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kc3-lang/angle/samples/gles1/FlatShading.cpp

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  • Author : Lingfeng Yang
    Date : 2018-05-30 21:12:17
    Hash : a0cfa873
    Message : GLES1: Shade model API + add sample BUG=angleproject:2306 Change-Id: Ie0c391618ec2b771cc99b96db02b9008a86272b9 Reviewed-on: https://chromium-review.googlesource.com/1079992 Commit-Queue: Lingfeng Yang <lfy@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • samples/gles1/FlatShading.cpp
  • //
    // Copyright 2018 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 Hello_Triangle.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 <GLES/gl.h>
    #include <GLES/glext.h>
    
    #include <algorithm>
    
    class FlatShadingSample : public SampleApplication
    {
      public:
        FlatShadingSample(EGLint displayType)
            : SampleApplication("FlatShadingSample", 1280, 720, 1, 0, displayType)
        {
        }
    
        virtual bool initialize()
        {
            glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
            mRotDeg = 0.0f;
    
            return true;
        }
    
        virtual void destroy() {}
    
        virtual void draw()
        {
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            GLfloat vertices[] = {
                -0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f,  -0.5f,
                0.0f,  0.5f, 0.5f, 0.0f,  0.0f,  0.0f, -1.0f,
            };
    
            GLfloat colors[] = {
                1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
                1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
            };
    
            GLuint indices[] = {
                0, 1, 2, 2, 3, 0,
    
                4, 1, 0, 4, 2, 1, 4, 3, 2, 4, 0, 3,
            };
    
            glEnable(GL_DEPTH_TEST);
    
            glEnableClientState(GL_VERTEX_ARRAY);
            glEnableClientState(GL_COLOR_ARRAY);
            glVertexPointer(3, GL_FLOAT, 0, vertices);
            glColorPointer(4, GL_FLOAT, 0, colors);
    
            for (int i = 0; i < 6; i++)
            {
                for (int j = 0; j < 6; j++)
                {
                    if ((i + j * 6) % 2 == 0)
                    {
                        glShadeModel(GL_FLAT);
                    }
                    else
                    {
                        glShadeModel(GL_SMOOTH);
                    }
    
                    glPushMatrix();
    
                    glTranslatef(-0.7f + i * 0.3f, -0.7f + j * 0.3f, 0.0f);
    
                    glRotatef(mRotDeg + (5.0f * (6.0f * i + j)), 0.0f, 1.0f, 0.0f);
                    glRotatef(20.0f + (10.0f * (6.0f * i + j)), 1.0f, 0.0f, 0.0f);
                    GLfloat scale = 0.2f;
                    glScalef(scale, scale, scale);
                    glDrawElements(GL_TRIANGLES, sizeof(indices) / sizeof(GLuint), GL_UNSIGNED_INT,
                                   indices);
    
                    glPopMatrix();
                }
            }
    
            mRotDeg += 0.1f;
        }
    
      private:
        float mRotDeg;
    };
    
    int main(int argc, char **argv)
    {
        EGLint displayType = EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE;
    
        if (argc > 1)
        {
            displayType = GetDisplayTypeFromArg(argv[1]);
        }
    
        FlatShadingSample app(displayType);
        return app.run();
    }