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 "WaterMeshNode.h"
16
17 #include <graphics/PerspectiveProgram.h>
18
WaterMeshNode(const Mesh * mesh,int time,GLuint textureId1,GLuint textureId2)19 WaterMeshNode::WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2) :
20 MeshNode(mesh), mTime(time), mTextureId1(textureId1), mTextureId2(textureId2) {
21 }
22
before(Program & program,Matrix & model,Matrix & view,Matrix & projection)23 void WaterMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
24 PerspectiveProgram& prog = (PerspectiveProgram&) program;
25
26 int textureUniformHandle1 = glGetUniformLocation(prog.mProgramId, "u_Texture1");
27 int textureUniformHandle2 = glGetUniformLocation(prog.mProgramId, "u_Texture2");
28 int timeUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Time");
29 int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position");
30 int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate");
31
32 glActiveTexture (GL_TEXTURE0);
33 glBindTexture(GL_TEXTURE_2D, mTextureId1);
34 glUniform1i(textureUniformHandle1, 0);
35
36 glActiveTexture (GL_TEXTURE1);
37 glBindTexture(GL_TEXTURE_2D, mTextureId2);
38 glUniform1i(textureUniformHandle2, 1);
39
40 glUniform1i(timeUniformHandle, mTime);
41
42 glEnableVertexAttribArray(positionHandle);
43 glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
44 glEnableVertexAttribArray(texCoordHandle);
45 glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
46
47 // This multiplies the view matrix by the model matrix, and stores the result in the MVP
48 // matrix (which currently contains model * view).
49 prog.mMVMatrix.multiply(view, model);
50
51 // Pass in the modelview matrix.
52 glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData);
53
54 // This multiplies the modelview matrix by the projection matrix, and stores the result in
55 // the MVP matrix (which now contains model * view * projection).
56 prog.mMVPMatrix.multiply(projection, prog.mMVMatrix);
57
58 // Pass in the combined matrix.
59 glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData);
60
61 // Pass in the light position in eye space.
62 glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1],
63 prog.mLightPosInEyeSpace[2]);
64
65 glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
66 }
67
after(Program & program,Matrix & model,Matrix & view,Matrix & projection)68 void WaterMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
69 }
70