зеркало из https://github.com/AvaloniaUI/angle.git
141 строка
4.1 KiB
C++
141 строка
4.1 KiB
C++
//
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// Copyright 2021 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Based on CubeMapActivity.java from The Android Open Source Project ApiDemos
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// https://android.googlesource.com/platform/development/+/refs/heads/master/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java
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#include "SampleApplication.h"
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#include "torus.h"
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#include "util/Matrix.h"
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#include "util/shader_utils.h"
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const float kDegreesPerSecond = 90.0f;
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class GLES2TorusLightingSample : public SampleApplication
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{
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public:
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GLES2TorusLightingSample(int argc, char **argv)
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: SampleApplication("GLES2 Torus Lighting", argc, argv)
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{}
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bool initialize() override
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{
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constexpr char kVS[] = R"(uniform mat4 mv;
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uniform mat4 mvp;
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attribute vec4 position;
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attribute vec3 normal;
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varying vec3 normal_view;
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void main()
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{
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normal_view = vec3(mv * vec4(normal, 0.0));
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gl_Position = mvp * position;
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})";
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constexpr char kFS[] = R"(precision mediump float;
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varying vec3 normal_view;
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void main() {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * dot(vec3(0.0, 0, 1.0), normalize(normal_view));
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})";
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mProgram = CompileProgram(kVS, kFS);
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if (!mProgram)
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{
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return false;
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}
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mPositionLoc = glGetAttribLocation(mProgram, "position");
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mNormalLoc = glGetAttribLocation(mProgram, "normal");
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mMVPMatrixLoc = glGetUniformLocation(mProgram, "mvp");
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mMVMatrixLoc = glGetUniformLocation(mProgram, "mv");
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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GenerateTorus(&mVertexBuffer, &mIndexBuffer, &mIndexCount);
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glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
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glUseProgram(mProgram);
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glEnableVertexAttribArray(mPositionLoc);
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glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
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glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), nullptr);
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glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat),
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reinterpret_cast<const void *>(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(mNormalLoc);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
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float ratio = static_cast<float>(getWindow()->getWidth()) /
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static_cast<float>(getWindow()->getHeight());
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mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f);
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mTranslationMatrix = Matrix4::translate(angle::Vector3(0, 0, -5));
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return true;
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}
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void destroy() override
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{
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glDisableVertexAttribArray(mPositionLoc);
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glDisableVertexAttribArray(mNormalLoc);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteProgram(mProgram);
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glDeleteBuffers(1, &mVertexBuffer);
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glDeleteBuffers(1, &mIndexBuffer);
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}
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void step(float dt, double totalTime) override { mAngle += kDegreesPerSecond * dt; }
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void draw() override
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Matrix4 modelMatrix = mTranslationMatrix * Matrix4::rotate(mAngle, mYUnitVec) *
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Matrix4::rotate(mAngle * 0.25f, mXUnitVec);
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Matrix4 mvpMatrix = mPerspectiveMatrix * modelMatrix;
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glUniformMatrix4fv(mMVMatrixLoc, 1, GL_FALSE, modelMatrix.data);
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glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
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glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0);
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}
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private:
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GLuint mProgram = 0;
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GLint mPositionLoc = 0;
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GLint mNormalLoc = 0;
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GLuint mMVPMatrixLoc = 0;
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GLuint mMVMatrixLoc = 0;
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GLuint mVertexBuffer = 0;
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GLuint mIndexBuffer = 0;
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GLsizei mIndexCount = 0;
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float mAngle = 0;
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Matrix4 mPerspectiveMatrix;
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Matrix4 mTranslationMatrix;
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const angle::Vector3 mYUnitVec{0.0f, 1.0f, 0.0f};
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const angle::Vector3 mXUnitVec{1.0f, 0.0f, 0.0f};
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};
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int main(int argc, char **argv)
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{
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GLES2TorusLightingSample app(argc, argv);
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return app.run();
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}
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