/* * Copyright (C) 2013 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except * in compliance with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express * or implied. See the License for the specific language governing permissions and limitations under * the License. */ #include "WaterMeshNode.h" #include WaterMeshNode::WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2) : MeshNode(mesh), mTime(time), mTextureId1(textureId1), mTextureId2(textureId2) { } void WaterMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) { PerspectiveProgram& prog = (PerspectiveProgram&) program; int textureUniformHandle1 = glGetUniformLocation(prog.mProgramId, "u_Texture1"); int textureUniformHandle2 = glGetUniformLocation(prog.mProgramId, "u_Texture2"); int timeUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Time"); int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position"); int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate"); glActiveTexture (GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, mTextureId1); glUniform1i(textureUniformHandle1, 0); glActiveTexture (GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, mTextureId2); glUniform1i(textureUniformHandle2, 1); glUniform1i(timeUniformHandle, mTime); glEnableVertexAttribArray(positionHandle); glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices); glEnableVertexAttribArray(texCoordHandle); glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords); // This multiplies the view matrix by the model matrix, and stores the result in the MVP // matrix (which currently contains model * view). prog.mMVMatrix.multiply(view, model); // Pass in the modelview matrix. glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData); // This multiplies the modelview matrix by the projection matrix, and stores the result in // the MVP matrix (which now contains model * view * projection). prog.mMVPMatrix.multiply(projection, prog.mMVMatrix); // Pass in the combined matrix. glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData); // Pass in the light position in eye space. glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1], prog.mLightPosInEyeSpace[2]); glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices); } void WaterMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { }