGetUniformLocation(programId, "u_Translate")
152 |
153 | // 启动对应位置的参数
154 | // Enable the parameter of the location
155 | GLES20.glEnableVertexAttribArray(uTranslateLocation)
156 |
157 | // 指定u_Offset所使用的顶点数据
158 | // Specify the vertex data of translate
159 | GLES20.glUniform2f(uTranslateLocation, 0f, 0f)
160 |
161 | // 获取字段u_Offset在shader中的位置
162 | // Get the location of u_Scale in the shader
163 | val uScaleLocation = GLES20.glGetUniformLocation(programId, "u_Scale")
164 |
165 | // 启动对应位置的参数
166 | // Enable the parameter of the location
167 | GLES20.glEnableVertexAttribArray(uScaleLocation)
168 |
169 | // 指定u_Scale所使用的顶点数据
170 | // Specify the vertex data of u_Scale
171 | GLES20.glUniform1f(uScaleLocation, 1.0f)
172 |
173 | // 获取字段u_Offset在shader中的位置
174 | // Get the location of u_Rotate in the shader
175 | val uRotateLocation = GLES20.glGetUniformLocation(programId, "u_Rotate")
176 |
177 | // 启动对应位置的参数
178 | // Enable the parameter of the location
179 | GLES20.glEnableVertexAttribArray(uRotateLocation)
180 |
181 | // 指定u_Rotate所使用的顶点数据
182 | // Specify the vertex data of u_Rotate
183 | GLES20.glUniform1f(uRotateLocation, Math.toRadians(90.0).toFloat())
184 |
185 | }
186 |
187 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SampleTextureRenderer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import com.kenneycode.Util
6 | import java.nio.ByteBuffer
7 | import java.nio.ByteOrder
8 | import java.nio.FloatBuffer
9 | import javax.microedition.khronos.egl.EGLConfig
10 | import javax.microedition.khronos.opengles.GL10
11 |
12 | /**
13 | *
14 | * Coded by kenney
15 | *
16 | * http://www.github.com/kenneycode
17 | *
18 | * 这是一个渲染纹理的例子
19 | * This sample demonstrates how to use texture.
20 | *
21 | **/
22 |
23 | class SampleTextureRenderer : GLSurfaceView.Renderer {
24 |
25 | private val vertexShaderCode =
26 | "precision mediump float;\n" +
27 | "attribute vec4 a_position;\n" +
28 | "attribute vec2 a_textureCoordinate;\n" +
29 | "varying vec2 v_textureCoordinate;\n" +
30 | "void main() {\n" +
31 | " v_textureCoordinate = a_textureCoordinate;\n" +
32 | " gl_Position = a_position;\n" +
33 | "}"
34 |
35 | private val fragmentShaderCode =
36 | "precision mediump float;\n" +
37 | "varying vec2 v_textureCoordinate;\n" +
38 | "uniform sampler2D u_texture;\n" +
39 | "void main() {\n" +
40 | " gl_FragColor = texture2D(u_texture, v_textureCoordinate);\n" +
41 | "}"
42 |
43 | // GLSurfaceView的宽高
44 | // The width and height of GLSurfaceView
45 | private var glSurfaceViewWidth = 0
46 | private var glSurfaceViewHeight = 0
47 |
48 | // 纹理顶点数据
49 | // The vertex data of the texture
50 | private val vertexData = floatArrayOf(-1f, -1f, -1f, 1f, 1f, 1f, -1f, -1f, 1f, 1f, 1f, -1f)
51 | private val VERTEX_COMPONENT_COUNT = 2
52 | private lateinit var vertexDataBuffer : FloatBuffer
53 |
54 | // 纹理坐标
55 | // The texture coordinate
56 | private val textureCoordinateData = floatArrayOf(0f, 1f, 0f, 0f, 1f, 0f, 0f, 1f, 1f, 0f, 1f, 1f)
57 | private val TEXTURE_COORDINATE_COMPONENT_COUNT = 2
58 | private lateinit var textureCoordinateDataBuffer : FloatBuffer
59 |
60 | override fun onDrawFrame(gl: GL10?) {
61 |
62 | // 设置清屏颜色
63 | // Set the color which the screen will be cleared to
64 | GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f)
65 |
66 | // 清屏
67 | // Clear the screen
68 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
69 |
70 | // 设置视口,这里设置为整个GLSurfaceView区域
71 | // Set the viewport to the full GLSurfaceView
72 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
73 |
74 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
75 | // Call the draw method with GL_TRIANGLES to render 3 vertices
76 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
