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/*
* Copyright (C) 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
* in compliance with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
* or implied. See the License for the specific language governing permissions and limitations under
* the License.
*/
#include "WaterMeshNode.h"
#include <graphics/PerspectiveProgram.h>
WaterMeshNode::WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2) :
MeshNode(mesh), mTime(time), mTextureId1(textureId1), mTextureId2(textureId2) {
}
void WaterMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
PerspectiveProgram& prog = (PerspectiveProgram&) program;
int textureUniformHandle1 = glGetUniformLocation(prog.mProgramId, "u_Texture1");
int textureUniformHandle2 = glGetUniformLocation(prog.mProgramId, "u_Texture2");
int timeUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Time");
int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position");
int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate");
glActiveTexture (GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureId1);
glUniform1i(textureUniformHandle1, 0);
glActiveTexture (GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mTextureId2);
glUniform1i(textureUniformHandle2, 1);
glUniform1i(timeUniformHandle, mTime);
glEnableVertexAttribArray(positionHandle);
glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
glEnableVertexAttribArray(texCoordHandle);
glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
// This multiplies the view matrix by the model matrix, and stores the result in the MVP
// matrix (which currently contains model * view).
prog.mMVMatrix.multiply(view, model);
// Pass in the modelview matrix.
glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData);
// This multiplies the modelview matrix by the projection matrix, and stores the result in
// the MVP matrix (which now contains model * view * projection).
prog.mMVPMatrix.multiply(projection, prog.mMVMatrix);
// Pass in the combined matrix.
glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData);
// Pass in the light position in eye space.
glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1],
prog.mLightPosInEyeSpace[2]);
glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
}
void WaterMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
}