blob: 7da18afb5d0e94b34e5e199b2dcf3ed2e72dcd44 [file] [log] [blame]
/*
* 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 "TexturedMeshNode.h"
TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) :
MeshNode(mesh), mTextureId(textureId) {
}
void TexturedMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture");
int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position");
int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate");
// Set the texture.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureId);
glUniform1i(textureUniformHandle, 0);
glEnableVertexAttribArray(positionHandle);
glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
glEnableVertexAttribArray(texCoordHandle);
glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
}
void TexturedMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
}