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실시간 운영체제

[실시간 운영체제] Open GL Draw house pt.2

Open GL의 기본적인 코드는

https://developer.android.com/develop/ui/views/graphics/opengl

위 사이트에 공개된 코드를 사용하였다.


 

 

 

MainActivity.java

 

package com.example.draw_house_hp5;

import androidx.appcompat.app.AppCompatActivity;

import android.opengl.GLSurfaceView;
import android.os.Bundle;

public class MainActivity extends AppCompatActivity {

    private GLSurfaceView gLView;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        // Create a GLSurfaceView instance and set it
        // as the ContentView for this Activity.
        gLView = new MyGLSurfaceView(this);
        setContentView(gLView);
    }
}

 

 

 

 

MyGLSurfaceView.java

 

package com.example.draw_house_hp5;

import android.content.Context;
import android.opengl.GLSurfaceView;

class MyGLSurfaceView extends GLSurfaceView {

    private final MyGLRenderer renderer;

    public MyGLSurfaceView(Context context){
        super(context);

        // Create an OpenGL ES 2.0 context
        setEGLContextClientVersion(2);

        renderer = new MyGLRenderer();

        // Set the Renderer for drawing on the GLSurfaceView
        setRenderer(renderer);
    }
}

 

 

 

 

 

MyGLRenderer.java

 

package com.example.draw_house_hp5;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;

public class MyGLRenderer implements GLSurfaceView.Renderer {

    // vPMatrix is an abbreviation for "Model View Projection Matrix"
    private final float[] vPMatrix = new float[16];
    private final float[] projectionMatrix = new float[16];
    private final float[] viewMatrix = new float[16];

    private house mhouse;

    public void onSurfaceCreated(GL10 unused, EGLConfig config) {
        // Set the background frame color
        //GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

        //backgroound / 배경색을 하얀색을 바꿔줌
        GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);

        mhouse = new house();
    }

    public void onDrawFrame(GL10 unused) {
        // Redraw background color
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

        // Set the camera position (View matrix)
        Matrix.setLookAtM(viewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

        // Calculate the projection and view transformation
        Matrix.multiplyMM(vPMatrix, 0, projectionMatrix, 0, viewMatrix, 0);

        mhouse.draw(vPMatrix);
    }

    public void onSurfaceChanged(GL10 unused, int width, int height) {
        GLES20.glViewport(0, 0, width, height);

        float ratio = (float) width / height;

        // this projection matrix is applied to object coordinates
        // in the onDrawFrame() method
        Matrix.frustumM(projectionMatrix, 0, ratio, -ratio, -1, 1, 3, 7);

    }

    public static int loadShader(int type, String shaderCode){

        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);

        return shader;
    }
}

 

 

 

 

 

 

house.java

package com.example.draw_house_hp5;

import android.opengl.GLES20;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

public class house {

    private final String vertexShaderCode =
            // This matrix member variable provides a hook to manipulate
            // the coordinates of the objects that use this vertex shader
            "uniform mat4 uMVPMatrix;" +
                    "attribute vec4 vPosition;" +
                    "void main() {" +
                    // the matrix must be included as a modifier of gl_Position
                    // Note that the uMVPMatrix factor *must be first* in order
                    // for the matrix multiplication product to be correct.
                    "  gl_Position = uMVPMatrix * vPosition;" +
                    "}";

    // Use to access and set the view transformation
    private int vPMatrixHandle;

    private FloatBuffer vertexBuffer, vertexBuffer_circle1,vertexBuffer_circle2,vertexBuffer_circle3,vertexBuffer_circle4,vertexBuffer_circle5
            ,vertexBuffer_door_lock,vertexBuffer_cloud1,vertexBuffer_cloud2,vertexBuffer_cloud3,vertexBuffer_cloud4;

    private final int mProgram;

    private int positionHandle;
    private int colorHandle;

    //private final int vertexCount = Vertec_coor.length / COORDS_PER_VERTEX;
    private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

    // number of coordinates per vertex in this array
    static final int COORDS_PER_VERTEX = 3;

    static float Vertec_coor[] = {   // in counterclockwise order:

            0.6f,  0.2f, 0.0f, // 지붕 v0
            -0.6f, 0.2f, 0.0f, // v1
            0.4f, 0.4f, 0.0f,  // v2
            -0.4f, 0.4f, 0.0f,  // v3

            0.45f,  0.2f, 0.0f, // 벽면 v4
            0.45f, -0.3f, 0.0f, // v5
            -0.45f, 0.2f, 0.0f,  // v6
            -0.45f, -0.3f, 0.0f,  // v7

            0.0f,  0.15f, 0.0f, // 창틀 v8
            0.0f, -0.1f, 0.0f,  // v9
            -0.35f, 0.15f, 0.0f, // v10
            -0.35f, -0.1f, 0.0f,  // v11

            -0.02f,  0.13f, 0.0f, // 창문 v12
            -0.02f, -0.08f, 0.0f, // v13
            -0.33f, 0.13f, 0.0f,  // v14
            -0.33f, -0.08f, 0.0f,  // v15

            -0.165f, 0.13f, 0.0f, // 창문 중간선 v16
            -0.165f, -0.08f, 0.0f, //v17
            -0.185f, 0.13f, 0.0f, //v18
            -0.185f, -0.08f, 0.0f, //v19

            0.35f, 0.15f, 0.0f, // 문 v20
            0.35f, -0.3f, 0.0f, //v21
            0.15f, 0.15f, 0.0f, //v22
            0.15f, -0.3f, 0.0f, //v23

            -0.15f, 0.55f, 0.0f, // 굴뚝 v24
            -0.15f, 0.4f, 0.0f, //v25
            -0.3f, 0.55f, 0.0f, //v26
            -0.3f, 0.4f, 0.0f, //v27

    }; //집 만들기

    // Set color with red, green, blue and alpha (opacity) values
    float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };

    //지붕 색 정하기 (rgb값/255.0f)
    float roof_color[] = {0/255.0f, 0/255.0f, 153/255.0f, 1.0f };

    float wall_color[] = {224/255.0f, 224/255.0f, 224/255.0f, 1.0f };

    float wood_color[] = {105/255.0f, 51/255.0f, 0/255.0f, 1.0f };

    float window_color[] = {204/255.0f, 229/255.0f, 255/255.0f, 1.0f };

    float chimney_color[] = {96/255.0f, 96/255.0f, 96/255.0f, 1.0f };

    float door_lock_color[] = {255/255.0f, 255/255.0f, 0/255.0f, 1.0f };

    float cloud_color[] = {192/255.0f, 192/255.0f, 192/255.0f, 1.0f };

    float roof_circle_color1[] = {255/255.0f, 153/255.0f, 153/255.0f, 1.0f };

    float roof_circle_color2[] = {255/255.0f, 255/255.0f, 153/255.0f, 1.0f };

    float roof_circle_color3[] = {204/255.0f, 255/255.0f, 153/255.0f, 1.0f };

    float roof_circle_color4[] = {153/255.0f, 204/255.0f, 255/255.0f, 1.0f };

    float roof_circle_color5[] = {204/255.0f, 204/255.0f, 255/255.0f, 1.0f };

    private static final int vertexCount=100;
    static float circle_coordinate[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float circle_coordinate2[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float circle_coordinate3[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float circle_coordinate4[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float circle_coordinate5[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float door_lock_coordinate[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float cloud_coordinate1[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float cloud_coordinate2[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float cloud_coordinate3[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다

    static float cloud_coordinate4[] = new float[vertexCount*COORDS_PER_VERTEX]; //원을 그리기 위해 이 부분을 바꿔준다


    public house() {
        //set vertexes for circle 1
        float R = 0.05f; //반지름
        float r=0.05f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        float circle_center_x = 0.35f; //원의 중심점 바꿀 수 있게 해줌
        float circle_center_y = 0.3f;

        circle_coordinate[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        circle_coordinate[1] = circle_center_y; //v0 : y=0
        circle_coordinate[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        float d_angle = (float)Math.PI/24;

        int index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            circle_coordinate[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            circle_coordinate[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            circle_coordinate[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb2 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                circle_coordinate.length * 4);
        // use the device hardware's native byte order
        bb2.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_circle1 = bb2.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_circle1.put(circle_coordinate);
        // set the buffer to read the first coordinate
        vertexBuffer_circle1.position(0);


