Home | History | Annotate | Download | only in nativemedia

Lines Matching defs:GLES20

32 import android.opengl.GLES20;
105 // Ignore the passed-in GL10 interface, and use the GLES20
107 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
108 GLES20.glUseProgram(mProgram);
111 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
112 GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
115 GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
118 GLES20.glEnableVertexAttribArray(maPositionHandle);
122 GLES20.glVertexAttribPointer(maTextureHandle, 3, GLES20.GL_FLOAT, false,
125 GLES20.glEnableVertexAttribArray(maTextureHandle);
131 GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
132 GLES20.glUniformMatrix4fv(muSTMatrixHandle, 1, false, mSTMatrix, 0);
134 GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
139 // Ignore the passed-in GL10 interface, and use the GLES20
141 GLES20.glViewport(0, 0, width, height);
147 // Ignore the passed-in GL10 interface, and use the GLES20
151 GLES20.glEnable(GLES20.GL_BLEND);
152 GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
153 GLES20.glClearColor(0.643f, 0.776f, 0.223f, 1.0f);
160 maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
165 maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
171 muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
177 muSTMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
194 GLES20.glGenTextures(1, textures, 0);
197 GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, mTextureID);
201 GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MIN_FILTER,
202 GLES20.GL_NEAREST);
203 GLES20.glTexParameterf(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_MAG_FILTER,
204 GLES20.GL_LINEAR);
206 GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_S,
207 GLES20.GL_CLAMP_TO_EDGE);
208 GLES20.glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GLES20.GL_TEXTURE_WRAP_T,
209 GLES20.GL_CLAMP_TO_EDGE);
236 int shader = GLES20.glCreateShader(shaderType);
238 GLES20.glShaderSource(shader, source);
239 GLES20.glCompileShader(shader);
241 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
244 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
245 GLES20.glDeleteShader(shader);
253 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
257 int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
262 int program = GLES20.glCreateProgram();
264 GLES20.glAttachShader(program, vertexShader);
266 GLES20.glAttachShader(program, pixelShader);
268 GLES20.glLinkProgram(program);
270 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
271 if (linkStatus[0] != GLES20.GL_TRUE) {
273 Log.e(TAG, GLES20.glGetProgramInfoLog(program));
274 GLES20.glDeleteProgram(program);
283 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {