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264 lines
8.2 KiB
264 lines
8.2 KiB
#include "esTransform.h"
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#include "cube-gles2.h"
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#include "cube.h"
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#include <kms++util/kms++util.h>
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using namespace std;
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GlScene::GlScene()
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{
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GLuint vertex_shader, fragment_shader;
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GLint ret;
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static const GLfloat vVertices[] = {
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// front
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-1.0f, -1.0f, +1.0f, // point blue
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+1.0f, -1.0f, +1.0f, // point magenta
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-1.0f, +1.0f, +1.0f, // point cyan
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+1.0f, +1.0f, +1.0f, // point white
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// back
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+1.0f, -1.0f, -1.0f, // point red
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-1.0f, -1.0f, -1.0f, // point black
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+1.0f, +1.0f, -1.0f, // point yellow
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-1.0f, +1.0f, -1.0f, // point green
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// right
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+1.0f, -1.0f, +1.0f, // point magenta
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+1.0f, -1.0f, -1.0f, // point red
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+1.0f, +1.0f, +1.0f, // point white
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+1.0f, +1.0f, -1.0f, // point yellow
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// left
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-1.0f, -1.0f, -1.0f, // point black
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-1.0f, -1.0f, +1.0f, // point blue
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-1.0f, +1.0f, -1.0f, // point green
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-1.0f, +1.0f, +1.0f, // point cyan
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// top
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-1.0f, +1.0f, +1.0f, // point cyan
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+1.0f, +1.0f, +1.0f, // point white
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-1.0f, +1.0f, -1.0f, // point green
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+1.0f, +1.0f, -1.0f, // point yellow
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// bottom
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-1.0f, -1.0f, -1.0f, // point black
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+1.0f, -1.0f, -1.0f, // point red
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-1.0f, -1.0f, +1.0f, // point blue
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+1.0f, -1.0f, +1.0f // point magenta
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};
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static const GLfloat vColors[] = {
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// front
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0.0f, 0.0f, 1.0f, // blue
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1.0f, 0.0f, 1.0f, // magenta
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0.0f, 1.0f, 1.0f, // cyan
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1.0f, 1.0f, 1.0f, // white
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// back
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1.0f, 0.0f, 0.0f, // red
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0.0f, 0.0f, 0.0f, // black
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1.0f, 1.0f, 0.0f, // yellow
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0.0f, 1.0f, 0.0f, // green
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// right
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1.0f, 0.0f, 1.0f, // magenta
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1.0f, 0.0f, 0.0f, // red
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1.0f, 1.0f, 1.0f, // white
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1.0f, 1.0f, 0.0f, // yellow
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// left
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0.0f, 0.0f, 0.0f, // black
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0.0f, 0.0f, 1.0f, // blue
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0.0f, 1.0f, 0.0f, // green
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0.0f, 1.0f, 1.0f, // cyan
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// top
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0.0f, 1.0f, 1.0f, // cyan
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1.0f, 1.0f, 1.0f, // white
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0.0f, 1.0f, 0.0f, // green
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1.0f, 1.0f, 0.0f, // yellow
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// bottom
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0.0f, 0.0f, 0.0f, // black
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1.0f, 0.0f, 0.0f, // red
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0.0f, 0.0f, 1.0f, // blue
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1.0f, 0.0f, 1.0f // magenta
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};
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static const GLfloat vNormals[] = {
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// front
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+0.0f, +0.0f, +1.0f, // forward
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+0.0f, +0.0f, +1.0f, // forward
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+0.0f, +0.0f, +1.0f, // forward
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+0.0f, +0.0f, +1.0f, // forward
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// back
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+0.0f, +0.0f, -1.0f, // backbard
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+0.0f, +0.0f, -1.0f, // backbard
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+0.0f, +0.0f, -1.0f, // backbard
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+0.0f, +0.0f, -1.0f, // backbard
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// right
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+1.0f, +0.0f, +0.0f, // right
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+1.0f, +0.0f, +0.0f, // right
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+1.0f, +0.0f, +0.0f, // right
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+1.0f, +0.0f, +0.0f, // right
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// left
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-1.0f, +0.0f, +0.0f, // left
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-1.0f, +0.0f, +0.0f, // left
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-1.0f, +0.0f, +0.0f, // left
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-1.0f, +0.0f, +0.0f, // left
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// top
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+0.0f, +1.0f, +0.0f, // up
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+0.0f, +1.0f, +0.0f, // up
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+0.0f, +1.0f, +0.0f, // up
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+0.0f, +1.0f, +0.0f, // up
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// bottom
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+0.0f, -1.0f, +0.0f, // down
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+0.0f, -1.0f, +0.0f, // down
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+0.0f, -1.0f, +0.0f, // down
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+0.0f, -1.0f, +0.0f // down
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};
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static const char* vertex_shader_source =
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"uniform mat4 modelviewMatrix; \n"
