angle/samples/torus_lighting/TorusLightingES2.cpp

141 строка
4.1 KiB
C++

//
// 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"
const float kDegreesPerSecond = 90.0f;
class GLES2TorusLightingSample : public SampleApplication
{
public:
GLES2TorusLightingSample(int argc, char **argv)
: SampleApplication("GLES2 Torus Lighting", argc, argv)
{}
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);
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
glUseProgram(mProgram);
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);
float ratio = static_cast<float>(getWindow()->getWidth()) /
static_cast<float>(getWindow()->getHeight());
mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f);
mTranslationMatrix = Matrix4::translate(angle::Vector3(0, 0, -5));
return true;
}
void destroy() override
{
glDisableVertexAttribArray(mPositionLoc);
glDisableVertexAttribArray(mNormalLoc);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteProgram(mProgram);
glDeleteBuffers(1, &mVertexBuffer);
glDeleteBuffers(1, &mIndexBuffer);
}
void step(float dt, double totalTime) override { mAngle += kDegreesPerSecond * dt; }
void draw() override
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Matrix4 modelMatrix = mTranslationMatrix * Matrix4::rotate(mAngle, mYUnitVec) *
Matrix4::rotate(mAngle * 0.25f, mXUnitVec);
Matrix4 mvpMatrix = mPerspectiveMatrix * modelMatrix;
glUniformMatrix4fv(mMVMatrixLoc, 1, GL_FALSE, modelMatrix.data);
glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0);
}
private:
GLuint mProgram = 0;
GLint mPositionLoc = 0;
GLint mNormalLoc = 0;
GLuint mMVPMatrixLoc = 0;
GLuint mMVMatrixLoc = 0;
GLuint mVertexBuffer = 0;
GLuint mIndexBuffer = 0;
GLsizei mIndexCount = 0;
float mAngle = 0;
Matrix4 mPerspectiveMatrix;
Matrix4 mTranslationMatrix;
const angle::Vector3 mYUnitVec{0.0f, 1.0f, 0.0f};
const angle::Vector3 mXUnitVec{1.0f, 0.0f, 0.0f};
};
int main(int argc, char **argv)
{
GLES2TorusLightingSample app(argc, argv);
return app.run();
}