        //set vertexes for circle 2
        R = 0.05f; //반지름
        r=0.05f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = 0.178f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.3f;

        circle_coordinate2[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        circle_coordinate2[1] = circle_center_y; //v0 : y=0
        circle_coordinate2[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            circle_coordinate2[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            circle_coordinate2[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            circle_coordinate2[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb3 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                circle_coordinate2.length * 4);
        // use the device hardware's native byte order
        bb3.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_circle2 = bb3.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_circle2.put(circle_coordinate2);
        // set the buffer to read the first coordinate
        vertexBuffer_circle2.position(0);



        //set vertexes for circle 3
        R = 0.05f; //반지름
        r=0.05f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = 0.0f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.3f;

        circle_coordinate3[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        circle_coordinate3[1] = circle_center_y; //v0 : y=0
        circle_coordinate3[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            circle_coordinate3[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            circle_coordinate3[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            circle_coordinate3[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb4 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                circle_coordinate3.length * 4);
        // use the device hardware's native byte order
        bb4.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_circle3 = bb4.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_circle3.put(circle_coordinate3);
        // set the buffer to read the first coordinate
        vertexBuffer_circle3.position(0);




        //set vertexes for circle 4
        R = 0.05f; //반지름
        r=0.05f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = -0.175f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.3f;

        circle_coordinate4[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        circle_coordinate4[1] = circle_center_y; //v0 : y=0
        circle_coordinate4[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            circle_coordinate4[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            circle_coordinate4[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            circle_coordinate4[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb5 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                circle_coordinate4.length * 4);
        // use the device hardware's native byte order
        bb5.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_circle4 = bb5.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_circle4.put(circle_coordinate4);
        // set the buffer to read the first coordinate
        vertexBuffer_circle4.position(0);



        //set vertexes for circle 5
        R = 0.05f; //반지름
        r=0.05f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = -0.35f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.3f;

        circle_coordinate5[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        circle_coordinate5[1] = circle_center_y; //v0 : y=0
        circle_coordinate5[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            circle_coordinate5[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            circle_coordinate5[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            circle_coordinate5[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb6 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                circle_coordinate5.length * 4);
        // use the device hardware's native byte order
        bb6.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_circle5 = bb6.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_circle5.put(circle_coordinate5);
        // set the buffer to read the first coordinate
        vertexBuffer_circle5.position(0);



        //set vertexes for door lock
        R = 0.011f; //반지름
        r=0.017f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = 0.185f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = -0.07f;

        door_lock_coordinate[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        door_lock_coordinate[1] = circle_center_y; //v0 : y=0
        door_lock_coordinate[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            door_lock_coordinate[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            door_lock_coordinate[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            door_lock_coordinate[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb7 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                door_lock_coordinate.length * 4);
        // use the device hardware's native byte order
        bb7.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_door_lock = bb7.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_door_lock.put(door_lock_coordinate);
        // set the buffer to read the first coordinate
        vertexBuffer_door_lock.position(0);




        //set vertexes for cloud 1
        R = 0.055f; //반지름
        r=0.12f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = -0.235f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.64f;

        cloud_coordinate1[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        cloud_coordinate1[1] = circle_center_y; //v0 : y=0
        cloud_coordinate1[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            cloud_coordinate1[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            cloud_coordinate1[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            cloud_coordinate1[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb8 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                cloud_coordinate1.length * 4);
        // use the device hardware's native byte order
        bb8.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_cloud1 = bb8.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_cloud1.put(cloud_coordinate1);
        // set the buffer to read the first coordinate
        vertexBuffer_cloud1.position(0);




