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 "PerspectiveMeshNode.h"
16
17 #include "PerspectiveProgram.h"
18
PerspectiveMeshNode(const Mesh * mesh,const GLuint textureId)19 PerspectiveMeshNode::PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId) :
20 TexturedMeshNode(mesh, textureId) {
21 }
22
before(Program & program,Matrix & model,Matrix & view,Matrix & projection)23 void PerspectiveMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
24 PerspectiveProgram& prog = (PerspectiveProgram&) program;
25
26 int textureUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Texture");
27 int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position");
28 int normalHandle = glGetAttribLocation(prog.mProgramId, "a_Normal");
29 int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate");
30
31 // Set the texture.
32 glActiveTexture (GL_TEXTURE0);
33 glBindTexture(GL_TEXTURE_2D, mTextureId);
34 glUniform1i(textureUniformHandle, 0);
35
36 glEnableVertexAttribArray(positionHandle);
37 glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
38 glEnableVertexAttribArray(normalHandle);
39 glVertexAttribPointer(normalHandle, 3, GL_FLOAT, false, 0, mMesh->mNormals);
40 glEnableVertexAttribArray(texCoordHandle);
41 glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
42
43 // This multiplies the view matrix by the model matrix, and stores the result in the MVP
44 // matrix (which currently contains model * view).
45 prog.mMVMatrix.multiply(view, model);
46
47 // Pass in the modelview matrix.
48 glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData);
49
50 // This multiplies the modelview matrix by the projection matrix, and stores the result in
51 // the MVP matrix (which now contains model * view * projection).
52 prog.mMVPMatrix.multiply(projection, prog.mMVMatrix);
53
54 // Pass in the combined matrix.
55 glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData);
56
57 // Pass in the light position in eye space.
58 glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1],
59 prog.mLightPosInEyeSpace[2]);
60
61 glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
62 }
63
after(Program & program,Matrix & model,Matrix & view,Matrix & projection)64 void PerspectiveMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
65 }
66