77 |
78 | }
79 |
80 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
81 | // 记录GLSurfaceView的宽高
82 | // Record the width and height of the GLSurfaceView
83 | glSurfaceViewWidth = width
84 | glSurfaceViewHeight = height
85 | }
86 |
87 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
88 |
89 | // 创建GL程序
90 | // Create GL program
91 | val programId = GLES20.glCreateProgram()
92 |
93 | // 加载、编译vertex shader和fragment shader
94 | // Load and compile vertex shader and fragment shader
95 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
96 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
97 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
98 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
99 | GLES20.glCompileShader(vertexShader)
100 | GLES20.glCompileShader(fragmentShader)
101 |
102 | // 将shader程序附着到GL程序上
103 | // Attach the compiled shaders to the GL program
104 | GLES20.glAttachShader(programId, vertexShader)
105 | GLES20.glAttachShader(programId, fragmentShader)
106 |
107 | // 链接GL程序
108 | // Link the GL program
109 | GLES20.glLinkProgram(programId)
110 |
111 | // 应用GL程序
112 | // Use the GL program
113 | GLES20.glUseProgram(programId)
114 |
115 | // for (i in 0 until vertexData.size) {
116 | // vertexData[i] *= 5f
117 | // }
118 |
119 | // 将三角形顶点数据放入buffer中
120 | // Put the triangle vertex data into the vertexDataBuffer
121 | vertexDataBuffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE / 8)
122 | .order(ByteOrder.nativeOrder())
123 | .asFloatBuffer()
124 | vertexDataBuffer.put(vertexData)
125 | vertexDataBuffer.position(0)
126 |
127 | // 获取字段a_position在shader中的位置
128 | // Get the location of a_position in the shader
129 | val aPositionLocation = GLES20.glGetAttribLocation(programId, "a_position")
130 |
131 | // 启动对应位置的参数
132 | // Enable the parameter of the location
133 | GLES20.glEnableVertexAttribArray(aPositionLocation)
134 |
135 | // 指定a_position所使用的顶点数据
136 | // Specify the data of a_position
137 | GLES20.glVertexAttribPointer(aPositionLocation, VERTEX_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, vertexDataBuffer)
138 |
139 | // for (i in 0 until textureCoordinateData.size) {
140 | // textureCoordinateData[i] *= 3f
141 | // }
142 |
143 | // 将纹理坐标数据放入buffer中
144 | // Put the texture coordinates into the textureCoordinateDataBuffer
145 | textureCoordinateDataBuffer = ByteBuffer.allocateDirect(textureCoordinateData.size * java.lang.Float.SIZE / 8)
146 | .order(ByteOrder.nativeOrder())
147 | .asFloatBuffer()
148 | textureCoordinateDataBuffer.put(textureCoordinateData)
149 | textureCoordinateDataBuffer.position(0)
150 |
151 | // 获取字段a_textureCoordinate在shader中的位置
152 | // Get the location of a_textureCoordinate in the shader
153 | val aTextureCoordinateLocation = GLES20.glGetAttribLocation(programId, "a_textureCoordinate")
154 |
155 | // 启动对应位置的参数
156 | // Enable the parameter of the location
157 | GLES20.glEnableVertexAttribArray(aTextureCoordinateLocation)
158 |
159 | // 指定a_textureCoordinate所使用的顶点数据
160 | // Specify the data of a_textureCoordinate
161 | GLES20.glVertexAttribPointer(aTextureCoordinateLocation, TEXTURE_COORDINATE_COMPONENT_COUNT, GLES20.GL_FLOAT, false,0, textureCoordinateDataBuffer)
162 |
163 | // 创建图片纹理
164 | // Create texture
165 | val textures = IntArray(1)
166 | GLES20.glGenTextures(textures.size, textures, 0)
167 | val imageTexture = textures[0]
168 |
169 | // 设置纹理参数
170 | // Set texture parameters
171 | GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, imageTexture)
172 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR)
173 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR)
174 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE)
