Home | History | Annotate | Download | only in flocking
      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 "WaterMeshNode.h"
     16 
     17 #include <graphics/PerspectiveProgram.h>
     18 
     19 WaterMeshNode::WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2) :
     20         MeshNode(mesh), mTime(time), mTextureId1(textureId1), mTextureId2(textureId2) {
     21 }
     22 
     23 void WaterMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
     24     PerspectiveProgram& prog = (PerspectiveProgram&) program;
     25 
     26     int textureUniformHandle1 = glGetUniformLocation(prog.mProgramId, "u_Texture1");
     27     int textureUniformHandle2 = glGetUniformLocation(prog.mProgramId, "u_Texture2");
     28     int timeUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Time");
     29     int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position");
     30     int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate");
     31 
     32     glActiveTexture (GL_TEXTURE0);
     33     glBindTexture(GL_TEXTURE_2D, mTextureId1);
     34     glUniform1i(textureUniformHandle1, 0);
     35 
     36     glActiveTexture (GL_TEXTURE1);
     37     glBindTexture(GL_TEXTURE_2D, mTextureId2);
     38     glUniform1i(textureUniformHandle2, 1);
     39 
     40     glUniform1i(timeUniformHandle, mTime);
     41 
     42     glEnableVertexAttribArray(positionHandle);
     43     glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
     44     glEnableVertexAttribArray(texCoordHandle);
     45     glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
     46 
     47     // This multiplies the view matrix by the model matrix, and stores the result in the MVP
     48     // matrix (which currently contains model * view).
     49     prog.mMVMatrix.multiply(view, model);
     50 
     51     // Pass in the modelview matrix.
     52     glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData);
     53 
     54     // This multiplies the modelview matrix by the projection matrix, and stores the result in
     55     // the MVP matrix (which now contains model * view * projection).
     56     prog.mMVPMatrix.multiply(projection, prog.mMVMatrix);
     57 
     58     // Pass in the combined matrix.
     59     glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData);
     60 
     61     // Pass in the light position in eye space.
     62     glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1],
     63             prog.mLightPosInEyeSpace[2]);
     64 
     65     glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
     66 }
     67 
     68 void WaterMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
     69 }
     70