Java Code Examples for android.opengl.GLES30#glClear()
The following examples show how to use
android.opengl.GLES30#glClear() .
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Example 1
Source File: GLES30WallpaperRenderer.java From alynx-live-wallpaper with Apache License 2.0 | 6 votes |
@Override public void onDrawFrame(GL10 gl10) { if (surfaceTexture == null) { return; } if (renderedFrame < updatedFrame) { surfaceTexture.updateTexImage(); ++renderedFrame; // Utils.debug( // TAG, "renderedFrame: " + renderedFrame + " updatedFrame: " + updatedFrame // ); } GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); GLES30.glUseProgram(program); GLES30.glUniformMatrix4fv(mvpLocation, 1, false, mvp, 0); GLES30.glBindVertexArray(vertexArrays[0]); GLES30.glDrawElements(GLES30.GL_TRIANGLES, 6, GLES30.GL_UNSIGNED_INT, 0); GLES30.glBindVertexArray(0); GLES30.glUseProgram(0); }
Example 2
Source File: HelloTriangleRenderer.java From opengl with Apache License 2.0 | 6 votes |
public void onDrawFrame(GL10 glUnused) { // Set the viewport GLES30.glViewport(0, 0, mWidth, mHeight); // Clear the color buffer, which was set above in glClearColor GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); // Use the program object GLES30.glUseProgram(mProgramObject); // Load the vertex data GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 0, mVertices); //set the starting vertex at 0. GLES30.glEnableVertexAttribArray(0); //actually draw the traingle here GLES30.glDrawArrays(GLES30.GL_TRIANGLES, 0, 3); }
Example 3
Source File: VideoSource.java From libcommon with Apache License 2.0 | 5 votes |
/** * handleUpdateTexの下請け、ES3用 */ protected void handleUpdateTexES3() { makeDefault(); GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); GLES30.glFlush(); if (mInputTexture != null) { mInputTexture.updateTexImage(); mInputTexture.getTransformMatrix(mTexMatrix); GLES30.glFlush(); ThreadUtils.NoThrowSleep(0, 0); callOnFrameAvailable(); } }
Example 4
Source File: LessonOneRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onDrawFrame(GL10 glUnused) { GLES30.glClear(GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT); // Do a complete rotation every 10 seconds. long time = SystemClock.uptimeMillis() % 10000L; float angleInDegrees = (360.0f / 10000.0f) * ((int) time); // Draw the triangle facing straight on. Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f); drawTriangle(mTriangle1Vertices); // Draw one translated a bit down and rotated to be flat on the ground. Matrix.setIdentityM(mModelMatrix, 0); Matrix.translateM(mModelMatrix, 0, 0.0f, -1.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, 90.0f, 1.0f, 0.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f); drawTriangle(mTriangle2Vertices); // Draw one translated a bit to the right and rotated to be facing to the left. Matrix.setIdentityM(mModelMatrix, 0); Matrix.translateM(mModelMatrix, 0, 1.0f, 0.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, 90.0f, 0.0f, 1.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f); drawTriangle(mTriangle3Vertices); }
Example 5
Source File: myRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onDrawFrame(GL10 glUnused) { // Clear the color buffer set above by glClearColor. GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT); //need this otherwise, it will over right stuff and the cube will look wrong! GLES30.glEnable(GLES30.GL_DEPTH_TEST); // Set the camera position (View matrix) note Matrix is an include, not a declared method. Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); // Create a rotation and translation for the cube Matrix.setIdentityM(mRotationMatrix, 0); //move the cube up/down and left/right Matrix.translateM(mRotationMatrix, 0, mTransX, mTransY, 0); //mangle is how fast, x,y,z which directions it rotates. Matrix.rotateM(mRotationMatrix, 0, mAngle, 0.4f, 1.0f, 0.6f); // combine the model with the view matrix Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mRotationMatrix, 0); // combine the model-view with the projection matrix Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); mPyramid.draw(mMVPMatrix); //change the angle, so the cube will spin. mAngle+=.4; }
Example 6