        //set vertexes for cloud 2
        R = 0.04f; //반지름
        r=0.10f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = -0.22f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.76f;

        cloud_coordinate2[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        cloud_coordinate2[1] = circle_center_y; //v0 : y=0
        cloud_coordinate2[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            cloud_coordinate2[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            cloud_coordinate2[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            cloud_coordinate2[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb9 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                cloud_coordinate2.length * 4);
        // use the device hardware's native byte order
        bb9.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_cloud2 = bb9.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_cloud2.put(cloud_coordinate2);
        // set the buffer to read the first coordinate
        vertexBuffer_cloud2.position(0);




        //set vertexes for cloud 3
        R = 0.03f; //반지름
        r=0.08f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = -0.19f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.85f;

        cloud_coordinate3[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        cloud_coordinate3[1] = circle_center_y; //v0 : y=0
        cloud_coordinate3[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            cloud_coordinate3[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            cloud_coordinate3[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            cloud_coordinate3[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb10 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                cloud_coordinate3.length * 4);
        // use the device hardware's native byte order
        bb10.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_cloud3 = bb10.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_cloud3.put(cloud_coordinate3);
        // set the buffer to read the first coordinate
        vertexBuffer_cloud3.position(0);



        //set vertexes for cloud 4
        R = 0.025f; //반지름
        r=0.07f; // 타원으로 하고싶을때 x축의 반지름 값 바꿔주면 됨

        circle_center_x = -0.17f; //원의 중심점 바꿀 수 있게 해줌
        circle_center_y = 0.925f;

        cloud_coordinate4[0] = circle_center_x; //v0 : x=0 원의 중심점(0,0,0)
        cloud_coordinate4[1] = circle_center_y; //v0 : y=0
        cloud_coordinate4[2] = 0.0f; //v0 : z=0

        //make a loop to compute circle vertexes
        d_angle = (float)Math.PI/24;

        index = 3;

        //돌아가면서 삼각형의 좌표를 계속 생성해줌
        //for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle) //축 안바꾸고 그냥 일직선
        //for (float angle = (float)Math.PI/4;angle<=5*Math.PI/4+d_angle;angle=angle+d_angle){ //원의 축을 바꿔주는거

        for (float angle = 0.0f;angle<=2*Math.PI+d_angle;angle=angle+d_angle){ //축 안바꾸고 그냥 일직선

            cloud_coordinate4[index] = circle_center_x+r*(float)Math.cos(angle); //x=R*cos(angle) 타원일떄
            //circle_coordinate[index] = circle_center_x+R*(float)Math.cos(angle);
            cloud_coordinate4[index+1] = circle_center_y+R*(float)Math.sin(angle); //x=R*cos(angle)
            cloud_coordinate4[index+2] = 0.0f; //x=R*cos(angle)

            index = index+3;
        }

        ByteBuffer bb11 = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                cloud_coordinate4.length * 4);
        // use the device hardware's native byte order
        bb11.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer_cloud4 = bb11.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer_cloud4.put(cloud_coordinate4);
        // set the buffer to read the first coordinate
        vertexBuffer_cloud4.position(0);




        // initialize vertex byte buffer for shape coordinates
        ByteBuffer bb = ByteBuffer.allocateDirect(
                // (number of coordinate values * 4 bytes per float)
                Vertec_coor.length * 4);
        // use the device hardware's native byte order
        bb.order(ByteOrder.nativeOrder());

        // create a floating point buffer from the ByteBuffer
        vertexBuffer = bb.asFloatBuffer();
        // add the coordinates to the FloatBuffer
        vertexBuffer.put(Vertec_coor);
        // set the buffer to read the first coordinate
        vertexBuffer.position(0);

        int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
                vertexShaderCode);
        int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
                fragmentShaderCode);

        // create empty OpenGL ES Program
        mProgram = GLES20.glCreateProgram();

