1 /* 2 * Copyright (C) 2013 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except 5 * in compliance with the License. You may obtain a copy of the License at 6 * 7 * http://www.apache.org/licenses/LICENSE-2.0 8 * 9 * Unless required by applicable law or agreed to in writing, software distributed under the License 10 * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express 11 * or implied. See the License for the specific language governing permissions and limitations under 12 * the License. 13 */ 14 15 #include "PerspectiveMeshNode.h" 16 17 #include "PerspectiveProgram.h" 18 19 PerspectiveMeshNode::PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId) : 20 TexturedMeshNode(mesh, textureId) { 21 } 22 23 void PerspectiveMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) { 24 PerspectiveProgram& prog = (PerspectiveProgram&) program; 25 26 int textureUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Texture"); 27 int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position"); 28 int normalHandle = glGetAttribLocation(prog.mProgramId, "a_Normal"); 29 int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate"); 30 31 // Set the texture. 32 glActiveTexture (GL_TEXTURE0); 33 glBindTexture(GL_TEXTURE_2D, mTextureId); 34 glUniform1i(textureUniformHandle, 0); 35 36 glEnableVertexAttribArray(positionHandle); 37 glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices); 38 glEnableVertexAttribArray(normalHandle); 39 glVertexAttribPointer(normalHandle, 3, GL_FLOAT, false, 0, mMesh->mNormals); 40 glEnableVertexAttribArray(texCoordHandle); 41 glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords); 42 43 // This multiplies the view matrix by the model matrix, and stores the result in the MVP 44 // matrix (which currently contains model * view). 45 prog.mMVMatrix.multiply(view, model); 46 47 // Pass in the modelview matrix. 48 glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData); 49 50 // This multiplies the modelview matrix by the projection matrix, and stores the result in 51 // the MVP matrix (which now contains model * view * projection). 52 prog.mMVPMatrix.multiply(projection, prog.mMVMatrix); 53 54 // Pass in the combined matrix. 55 glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData); 56 57 // Pass in the light position in eye space. 58 glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1], 59 prog.mLightPosInEyeSpace[2]); 60 61 glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices); 62 } 63 64 void PerspectiveMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { 65 } 66