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"uniform mat4 modelviewprojectionMatrix;\n"
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"uniform mat3 normalMatrix; \n"
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" \n"
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"attribute vec4 in_position; \n"
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"attribute vec3 in_normal; \n"
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"attribute vec4 in_color; \n"
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"\n"
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"vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n"
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" \n"
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"varying vec4 vVaryingColor; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" gl_Position = modelviewprojectionMatrix * in_position;\n"
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" vec3 vEyeNormal = normalMatrix * in_normal;\n"
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" vec4 vPosition4 = modelviewMatrix * in_position;\n"
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" vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n"
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" vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n"
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" float diff = max(0.0, dot(vEyeNormal, vLightDir));\n"
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" vVaryingColor = vec4(diff * in_color.rgb, 1.0);\n"
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"} \n";
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static const char* fragment_shader_source =
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"precision mediump float; \n"
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" \n"
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"varying vec4 vVaryingColor; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = vVaryingColor; \n"
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"} \n";
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if (s_verbose) {
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printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
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printf("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
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printf("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
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}
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &ret);
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FAIL_IF(!ret, "vertex shader compilation failed!");
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &ret);
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FAIL_IF(!ret, "fragment shader compilation failed!");
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GLuint program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glBindAttribLocation(program, 0, "in_position");
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glBindAttribLocation(program, 1, "in_normal");
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glBindAttribLocation(program, 2, "in_color");
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &ret);
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FAIL_IF(!ret, "program linking failed!");
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glUseProgram(program);
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m_modelviewmatrix = glGetUniformLocation(program, "modelviewMatrix");
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m_modelviewprojectionmatrix = glGetUniformLocation(program, "modelviewprojectionMatrix");
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m_normalmatrix = glGetUniformLocation(program, "normalMatrix");
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glEnable(GL_CULL_FACE);
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GLintptr positionsoffset = 0;
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GLintptr colorsoffset = sizeof(vVertices);
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GLintptr normalsoffset = sizeof(vVertices) + sizeof(vColors);
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vColors) + sizeof(vNormals), 0, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, positionsoffset, sizeof(vVertices), &vVertices[0]);
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glBufferSubData(GL_ARRAY_BUFFER, colorsoffset, sizeof(vColors), &vColors[0]);
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glBufferSubData(GL_ARRAY_BUFFER, normalsoffset, sizeof(vNormals), &vNormals[0]);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)positionsoffset);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)normalsoffset);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)colorsoffset);
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glEnableVertexAttribArray(2);
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}
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void GlScene::set_viewport(uint32_t width, uint32_t height)
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{
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m_width = width;
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m_height = height;
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}
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void GlScene::draw(uint32_t framenum)
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{
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glViewport(0, 0, m_width, m_height);
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glClearColor(0.5, 0.5, 0.5, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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ESMatrix modelview;
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esMatrixLoadIdentity(&modelview);
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esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
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esRotate(&modelview, 45.0f + (0.75f * framenum), 1.0f, 0.0f, 0.0f);
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esRotate(&modelview, 45.0f - (0.5f * framenum), 0.0f, 1.0f, 0.0f);
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esRotate(&modelview, 10.0f + (0.45f * framenum), 0.0f, 0.0f, 1.0f);
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GLfloat aspect = (float)m_height / m_width;
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ESMatrix projection;
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esMatrixLoadIdentity(&projection);
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esFrustum(&projection, -2.8f, +2.8f, -2.8f * aspect, +2.8f * aspect, 6.0f, 10.0f);
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ESMatrix modelviewprojection;
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esMatrixLoadIdentity(&modelviewprojection);
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esMatrixMultiply(&modelviewprojection, &modelview, &projection);
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float normal[9];
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normal[0] = modelview.m[0][0];
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normal[1] = modelview.m[0][1];
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normal[2] = modelview.m[0][2];
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normal[3] = modelview.m[1][0];
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normal[4] = modelview.m[1][1];
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normal[5] = modelview.m[1][2];
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normal[6] = modelview.m[2][0];
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normal[7] = modelview.m[2][1];
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normal[8] = modelview.m[2][2];
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glUniformMatrix4fv(m_modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]);
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glUniformMatrix4fv(m_modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]);
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glUniformMatrix3fv(m_normalmatrix, 1, GL_FALSE, normal);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
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}
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