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kc3-lang/angle/samples/simple_vertex_shader

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  • Author : Corentin Wallez
    Date : 2015-05-07 14:50:28
    Hash : 12a8e866
    Message : Make all the samples compile under Linux Two-thirds of them run and work well. BUG=angleproject:892 Change-Id: I401a7ef4fd055eda7276bd34dcf0fc6ae0deff13 Reviewed-on: https://chromium-review.googlesource.com/270124 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • SimpleVertexShader.cpp
  • //
    // Copyright (c) 2014 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 Simple_VertexShader.c from
    // Book:      OpenGL(R) ES 2.0 Programming Guide
    // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
    // ISBN-10:   0321502795
    // ISBN-13:   9780321502797
    // Publisher: Addison-Wesley Professional
    // URLs:      http://safari.informit.com/9780321563835
    //            http://www.opengles-book.com
    
    #include "SampleApplication.h"
    #include "shader_utils.h"
    #include "texture_utils.h"
    #include "geometry_utils.h"
    #include "Vector.h"
    #include "Matrix.h"
    
    #include <cmath>
    
    class SimpleVertexShaderSample : public SampleApplication
    {
      public:
        SimpleVertexShaderSample()
            : SampleApplication("SimpleVertexShader", 1280, 720)
        {
        }
    
        virtual bool initialize()
        {
            const std::string vs = SHADER_SOURCE
            (
                uniform mat4 u_mvpMatrix;
                attribute vec4 a_position;
                attribute vec2 a_texcoord;
                varying vec2 v_texcoord;
                void main()
                {
                    gl_Position = u_mvpMatrix * a_position;
                    v_texcoord = a_texcoord;
                }
            );
    
            const std::string fs = SHADER_SOURCE
            (
                precision mediump float;
                varying vec2 v_texcoord;
                void main()
                {
                    gl_FragColor = vec4(v_texcoord.x, v_texcoord.y, 1.0, 1.0);
                }
            );
    
            mProgram = CompileProgram(vs, fs);
            if (!mProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mProgram, "a_position");
            mTexcoordLoc = glGetAttribLocation(mProgram, "a_texcoord");
    
            // Get the uniform locations
            mMVPMatrixLoc = glGetUniformLocation(mProgram, "u_mvpMatrix");
    
            // Generate the geometry data
            GenerateCubeGeometry(0.5f, &mCube);
    
            // Set an initial rotation
            mRotation = 45.0f;
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glCullFace(GL_BACK);
            glEnable(GL_CULL_FACE);
    
            return true;
        }
    
        virtual void destroy()
        {
            glDeleteProgram(mProgram);
        }
    
        virtual void step(float dt, double totalTime)
        {
            mRotation = fmod(mRotation + (dt * 40.0f), 360.0f);
    
            Matrix4 perspectiveMatrix = Matrix4::perspective(60.0f, float(getWindow()->getWidth()) / getWindow()->getHeight(),
                                                             1.0f, 20.0f);
    
            Matrix4 modelMatrix = Matrix4::translate(Vector3(0.0f, 0.0f, -2.0f)) *
                                  Matrix4::rotate(mRotation, Vector3(1.0f, 0.0f, 1.0f));
    
            Matrix4 viewMatrix = Matrix4::identity();
    
            Matrix4 mvpMatrix = perspectiveMatrix * viewMatrix * modelMatrix;
    
            // Load the matrices
            glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
        }
    
        virtual void draw()
        {
            // Set the viewport
            glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
    
            // Load the vertex position
            glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mCube.positions.data());
            glEnableVertexAttribArray(mPositionLoc);
    
            // Load the texcoord data
            glVertexAttribPointer(mTexcoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mCube.texcoords.data());
            glEnableVertexAttribArray(mTexcoordLoc);
    
            // Draw the cube
            glDrawElements(GL_TRIANGLES, mCube.indices.size(), GL_UNSIGNED_SHORT, mCube.indices.data());
        }
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexcoordLoc;
    
        // Uniform locations
        GLuint mMVPMatrixLoc;
    
        // Current rotation
        float mRotation;
    
        // Geometry data
        CubeGeometry mCube;
    };
    
    int main(int argc, char **argv)
    {
        SimpleVertexShaderSample app;
        return app.run();
    }