Source File: MyGLRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onDrawFrame(GL10 unused) { float[] scratch = new float[16]; // Draw background color GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT); // Set the camera position (View matrix) Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); // Calculate the projection and view transformation Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0); // Draw square mSquare.draw(mMVPMatrix); // Create a rotation for the triangle // Use the following code to generate constant rotation. // Leave this code out when using TouchEvents. // long time = SystemClock.uptimeMillis() % 4000L; // float angle = 0.090f * ((int) time); Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, 1.0f); // Combine the rotation matrix with the projection and camera view // Note that the mMVPMatrix factor *must be first* in order // for the matrix multiplication product to be correct. Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0); // Draw triangle mTriangle.draw(scratch); }
Example 7
Source File: LessonOneRenderer.java From opengl with Apache License 2.0 | 5 votes |
@Override public void onDrawFrame(GL10 glUnused) { GLES30.glClear(GLES30.GL_DEPTH_BUFFER_BIT | GLES30.GL_COLOR_BUFFER_BIT); // Do a complete rotation every 10 seconds. long time = SystemClock.uptimeMillis() % 10000L; float angleInDegrees = (360.0f / 10000.0f) * ((int) time); // Draw the triangle facing straight on. Matrix.setIdentityM(mModelMatrix, 0); Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f); drawTriangle(mTriangle1Vertices); // Draw one translated a bit down and rotated to be flat on the ground. Matrix.setIdentityM(mModelMatrix, 0); Matrix.translateM(mModelMatrix, 0, 0.0f, -1.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, 90.0f, 1.0f, 0.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f); drawTriangle(mTriangle2Vertices); // Draw one translated a bit to the right and rotated to be facing to the left. Matrix.setIdentityM(mModelMatrix, 0); Matrix.translateM(mModelMatrix, 0, 1.0f, 0.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, 90.0f, 0.0f, 1.0f, 0.0f); Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f); drawTriangle(mTriangle3Vertices); }
Example 8
Source File: myRenderer.java From opengl with Apache License 2.0 | 3 votes |
public void onDrawFrame(GL10 glUnused) { // Clear the color buffer set above by glClearColor. GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT); //need this otherwise, it will over right stuff and the cube will look wrong! GLES30.glEnable(GLES30.GL_DEPTH_TEST); // Set the camera position (View matrix) note Matrix is an include, not a declared method. Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); // Create a rotation and translation for the cube Matrix.setIdentityM(mRotationMatrix, 0); //move the cube up/down and left/right Matrix.translateM(mRotationMatrix, 0, mTransX, mTransY, 0); //mangle is how fast, x,y,z which directions it rotates. Matrix.rotateM(mRotationMatrix, 0, mAngle, 1.0f, 1.0f, 1.0f); // combine the model with the view matrix Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mRotationMatrix, 0); // combine the model-view with the projection matrix Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); mCube.draw(mMVPMatrix); //change the angle, so the cube will spin. mAngle+=.4; }
Example 9
Source File: myRenderer.java From opengl with Apache License 2.0 | 3 votes |
public void onDrawFrame(GL10 glUnused) { // Clear the color buffer set above by glClearColor. GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT); //need this otherwise, it will over right stuff and the cube will look wrong! GLES30.glEnable(GLES30.GL_DEPTH_TEST); // Set the camera position (View matrix) note Matrix is an include, not a declared method. Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); // Create a rotation and translation for the cube Matrix.setIdentityM(mRotationMatrix, 0); //move the cube up/down and left/right Matrix.translateM(mRotationMatrix, 0, mTransX, mTransY, 0); //mangle is how fast, x,y,z which directions it rotates. Matrix.rotateM(mRotationMatrix, 0, mAngle, 1.0f, 1.0f, 1.0f); // combine the model with the view matrix Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mRotationMatrix, 0); // combine the model-view with the projection matrix Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); mCube.draw(mMVPMatrix); //change the angle, so the cube will spin. mAngle+=.4; }