175 | GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE)
176 |
177 | // 解码图片并加载到纹理中
178 | // Decode the image and load it into texture
179 | val bitmap = Util.decodeBitmapFromAssets("image_0.jpg")
180 | val b = ByteBuffer.allocate(bitmap.width * bitmap.height * 4)
181 | bitmap.copyPixelsToBuffer(b)
182 | b.position(0)
183 | GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA, bitmap.width, bitmap.height, 0, GLES20.GL_RGBA, GLES20.GL_UNSIGNED_BYTE, b)
184 | val uTextureLocation = GLES20.glGetAttribLocation(programId, "u_texture")
185 | GLES20.glUniform1i(uTextureLocation, 0)
186 |
187 | }
188 |
189 | }
--------------------------------------------------------------------------------
/app/src/main/java/com/kenneycode/samples/renderer/SampleVertexShaderRenderer.kt:
--------------------------------------------------------------------------------
1 | package com.kenneycode.samples.renderer
2 |
3 | import android.opengl.GLES20
4 | import android.opengl.GLSurfaceView
5 | import java.nio.ByteBuffer
6 | import java.nio.ByteOrder
7 | import javax.microedition.khronos.egl.EGLConfig
8 | import javax.microedition.khronos.opengles.GL10
9 |
10 | /**
11 | *
12 | * Coded by kenney
13 | *
14 | * http://www.github.com/kenneycode
15 | *
16 | * 这是一个使用vertex shader做顶点变换的例子,例子中将演示平移、缩放和旋转变换
17 | * This sample demonstrates how to do vertex translation,scale and rotation using vertex shader
18 | *
19 | **/
20 |
21 | class SampleVertexShaderRenderer : GLSurfaceView.Renderer {
22 |
23 | private val vertexShaderCode =
24 | "precision mediump float;\n" +
25 | "attribute vec4 a_Position;\n" +
26 | "\n" +
27 | "uniform vec2 u_Translate;\n" +
28 | "uniform float u_Scale;\n" +
29 | "uniform float u_Rotate;\n" +
30 | "uniform float u_Ratio;\n" +
31 | "\n" +
32 | "void main() {\n" +
33 | " vec4 p = a_Position;\n" +
34 | " p.y = p.y / u_Ratio;\n" +
35 | " mat4 translateMatrix = mat4(1.0, 0.0, 0.0, 0.0,\n" +
36 | " 0.0, 1.0, 0.0, 0.0,\n" +
37 | " 0.0, 0.0, 1.0, 0.0,\n" +
38 | " u_Translate.x, u_Translate.y, 0.0, 1.0);\n" +
39 | " mat4 scaleMatrix = mat4(u_Scale, 0.0, 0.0, 0.0,\n" +
40 | " 0.0, u_Scale, 0.0, 0.0,\n" +
41 | " 0.0, 0.0, 1.0, 0.0,\n" +
42 | " 0.0, 0.0, 0.0, 1.0);\n" +
43 | " mat4 rotateMatrix = mat4(cos(u_Rotate), sin(u_Rotate), 0.0, 0.0,\n" +
44 | " -sin(u_Rotate), cos(u_Rotate), 0.0, 0.0,\n" +
45 | " 0.0, 0.0, 1.0, 0.0,\n" +
46 | " 0.0, 0.0, 0.0, 1.0);\n" +
47 | " p = translateMatrix * rotateMatrix * scaleMatrix * p;\n" +
48 | " p.y = p.y * u_Ratio;\n" +
49 | " gl_Position = p;\n" +
50 | "}"
51 |
52 | private val fragmentShaderCode =
53 | "precision mediump float;\n" +
54 | "void main() {\n" +
55 | " gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);\n" +
56 | "}"
57 |
58 | private var glSurfaceViewWidth = 0
59 | private var glSurfaceViewHeight = 0
60 |
61 | // 三角形顶点数据
62 | // The vertex data of a triangle
63 | private val vertexData = floatArrayOf(0f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f)
64 |
65 | // 每个顶点的成份数
66 | // The num of components of per vertex
67 | private val VERTEX_COMPONENT_COUNT = 2
68 |
69 | // GL程序id
70 | // The GL program id
71 | private var programId: Int = 0
72 |
73 | override fun onDrawFrame(gl: GL10?) {
74 | // 设置清屏颜色
75 | // Set the color which the screen will be cleared to
76 | GLES20.glClearColor(0.9f, 0.9f, 0.9f, 1f)
77 |
78 | // 清屏
79 | // Clear the screen
80 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
81 |
82 | // 设置视口,这里设置为整个GLSurfaceView区域
83 | // Set the viewport to the full GLSurfaceView
84 | GLES20.glViewport(0, 0, glSurfaceViewWidth, glSurfaceViewHeight)
85 |
86 | // 调用draw方法用TRIANGLES的方式执行渲染,顶点数量为3个
87 | // Call the draw method with GL_TRIANGLES to render 3 vertices
