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| class HockeyRenderer(context: Context) : GLSurfaceView.Renderer { companion object { private const val TAG = "HockeyRenderer" private const val BYTES_PER_FLOAT = 4 private const val POSITION_COMPONENT_COUNT = 2 private const val COLOR_COMPONENT_COUNT = 3 private const val STRIDE = (POSITION_COMPONENT_COUNT + COLOR_COMPONENT_COUNT) * BYTES_PER_FLOAT private const val A_COLOR = "a_Color" private const val A_POSITION = "a_Position" } private var vertexShaderSource: String private var fragmentShaderSource: String private var aColorLocation = 0 private var aPositionLocal = 0 private var vertexData: FloatBuffer private val tableVerticesWithTriangles = floatArrayOf( 0f, 0f, 1f, 1f, 1f, -0.5f, -0.5f, 0.7f, 0.7f, 0.7f, 0.5f, -0.5f, 0.7f, 0.7f, 0.7f, 0.5f, 0.5f, 0.7f, 0.7f, 0.7f, -0.5f, 0.5f, 0.7f, 0.7f, 0.7f, -0.5f, -0.5f, 0.7f, 0.7f, 0.7f, 0f, 0.5f, 1f, 0f, 0f, 0f, -0.5f, 1f, 0f, 0f, -0.25f, 0f, 0f, 0f, 1f, 0.25f, 0f, 0f, 1f, 0f )
override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) { GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f) val programId = ShaderHelper.buildProgram(vertexShaderSource, fragmentShaderSource) GLES20.glUseProgram(programId) aPositionLocal = GLES20.glGetAttribLocation(programId, A_POSITION) aColorLocation = GLES20.glGetAttribLocation(programId, A_COLOR) vertexData.position(0) GLES20.glVertexAttribPointer( aPositionLocal, POSITION_COMPONENT_COUNT, GLES20.GL_FLOAT, false, STRIDE, vertexData ) GLES20.glEnableVertexAttribArray(aPositionLocal)
vertexData.position(POSITION_COMPONENT_COUNT) GLES20.glVertexAttribPointer( aColorLocation, COLOR_COMPONENT_COUNT, GLES20.GL_FLOAT, false, STRIDE, vertexData ) GLES20.glEnableVertexAttribArray(aColorLocation) }
override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) { GLES20.glViewport(0, 0, width, height) }
override fun onDrawFrame(gl: GL10?) { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 6) GLES20.glDrawArrays(GLES20.GL_LINES, 6, 2) GLES20.glDrawArrays(GLES20.GL_POINTS, 8, 1) GLES20.glDrawArrays(GLES20.GL_POINTS, 9, 1) } init { vertexShaderSource = Utils.loadStringFromAssets(context, "hockey/basic.vs") fragmentShaderSource = Utils.loadStringFromAssets(context, "hockey/basic.fs") vertexData = ByteBuffer .allocateDirect(tableVerticesWithTriangles.size * BYTES_PER_FLOAT) .order(ByteOrder.nativeOrder()) .asFloatBuffer() vertexData.put(tableVerticesWithTriangles) } }
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