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package com.zoffcc.applications.zanavi;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import android.opengl.GLES20;
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public class ZANaviGlLine
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{
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// ---------------------------------------------------------------
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// thanks to: http://stackoverflow.com/questions/16027455/what-is-the-easiest-way-to-draw-line-using-opengl-es-android
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// ---------------------------------------------------------------
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private FloatBuffer VertexBuffer;
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private final String VertexShaderCode =
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// This matrix member variable provides a hook to manipulate
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// the coordinates of the objects that use this vertex shader
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"uniform mat4 uMVPMatrix;" +
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"attribute vec4 vPosition;" + "void main() {" +
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// the matrix must be included as a modifier of gl_Position
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" gl_Position = uMVPMatrix * vPosition;" + "}";
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private final String FragmentShaderCode = "precision mediump float;" + "uniform vec4 vColor;" + "void main() {" + " gl_FragColor = vColor;" + "}";
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protected int GlProgram;
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protected int PositionHandle;
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protected int ColorHandle;
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protected int MVPMatrixHandle;
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// number of coordinates per vertex in this array
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static final int COORDS_PER_VERTEX = 3;
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static float LineCoords[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f };
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private final int VertexCount = LineCoords.length / COORDS_PER_VERTEX;
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private final int VertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
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// Set color with red, green, blue and alpha (opacity) values
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float color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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public ZANaviGlLine()
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{
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// initialize vertex byte buffer for shape coordinates
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ByteBuffer bb = ByteBuffer.allocateDirect(
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// (number of coordinate values * 4 bytes per float)
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LineCoords.length * 4);
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// use the device hardware's native byte order
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bb.order(ByteOrder.nativeOrder());
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// create a floating point buffer from the ByteBuffer
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VertexBuffer = bb.asFloatBuffer();
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// add the coordinates to the FloatBuffer
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VertexBuffer.put(LineCoords);
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// set the buffer to read the first coordinate
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VertexBuffer.position(0);
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int vertexShader = GlRenderer.loadShader(GLES20.GL_VERTEX_SHADER, VertexShaderCode);
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int fragmentShader = GlRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER, FragmentShaderCode);
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GlProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
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GLES20.glAttachShader(GlProgram, vertexShader); // add the vertex shader to program
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GLES20.glAttachShader(GlProgram, fragmentShader); // add the fragment shader to program
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GLES20.glLinkProgram(GlProgram); // creates OpenGL ES program executables
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}
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public void SetVerts(float v0, float v1, float v2, float v3, float v4, float v5)
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{
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LineCoords[0] = v0;
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LineCoords[1] = v1;
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LineCoords[2] = v2;
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LineCoords[3] = v3;
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LineCoords[4] = v4;
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LineCoords[5] = v5;
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VertexBuffer.put(LineCoords);
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// set the buffer to read the first coordinate
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VertexBuffer.position(0);
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}
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public void SetColor(float red, float green, float blue, float alpha)
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{
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color[0] = red;
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color[1] = green;
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color[2] = blue;
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color[3] = alpha;
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}
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public void draw(float[] mvpMatrix)
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{
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// Add program to OpenGL ES environment
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GLES20.glUseProgram(GlProgram);
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// get handle to vertex shader's vPosition member
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PositionHandle = GLES20.glGetAttribLocation(GlProgram, "vPosition");
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// Enable a handle to the triangle vertices
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GLES20.glEnableVertexAttribArray(PositionHandle);
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// Prepare the triangle coordinate data
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GLES20.glVertexAttribPointer(PositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, VertexStride, VertexBuffer);
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// get handle to fragment shader's vColor member
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ColorHandle = GLES20.glGetUniformLocation(GlProgram, "vColor");
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// Set color for drawing the triangle
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GLES20.glUniform4fv(ColorHandle, 1, color, 0);
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// get handle to shape's transformation matrix
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MVPMatrixHandle = GLES20.glGetUniformLocation(GlProgram, "uMVPMatrix");
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GlRenderer.checkGlError("glGetUniformLocation");
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// Apply the projection and view transformation
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GLES20.glUniformMatrix4fv(MVPMatrixHandle, 1, false, mvpMatrix, 0);
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GlRenderer.checkGlError("glUniformMatrix4fv");
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// Draw the triangle
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GLES20.glDrawArrays(GLES20.GL_LINES, 0, VertexCount);
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// Disable vertex array
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GLES20.glDisableVertexAttribArray(PositionHandle);
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}
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}
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