88 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexData.size / VERTEX_COMPONENT_COUNT)
89 | }
90 |
91 | override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) {
92 | // 记录GLSurfaceView的宽高
93 | // Record the width and height of the GLSurfaceView
94 | glSurfaceViewWidth = width
95 | glSurfaceViewHeight = height
96 |
97 | // 获取字段u_Ratio在shader中的位置
98 | // Get the location of u_Rotate in the shader
99 | val uRatioLocation = GLES20.glGetUniformLocation(programId, "u_Ratio")
100 |
101 | // 启动对应位置的参数
102 | // Enable the parameter of the location
103 | GLES20.glEnableVertexAttribArray(uRatioLocation)
104 |
105 | // 指定u_Ratio所使用的顶点数据
106 | // Specify the vertex data of u_Ratio
107 | GLES20.glUniform1f(uRatioLocation, glSurfaceViewWidth * 1.0f / glSurfaceViewHeight)
108 | }
109 |
110 | override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) {
111 | // 创建GL程序
112 | // Create GL program
113 | programId = GLES20.glCreateProgram()
114 |
115 | // 加载、编译vertex shader和fragment shader
116 | // Load and compile vertex shader and fragment shader
117 | val vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER)
118 | val fragmentShader= GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER)
119 | GLES20.glShaderSource(vertexShader, vertexShaderCode)
120 | GLES20.glShaderSource(fragmentShader, fragmentShaderCode)
121 | GLES20.glCompileShader(vertexShader)
122 | GLES20.glCompileShader(fragmentShader)
123 |
124 | // 将shader程序附着到GL程序上
125 | // Attach the compiled shaders to the GL program
126 | GLES20.glAttachShader(programId, vertexShader)
127 | GLES20.glAttachShader(programId, fragmentShader)
128 |
129 | // 链接GL程序
130 | // Link the GL program
131 | GLES20.glLinkProgram(programId)
132 |
133 | // 将三角形顶点数据放入buffer中
134 | // Put the triangle vertex data into the buffer
135 | val buffer = ByteBuffer.allocateDirect(vertexData.size * java.lang.Float.SIZE)
136 | .order(ByteOrder.nativeOrder())
137 | .asFloatBuffer()
138 | buffer.put(vertexData)
139 | buffer.position(0)
140 |
141 | // 应用GL程序
142 | // Use the GL program
143 | GLES20.glUseProgram(programId)
144 |
145 | // 获取字段a_Position在shader中的位置
146 | // Get the location of a_Position in the shader
147 | val aPositionLocation = GLES20.glGetAttribLocation(programId, "a_Position")
148 |
149 | // 启动对应位置的参数
150 | // Enable the parameter of the location
151 | GLES20.glEnableVertexAttribArray(aPositionLocation)
152 |
153 | // 指定a_Position所使用的顶点数据
154 | // Specify the vertex data of a_Position
155 | GLES20.glVertexAttribPointer(aPositionLocation, 2, GLES20.GL_FLOAT, false,0, buffer)
156 |
157 | // 获取字段u_Offset在shader中的位置
158 | // Get the location of translate in the shader
159 | val uTranslateLocation = GLES20.glGetUniformLocation(programId, "u_Translate")
160 |
161 | // 启动对应位置的参数
162 | // Enable the parameter of the location
163 | GLES20.glEnableVertexAttribArray(uTranslateLocation)
164 |
165 | // 指定u_Offset所使用的顶点数据
166 | // Specify the vertex data of translate
167 | GLES20.glUniform2f(uTranslateLocation, 0.3f, 0.3f)
168 |
169 | // 获取字段u_Offset在shader中的位置
170 | // Get the location of u_Scale in the shader
171 | val uScaleLocation = GLES20.glGetUniformLocation(programId, "u_Scale")
172 |
173 | // 启动对应位置的参数
174 | // Enable the parameter of the location
175 | GLES20.glEnableVertexAttribArray(uScaleLocation)
176 |
177 | // 指定u_Scale所使用的顶点数据
178 | // Specify the vertex data of u_Scale
179 | GLES20.glUniform1f(uScaleLocation, 0.5f)
180 |
181 | // 获取字段u_Offset在shader中的位置
182 | // Get the location of u_Rotate in the shader
183 | val uRotateLocation = GLES20.glGetUniformLocation(programId, "u_Rotate")
184 |
185 | // 启动对应位置的参数
186 | // Enable the parameter of the location
