// // Copyright 2021 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Based on CubeMapActivity.java from The Android Open Source Project ApiDemos // https://android.googlesource.com/platform/development/+/refs/heads/master/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java #include "SampleApplication.h" #include "torus.h" #include "util/Matrix.h" #include "util/shader_utils.h" class GLES2TorusLightingSample : public SampleApplication { public: GLES2TorusLightingSample(int argc, char **argv) : SampleApplication("GLES2 Torus Lighting", argc, argv, 2, 0) {} bool initialize() override { constexpr char kVS[] = R"(uniform mat4 mv; uniform mat4 mvp; attribute vec4 position; attribute vec3 normal; varying vec3 normal_view; void main() { normal_view = vec3(mv * vec4(normal, 0.0)); gl_Position = mvp * position; })"; constexpr char kFS[] = R"(precision mediump float; varying vec3 normal_view; void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * dot(vec3(0.0, 0, 1.0), normalize(normal_view)); })"; mProgram = CompileProgram(kVS, kFS); if (!mProgram) { return false; } mPositionLoc = glGetAttribLocation(mProgram, "position"); mNormalLoc = glGetAttribLocation(mProgram, "normal"); mMVPMatrixLoc = glGetUniformLocation(mProgram, "mvp"); mMVMatrixLoc = glGetUniformLocation(mProgram, "mv"); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_DEPTH_TEST); GenerateTorus(&mVertexBuffer, &mIndexBuffer, &mIndexCount); return true; } void destroy() override { glDeleteProgram(mProgram); glDeleteBuffers(1, &mVertexBuffer); glDeleteBuffers(1, &mIndexBuffer); } void draw() override { glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(mProgram); float ratio = (float)getWindow()->getWidth() / (float)getWindow()->getHeight(); Matrix4 perspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f); Matrix4 modelMatrix = Matrix4::translate(angle::Vector3(0, 0, -5)) * Matrix4::rotate(mAngle, angle::Vector3(0.0f, 1.0f, 0.0f)) * Matrix4::rotate(mAngle * 0.25f, angle::Vector3(1.0f, 0.0f, 0.0f)); Matrix4 mvpMatrix = perspectiveMatrix * modelMatrix; glUniformMatrix4fv(mMVMatrixLoc, 1, GL_FALSE, modelMatrix.data); glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data); glEnableVertexAttribArray(mPositionLoc); glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), nullptr); glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), reinterpret_cast(3 * sizeof(GLfloat))); glEnableVertexAttribArray(mNormalLoc); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); mAngle++; } private: GLuint mProgram; GLint mPositionLoc; GLint mNormalLoc; GLuint mMVPMatrixLoc; GLuint mMVMatrixLoc; GLuint mVertexBuffer; GLuint mIndexBuffer; GLsizei mIndexCount; float mAngle = 0; }; int main(int argc, char **argv) { GLES2TorusLightingSample app(argc, argv); return app.run(); }