| // |
| // Copyright 2021 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Based on CubeMapActivity.java from The Android Open Source Project ApiDemos |
| // https://android.googlesource.com/platform/development/+/refs/heads/master/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java |
| |
| #include "SampleApplication.h" |
| |
| #include "torus.h" |
| #include "util/Matrix.h" |
| #include "util/shader_utils.h" |
| |
| class GLES2TorusLightingSample : public SampleApplication |
| { |
| public: |
| GLES2TorusLightingSample(int argc, char **argv) |
| : SampleApplication("GLES2 Torus Lighting", argc, argv, 2, 0) |
| {} |
| |
| bool initialize() override |
| { |
| constexpr char kVS[] = R"(uniform mat4 mv; |
| uniform mat4 mvp; |
| |
| attribute vec4 position; |
| attribute vec3 normal; |
| |
| varying vec3 normal_view; |
| |
| void main() |
| { |
| normal_view = vec3(mv * vec4(normal, 0.0)); |
| gl_Position = mvp * position; |
| })"; |
| |
| constexpr char kFS[] = R"(precision mediump float; |
| |
| varying vec3 normal_view; |
| |
| void main() { |
| gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * dot(vec3(0.0, 0, 1.0), normalize(normal_view)); |
| })"; |
| |
| mProgram = CompileProgram(kVS, kFS); |
| if (!mProgram) |
| { |
| return false; |
| } |
| |
| mPositionLoc = glGetAttribLocation(mProgram, "position"); |
| mNormalLoc = glGetAttribLocation(mProgram, "normal"); |
| |
| mMVPMatrixLoc = glGetUniformLocation(mProgram, "mvp"); |
| mMVMatrixLoc = glGetUniformLocation(mProgram, "mv"); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glEnable(GL_DEPTH_TEST); |
| |
| GenerateTorus(&mVertexBuffer, &mIndexBuffer, &mIndexCount); |
| |
| return true; |
| } |
| |
| void destroy() override |
| { |
| glDeleteProgram(mProgram); |
| glDeleteBuffers(1, &mVertexBuffer); |
| glDeleteBuffers(1, &mIndexBuffer); |
| } |
| |
| void draw() override |
| { |
| glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| |
| glUseProgram(mProgram); |
| |
| float ratio = (float)getWindow()->getWidth() / (float)getWindow()->getHeight(); |
| Matrix4 perspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f); |
| |
| Matrix4 modelMatrix = Matrix4::translate(angle::Vector3(0, 0, -5)) * |
| Matrix4::rotate(mAngle, angle::Vector3(0.0f, 1.0f, 0.0f)) * |
| Matrix4::rotate(mAngle * 0.25f, angle::Vector3(1.0f, 0.0f, 0.0f)); |
| |
| Matrix4 mvpMatrix = perspectiveMatrix * modelMatrix; |
| |
| glUniformMatrix4fv(mMVMatrixLoc, 1, GL_FALSE, modelMatrix.data); |
| glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data); |
| |
| glEnableVertexAttribArray(mPositionLoc); |
| glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); |
| glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), nullptr); |
| |
| glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), |
| reinterpret_cast<const void *>(3 * sizeof(GLfloat))); |
| glEnableVertexAttribArray(mNormalLoc); |
| |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); |
| glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0); |
| glBindBuffer(GL_ARRAY_BUFFER, 0); |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); |
| |
| mAngle++; |
| } |
| |
| private: |
| GLuint mProgram; |
| |
| GLint mPositionLoc; |
| GLint mNormalLoc; |
| |
| GLuint mMVPMatrixLoc; |
| GLuint mMVMatrixLoc; |
| |
| GLuint mVertexBuffer; |
| GLuint mIndexBuffer; |
| GLsizei mIndexCount; |
| |
| float mAngle = 0; |
| }; |
| |
| int main(int argc, char **argv) |
| { |
| GLES2TorusLightingSample app(argc, argv); |
| return app.run(); |
| } |