187 | GLES20.glEnableVertexAttribArray(uRotateLocation)
188 |
189 | // 指定u_Rotate所使用的顶点数据
190 | // Specify the vertex data of u_Rotate
191 | GLES20.glUniform1f(uRotateLocation, Math.toRadians(45.0).toFloat())
192 |
193 | }
194 |
195 | }
--------------------------------------------------------------------------------
/app/src/main/res/drawable-v24/ic_launcher_foreground.xml:
--------------------------------------------------------------------------------
1 |
7 |
12 |
13 |
19 |
22 |
25 |
26 |
27 |
28 |
34 |
35 |
--------------------------------------------------------------------------------
/app/src/main/res/drawable/ic_launcher_background.xml:
--------------------------------------------------------------------------------
1 |
2 |
8 |
10 |
12 |
14 |
16 |
18 |
20 |
22 |
24 |
26 |
28 |
30 |
32 |
34 |
36 |
38 |
40 |
42 |
44 |
46 |
48 |
50 |
52 |
54 |
56 |
58 |
60 |
62 |
64 |
66 |
68 |
70 |
72 |
74 |
75 |
--------------------------------------------------------------------------------
/app/src/main/res/layout/activity_main.xml:
--------------------------------------------------------------------------------
1 |
2 |
6 |
7 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/app/src/main/res/layout/activity_sample.xml:
--------------------------------------------------------------------------------
1 |
2 |
6 |
7 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/app/src/main/res/layout/fragment_common_sample.xml:
--------------------------------------------------------------------------------
1 |
2 |
6 |
7 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/app/src/main/res/layout/fragment_sample_draw_mode.xml:
--------------------------------------------------------------------------------
1 |
2 |
6 |
7 |
11 |
12 |
17 |
18 |
24 |
25 |
31 |
32 |
33 |
--------------------------------------------------------------------------------
/app/src/main/res/layout/layout_sample_list_item.xml:
--------------------------------------------------------------------------------
1 |
2 |
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-anydpi-v26/ic_launcher.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-anydpi-v26/ic_launcher_round.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-hdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-hdpi/ic_launcher.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-hdpi/ic_launcher_round.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-hdpi/ic_launcher_round.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-mdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-mdpi/ic_launcher.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-mdpi/ic_launcher_round.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-mdpi/ic_launcher_round.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-xhdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-xhdpi/ic_launcher.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-xhdpi/ic_launcher_round.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-xhdpi/ic_launcher_round.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-xxhdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-xxhdpi/ic_launcher.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-xxhdpi/ic_launcher_round.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-xxxhdpi/ic_launcher.png
--------------------------------------------------------------------------------
/app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/app/src/main/res/mipmap-xxxhdpi/ic_launcher_round.png
--------------------------------------------------------------------------------
/app/src/main/res/values/colors.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 | #008577
4 | #00574B
5 | #D81B60
6 |
7 |
