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      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