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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 "FullPipelineMesh.h"
#include "FullPipelineProgram.h"
FullPipelineMesh::FullPipelineMesh(const Mesh* mesh) :
MeshNode(mesh) {
}
void FullPipelineMesh::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
FullPipelineProgram& prog = (FullPipelineProgram&) program;
glActiveTexture(GL_TEXTURE0);
// Bind the texture to this unit.
glBindTexture(GL_TEXTURE_2D, mMesh->mTextureId);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture
// unit 0.
glUniform1i(prog.mTextureUniformHandle, 0);
glEnableVertexAttribArray(prog.mPositionHandle);
glEnableVertexAttribArray(prog.mNormalHandle);
glEnableVertexAttribArray(prog.mTexCoordHandle);
glVertexAttribPointer(prog.mPositionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
glVertexAttribPointer(prog.mNormalHandle, 3, GL_FLOAT, false, 0, mMesh->mNormals);
glVertexAttribPointer(prog.mTexCoordHandle, 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 FullPipelineMesh::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
}