--------------------------------------------------------------------------------
/app/src/main/res/values/strings.xml:
--------------------------------------------------------------------------------
1 |
2 | OpenGL2.0SamplesForAndroid
3 | Hello World
4 | 两个三角形(2 Triangles)
5 | 顶点着色器(Vertex Shader)
6 | 片段着色器(Fragment Shader)
7 | 绘制模式(Draw Mode)
8 | 纹理(Texture)
9 | 帧缓存(Frame Buffer)
10 |
11 |
--------------------------------------------------------------------------------
/app/src/main/res/values/styles.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
10 |
11 |
12 |
--------------------------------------------------------------------------------
/build.gradle:
--------------------------------------------------------------------------------
1 | // Top-level build file where you can add configuration options common to all sub-projects/modules.
2 |
3 | buildscript {
4 | ext.kotlin_version = '1.2.71'
5 | repositories {
6 | google()
7 | jcenter()
8 | }
9 | dependencies {
10 | classpath 'com.android.tools.build:gradle:3.2.1'
11 | classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
12 |
13 | // NOTE: Do not place your application dependencies here; they belong
14 | // in the individual module build.gradle files
15 | }
16 | }
17 |
18 | allprojects {
19 | repositories {
20 | google()
21 | jcenter()
22 | }
23 | }
24 |
25 | task clean(type: Delete) {
26 | delete rootProject.buildDir
27 | }
28 |
--------------------------------------------------------------------------------
/gradle.properties:
--------------------------------------------------------------------------------
1 | # Project-wide Gradle settings.
2 | # IDE (e.g. Android Studio) users:
3 | # Gradle settings configured through the IDE *will override*
4 | # any settings specified in this file.
5 | # For more details on how to configure your build environment visit
6 | # http://www.gradle.org/docs/current/userguide/build_environment.html
7 | # Specifies the JVM arguments used for the daemon process.
8 | # The setting is particularly useful for tweaking memory settings.
9 | org.gradle.jvmargs=-Xmx1536m
10 | # When configured, Gradle will run in incubating parallel mode.
11 | # This option should only be used with decoupled projects. More details, visit
12 | # http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
13 | # org.gradle.parallel=true
14 | # Kotlin code style for this project: "official" or "obsolete":
15 | kotlin.code.style=official
16 |
--------------------------------------------------------------------------------
/gradle/wrapper/gradle-wrapper.jar:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/kenneycode/OpenGLES2.0SamplesForAndroid/0864ee22db26da2070ab374d06821e36690d7ce1/gradle/wrapper/gradle-wrapper.jar
--------------------------------------------------------------------------------
/gradle/wrapper/gradle-wrapper.properties:
--------------------------------------------------------------------------------
1 | distributionBase=GRADLE_USER_HOME
2 | distributionPath=wrapper/dists
3 | distributionUrl=https\://services.gradle.org/distributions/gradle-4.6-all.zip
4 | zipStoreBase=GRADLE_USER_HOME
5 | zipStorePath=wrapper/dists
6 |
--------------------------------------------------------------------------------
/gradlew:
--------------------------------------------------------------------------------
1 | #!/usr/bin/env sh
2 |
3 | ##############################################################################
4 | ##
5 | ## Gradle start up script for UN*X
6 | ##
7 | ##############################################################################
8 |
9 | # Attempt to set APP_HOME
10 | # Resolve links: $0 may be a link
11 | PRG="$0"
12 | # Need this for relative symlinks.
