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kc3-lang/angle/samples/torus_lighting/TorusLightingES2.cpp

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  • Author : Lubosz Sarnecki
    Date : 2021-04-28 14:23:48
    Hash : d1da88ee
    Message : samples: Add TorusLighting sample. Add a vertex buffer example for GLES1 and 2. Bug: angleproject:5751 Change-Id: If039451ff85dfffd8915497e9aaaab6e4ff71181 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2859827 Commit-Queue: Cody Northrop <cnorthrop@google.com> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • samples/torus_lighting/TorusLightingES2.cpp
  • //
    // 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();
    }