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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 "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