13 | while [ -h "$PRG" ] ; do
14 | ls=`ls -ld "$PRG"`
15 | link=`expr "$ls" : '.*-> \(.*\)$'`
16 | if expr "$link" : '/.*' > /dev/null; then
17 | PRG="$link"
18 | else
19 | PRG=`dirname "$PRG"`"/$link"
20 | fi
21 | done
22 | SAVED="`pwd`"
23 | cd "`dirname \"$PRG\"`/" >/dev/null
24 | APP_HOME="`pwd -P`"
25 | cd "$SAVED" >/dev/null
26 |
27 | APP_NAME="Gradle"
28 | APP_BASE_NAME=`basename "$0"`
29 |
30 | # Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
31 | DEFAULT_JVM_OPTS=""
32 |
33 | # Use the maximum available, or set MAX_FD != -1 to use that value.
34 | MAX_FD="maximum"
35 |
36 | warn () {
37 | echo "$*"
38 | }
39 |
40 | die () {
41 | echo
42 | echo "$*"
43 | echo
44 | exit 1
45 | }
46 |
47 | # OS specific support (must be 'true' or 'false').
48 | cygwin=false
49 | msys=false
50 | darwin=false
51 | nonstop=false
52 | case "`uname`" in
53 | CYGWIN* )
54 | cygwin=true
55 | ;;
56 | Darwin* )
57 | darwin=true
58 | ;;
59 | MINGW* )
60 | msys=true
61 | ;;
62 | NONSTOP* )
63 | nonstop=true
64 | ;;
65 | esac
66 |
67 | CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
68 |
69 | # Determine the Java command to use to start the JVM.
70 | if [ -n "$JAVA_HOME" ] ; then
71 | if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
72 | # IBM's JDK on AIX uses strange locations for the executables
73 | JAVACMD="$JAVA_HOME/jre/sh/java"
74 | else
75 | JAVACMD="$JAVA_HOME/bin/java"
76 | fi
77 | if [ ! -x "$JAVACMD" ] ; then
78 | die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
79 |
80 | Please set the JAVA_HOME variable in your environment to match the
81 | location of your Java installation."
82 | fi
83 | else
84 | JAVACMD="java"
85 | which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
86 |
87 | Please set the JAVA_HOME variable in your environment to match the
88 | location of your Java installation."
89 | fi
90 |
91 | # Increase the maximum file descriptors if we can.
92 | if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
93 | MAX_FD_LIMIT=`ulimit -H -n`
94 | if [ $? -eq 0 ] ; then
95 | if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
96 | MAX_FD="$MAX_FD_LIMIT"
97 | fi
98 | ulimit -n $MAX_FD
99 | if [ $? -ne 0 ] ; then
100 | warn "Could not set maximum file descriptor limit: $MAX_FD"
101 | fi
102 | else
103 | warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
104 | fi
105 | fi
106 |
107 | # For Darwin, add options to specify how the application appears in the dock
108 | if $darwin; then
109 | GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
110 | fi
111 |
112 | # For Cygwin, switch paths to Windows format before running java
113 | if $cygwin ; then
114 | APP_HOME=`cygpath --path --mixed "$APP_HOME"`
115 | CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
116 | JAVACMD=`cygpath --unix "$JAVACMD"`
117 |
118 | # We build the pattern for arguments to be converted via cygpath
119 | ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
120 | SEP=""
121 | for dir in $ROOTDIRSRAW ; do
122 | ROOTDIRS="$ROOTDIRS$SEP$dir"
123 | SEP="|"
124 | done
125 | OURCYGPATTERN="(^($ROOTDIRS))"
126 | # Add a user-defined pattern to the cygpath arguments
127 | if [ "$GRADLE_CYGPATTERN" != "" ] ; then
128 | OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
129 | fi
130 | # Now convert the arguments - kludge to limit ourselves to /bin/sh
131 | i=0
132 | for arg in "$@" ; do
133 | CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
134 | CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
135 |
136 | if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
137 | eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
138 | else
139 | eval `echo args$i`="\"$arg\""
140 | fi
141 | i=$((i+1))
142 | done
143 | case $i in
144 | (0) set -- ;;
145 | (1) set -- "$args0" ;;
146 | (2) set -- "$args0" "$args1" ;;
