Revision 3f3bf7dc
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/Distorted.java | ||
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private static final String TAG = Distorted.class.getSimpleName(); |
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private static boolean mInitialized = false; |
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private static int mProgramH; // handle to our shading program. |
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private static int mTextureUniformH; // the texture. |
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static int mPositionH; // model position information
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static int mNormalH; // model normal information.
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static int mTextureCoordH; // model texture coordinate information.
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static int mPositionH; // model position information |
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static int mNormalH; // model normal information. |
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static int mTextureCoordH; // model texture coordinate information. |
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static DistortedFramebuffer mFramebuffer = new DistortedFramebuffer(0); // output to the screen |
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... | ... | |
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final int vertexShaderHandle = compileShader(GLES20.GL_VERTEX_SHADER , vertexShader ); |
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final int fragmentShaderHandle = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader); |
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mProgramH = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, new String[] {"a_Position", "a_Color", "a_Normal", "a_TexCoordinate"});
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int programH = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, new String[] {"a_Position", "a_Color", "a_Normal", "a_TexCoordinate"});
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mFramebuffer.setProjection(60.0f,0.0f,0.0f); |
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GLES20.glUseProgram(mProgramH);
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GLES20.glUseProgram(programH);
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mTextureUniformH = GLES20.glGetUniformLocation(mProgramH, "u_Texture");
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mPositionH = GLES20.glGetAttribLocation( mProgramH, "a_Position");
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mNormalH = GLES20.glGetAttribLocation( mProgramH, "a_Normal");
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mTextureCoordH = GLES20.glGetAttribLocation( mProgramH, "a_TexCoordinate");
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int textureUniformH = GLES20.glGetUniformLocation(programH, "u_Texture");
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mPositionH = GLES20.glGetAttribLocation( programH, "a_Position");
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mNormalH = GLES20.glGetAttribLocation( programH, "a_Normal");
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mTextureCoordH = GLES20.glGetAttribLocation( programH, "a_TexCoordinate");
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GLES20.glEnable (GLES20.GL_DEPTH_TEST); |
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GLES20.glDepthFunc(GLES20.GL_LEQUAL); |
... | ... | |
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GLES20.glCullFace(GLES20.GL_BACK); |
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GLES20.glFrontFace(GLES20.GL_CW); |
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
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GLES20.glUniform1i(mTextureUniformH, 0);
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GLES20.glUniform1i(textureUniformH, 0);
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EffectQueueFragment.getUniforms(mProgramH);
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EffectQueueVertex.getUniforms(mProgramH);
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EffectQueueMatrix.getUniforms(mProgramH);
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EffectQueueFragment.getUniforms(programH);
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EffectQueueVertex.getUniforms(programH);
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EffectQueueMatrix.getUniforms(programH);
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GLES20.glEnableVertexAttribArray(mPositionH); |
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GLES20.glEnableVertexAttribArray(mNormalH); |
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