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