147 | (3) set -- "$args0" "$args1" "$args2" ;;
148 | (4) set -- "$args0" "$args1" "$args2" "$args3" ;;
149 | (5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
150 | (6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
151 | (7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
152 | (8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
153 | (9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
154 | esac
155 | fi
156 |
157 | # Escape application args
158 | save () {
159 | for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
160 | echo " "
161 | }
162 | APP_ARGS=$(save "$@")
163 |
164 | # Collect all arguments for the java command, following the shell quoting and substitution rules
165 | eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
166 |
167 | # by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong
168 | if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then
169 | cd "$(dirname "$0")"
170 | fi
171 |
172 | exec "$JAVACMD" "$@"
173 |
--------------------------------------------------------------------------------
/gradlew.bat:
--------------------------------------------------------------------------------
1 | @if "%DEBUG%" == "" @echo off
2 | @rem ##########################################################################
3 | @rem
4 | @rem Gradle startup script for Windows
5 | @rem
6 | @rem ##########################################################################
7 |
8 | @rem Set local scope for the variables with windows NT shell
9 | if "%OS%"=="Windows_NT" setlocal
10 |
11 | set DIRNAME=%~dp0
12 | if "%DIRNAME%" == "" set DIRNAME=.
13 | set APP_BASE_NAME=%~n0
14 | set APP_HOME=%DIRNAME%
15 |
16 | @rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
17 | set DEFAULT_JVM_OPTS=
18 |
19 | @rem Find java.exe
20 | if defined JAVA_HOME goto findJavaFromJavaHome
21 |
22 | set JAVA_EXE=java.exe
23 | %JAVA_EXE% -version >NUL 2>&1
24 | if "%ERRORLEVEL%" == "0" goto init
25 |
26 | echo.
27 | echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
28 | echo.
29 | echo Please set the JAVA_HOME variable in your environment to match the
30 | echo location of your Java installation.
31 |
32 | goto fail
33 |
34 | :findJavaFromJavaHome
35 | set JAVA_HOME=%JAVA_HOME:"=%
36 | set JAVA_EXE=%JAVA_HOME%/bin/java.exe
37 |
38 | if exist "%JAVA_EXE%" goto init
39 |
40 | echo.
41 | echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
42 | echo.
43 | echo Please set the JAVA_HOME variable in your environment to match the
44 | echo location of your Java installation.
45 |
46 | goto fail
47 |
48 | :init
49 | @rem Get command-line arguments, handling Windows variants
50 |
51 | if not "%OS%" == "Windows_NT" goto win9xME_args
52 |
53 | :win9xME_args
54 | @rem Slurp the command line arguments.
55 | set CMD_LINE_ARGS=
56 | set _SKIP=2
57 |
58 | :win9xME_args_slurp
59 | if "x%~1" == "x" goto execute
60 |
61 | set CMD_LINE_ARGS=%*
62 |
63 | :execute
64 | @rem Setup the command line
65 |
66 | set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
67 |
68 | @rem Execute Gradle
69 | "%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
70 |
71 | :end
72 | @rem End local scope for the variables with windows NT shell
73 | if "%ERRORLEVEL%"=="0" goto mainEnd
74 |
75 | :fail
76 | rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
77 | rem the _cmd.exe /c_ return code!
78 | if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
79 | exit /b 1
80 |
81 | :mainEnd
82 | if "%OS%"=="Windows_NT" endlocal
83 |
84 | :omega
85 |
--------------------------------------------------------------------------------
/settings.gradle:
--------------------------------------------------------------------------------
1 | include ':app'
2 |
--------------------------------------------------------------------------------