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66 lines
2.8 KiB
66 lines
2.8 KiB
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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#include "PerspectiveMeshNode.h"
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#include "PerspectiveProgram.h"
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PerspectiveMeshNode::PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId) :
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TexturedMeshNode(mesh, textureId) {
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}
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void PerspectiveMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
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PerspectiveProgram& prog = (PerspectiveProgram&) program;
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int textureUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Texture");
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int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position");
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int normalHandle = glGetAttribLocation(prog.mProgramId, "a_Normal");
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int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate");
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// Set the texture.
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glActiveTexture (GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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glUniform1i(textureUniformHandle, 0);
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glEnableVertexAttribArray(positionHandle);
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glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
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glEnableVertexAttribArray(normalHandle);
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glVertexAttribPointer(normalHandle, 3, GL_FLOAT, false, 0, mMesh->mNormals);
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glEnableVertexAttribArray(texCoordHandle);
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glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
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// This multiplies the view matrix by the model matrix, and stores the result in the MVP
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// matrix (which currently contains model * view).
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prog.mMVMatrix.multiply(view, model);
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// Pass in the modelview matrix.
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glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData);
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// This multiplies the modelview matrix by the projection matrix, and stores the result in
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// the MVP matrix (which now contains model * view * projection).
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prog.mMVPMatrix.multiply(projection, prog.mMVMatrix);
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// Pass in the combined matrix.
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glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData);
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// Pass in the light position in eye space.
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glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1],
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prog.mLightPosInEyeSpace[2]);
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glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
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}
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void PerspectiveMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
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}
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