blob: 492bcb35ad76f0e69f2bfd03616e0ae871ced37a [file] [log] [blame]
//
// 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();
}