// // Copyright 2014 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 Simple_VertexShader.c from // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com #include "SampleApplication.h" #include "texture_utils.h" #include "util/Matrix.h" #include "util/geometry_utils.h" #include "util/shader_utils.h" #include class SimpleVertexShaderSample : public SampleApplication { public: SimpleVertexShaderSample(int argc, char **argv) : SampleApplication("SimpleVertexShader", argc, argv) {} bool initialize() override { constexpr char kVS[] = R"(uniform mat4 u_mvpMatrix; attribute vec4 a_position; attribute vec2 a_texcoord; varying vec2 v_texcoord; void main() { gl_Position = u_mvpMatrix * a_position; v_texcoord = a_texcoord; })"; constexpr char kFS[] = R"(precision mediump float; varying vec2 v_texcoord; void main() { gl_FragColor = vec4(v_texcoord.x, v_texcoord.y, 1.0, 1.0); })"; mProgram = CompileProgram(kVS, kFS); if (!mProgram) { return false; } // Get the attribute locations mPositionLoc = glGetAttribLocation(mProgram, "a_position"); mTexcoordLoc = glGetAttribLocation(mProgram, "a_texcoord"); // Get the uniform locations mMVPMatrixLoc = glGetUniformLocation(mProgram, "u_mvpMatrix"); // Generate the geometry data GenerateCubeGeometry(0.5f, &mCube); // Set an initial rotation mRotation = 45.0f; glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); return true; } void destroy() override { glDeleteProgram(mProgram); } void step(float dt, double totalTime) override { mRotation = fmod(mRotation + (dt * 40.0f), 360.0f); Matrix4 perspectiveMatrix = Matrix4::perspective( 60.0f, float(getWindow()->getWidth()) / getWindow()->getHeight(), 1.0f, 20.0f); Matrix4 modelMatrix = Matrix4::translate(angle::Vector3(0.0f, 0.0f, -2.0f)) * Matrix4::rotate(mRotation, angle::Vector3(1.0f, 0.0f, 1.0f)); Matrix4 viewMatrix = Matrix4::identity(); Matrix4 mvpMatrix = perspectiveMatrix * viewMatrix * modelMatrix; // Load the matrices glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data); } void draw() override { // Set the viewport glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); // Clear the color buffer glClear(GL_COLOR_BUFFER_BIT); // Use the program object glUseProgram(mProgram); // Load the vertex position glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mCube.positions.data()); glEnableVertexAttribArray(mPositionLoc); // Load the texcoord data glVertexAttribPointer(mTexcoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mCube.texcoords.data()); glEnableVertexAttribArray(mTexcoordLoc); // Draw the cube glDrawElements(GL_TRIANGLES, static_cast(mCube.indices.size()), GL_UNSIGNED_SHORT, mCube.indices.data()); } private: // Handle to a program object GLuint mProgram; // Attribute locations GLint mPositionLoc; GLint mTexcoordLoc; // Uniform locations GLuint mMVPMatrixLoc; // Current rotation float mRotation; // Geometry data CubeGeometry mCube; }; int main(int argc, char **argv) { SimpleVertexShaderSample app(argc, argv); return app.run(); }