OpenGL ES详解——多个纹理实现混叠显示

发布于:2024-12-18 ⋅ 阅读:(87) ⋅ 点赞:(0)

目录

一、获取图片纹理数据

二、着色器编写

1. 顶点着色器

2. 片元着色器

三、绑定和绘制纹理

1. 绑定纹理

2. 绘制纹理

四、源码下载


一、获取图片纹理数据

获取图片纹理数据代码如下:

//获取图片1纹理数据
mTextureId = loadTexture(mContext, R.mipmap.scenery)
//获取图片2纹理数据
mTextureMeiNvId = loadTexture(mContext, R.mipmap.meinv)

fun loadTexture(context: Context, resourceId: Int): Int {
    var bitmap = generateBitmap(context, resourceId)
    if (bitmap == null) {
        Log.d(TAG, "resourceId could not be decoded.")
        return 0
    }
    return getImgTexture(bitmap)
}

fun getImgTexture(bitmap: Bitmap): Int {
    val textureObjectIds = IntArray(1)
    glGenTextures(1, textureObjectIds, 0)
    if (textureObjectIds[0] == 0) {
        glDeleteTextures(1, textureObjectIds, 0)
        return 0
    }
    glBindTexture(GL_TEXTURE_2D, textureObjectIds[0])
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    texImage2D(GL_TEXTURE_2D, 0, bitmap, 0)
    glGenerateMipmap(GL_TEXTURE_2D)
    bitmap.recycle()
    glBindTexture(GL_TEXTURE_2D, 0)
    return textureObjectIds[0]
}

二、着色器编写

1. 顶点着色器

代码如下:

attribute vec4 a_Position; // 顶点坐标
attribute vec2 a_TextureCoordinates;  //纹理坐标
varying vec2 aCoord;

void main(){
    gl_Position = a_Position;
    aCoord = a_TextureCoordinates;
}

2. 片元着色器

代码如下:

precision mediump float;// 数据精度

varying vec2 aCoord;
uniform sampler2D  u_TextureUnit;
uniform sampler2D  u_TextureUnit1;

void main(){
     gl_FragColor = mix(texture2D(u_TextureUnit, aCoord), texture2D(u_TextureUnit1, aCoord), 0.5);
}

三、绑定和绘制纹理

1. 绑定纹理

     GLES20.glActiveTexture(GL_TEXTURE0)
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureId)
        mTextureShaderProgram!!.setUniforms(
            mTextureShaderProgram!!.getTextureUniformLocation(),
            0
        )
        GLES20.glActiveTexture(GL_TEXTURE1)
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureMeiNvId)
        mTextureShaderProgram!!.setUniforms(
            mTextureShaderProgram!!.getTextureUniform1Location(),
            1
        )

2. 绘制纹理

        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 6)

图一:

图二:

叠加后的效果图如下:

四、源码下载

Android OpenGL ES多个纹理实现混叠显示项目源码

下载地址:

https://download.csdn.net/download/github_27263697/90115686

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