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 "TexturedMeshNode.h" 16 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) : 18 MeshNode(mesh), mTextureId(textureId) { 19 } 20 21 void TexturedMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) { 22 int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture"); 23 int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position"); 24 int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate"); 25 26 // Set the texture. 27 glActiveTexture(GL_TEXTURE0); 28 glBindTexture(GL_TEXTURE_2D, mTextureId); 29 glUniform1i(textureUniformHandle, 0); 30 31 glEnableVertexAttribArray(positionHandle); 32 glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices); 33 glEnableVertexAttribArray(texCoordHandle); 34 glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords); 35 36 glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices); 37 } 38 39 void TexturedMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { 40 } 41