        // add the vertex shader to program
        GLES20.glAttachShader(mProgram, vertexShader);

        // add the fragment shader to program
        GLES20.glAttachShader(mProgram, fragmentShader);

        // creates OpenGL ES program executables
        GLES20.glLinkProgram(mProgram);
    }

    public void draw(float[] mvpMatrix) {

        // get handle to shape's transformation matrix
        vPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");

        // Pass the projection and view transformation to the shader
        GLES20.glUniformMatrix4fv(vPMatrixHandle, 1, false, mvpMatrix, 0);

        // Add program to OpenGL ES environment
        GLES20.glUseProgram(mProgram);

        // get handle to vertex shader's vPosition member
        positionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");

        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(positionHandle);

        // Prepare the triangle coordinate data
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer);

        // get handle to fragment shader's vColor member
        colorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");

        // Set color for drawing the triangle (지붕 만드는 삼각형, 바꾼 색 넣어줌)
        GLES20.glUniform4fv(colorHandle, 1, roof_color, 0);
        // Draw the roof (지붕 그리기)
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);

        // Draw the wall (벽면 그리기)
        GLES20.glUniform4fv(colorHandle, 1, wall_color, 0); //여기서 색 안바꿔주면 앞에서 지정한 색으로 만들어짐
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 4, 4); //삼각형 두개 합쳐줌
        //3 4 5 하나, 3 5 6 하나 만들어짐 -> GL_TRIANGLE_FAN

        // Draw the wood (창틀 그리기)
        GLES20.glUniform4fv(colorHandle, 1, wood_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 8, 4); //삼각형 두개 합쳐줌

        // Draw the windom (창문 그리기)
        GLES20.glUniform4fv(colorHandle, 1, window_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 12, 4); //삼각형 두개 합쳐줌

        // Draw the wood (중간 창틀 그리기)
        GLES20.glUniform4fv(colorHandle, 1, wood_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 16, 4); //삼각형 두개 합쳐줌

        // Draw the door (문 그리기)
        GLES20.glUniform4fv(colorHandle, 1, wood_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 20, 4); //삼각형 두개 합쳐줌

        // Draw the chimney (문 그리기)
        GLES20.glUniform4fv(colorHandle, 1, chimney_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 24, 4); //삼각형 두개 합쳐줌
//
//        // Draw the window for door (문에 있는 창문 그리기)
//        GLES20.glUniform4fv(colorHandle, 1, window_color, 0);
//        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 23, 4); //삼각형 두개 합쳐줌



        ///draw a circle 1
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_circle1);

        GLES20.glUniform4fv(colorHandle, 1, roof_circle_color5, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a circle 2
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_circle2);

        GLES20.glUniform4fv(colorHandle, 1, roof_circle_color4, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a circle 3
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_circle3);

        GLES20.glUniform4fv(colorHandle, 1, roof_circle_color3, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a circle 4
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_circle4);

        GLES20.glUniform4fv(colorHandle, 1, roof_circle_color2, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a circle 5
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_circle5);

        GLES20.glUniform4fv(colorHandle, 1, roof_circle_color1, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a door lock
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_door_lock);

        GLES20.glUniform4fv(colorHandle, 1, door_lock_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a cloud1
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_cloud1);

        GLES20.glUniform4fv(colorHandle, 1, cloud_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a cloud2
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_cloud2);

        GLES20.glUniform4fv(colorHandle, 1, cloud_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a cloud3
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_cloud3);

        GLES20.glUniform4fv(colorHandle, 1, cloud_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        ///draw a cloud4
        GLES20.glVertexAttribPointer(positionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer_cloud4);

        GLES20.glUniform4fv(colorHandle, 1, cloud_color, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 50);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(positionHandle);
    }


    private final String fragmentShaderCode =
            "precision mediump float;" +
                    "uniform vec4 vColor;" +
                    "void main() {" +
                    "  gl_FragColor = vColor;" +
                    "}";
}