| /* |
| * 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 "PerspectiveMeshNode.h" |
| |
| #include "PerspectiveProgram.h" |
| |
| PerspectiveMeshNode::PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId) : |
| TexturedMeshNode(mesh, textureId) { |
| } |
| |
| void PerspectiveMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) { |
| PerspectiveProgram& prog = (PerspectiveProgram&) program; |
| |
| int textureUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Texture"); |
| int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position"); |
| int normalHandle = glGetAttribLocation(prog.mProgramId, "a_Normal"); |
| int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate"); |
| |
| glActiveTexture (GL_TEXTURE0); |
| // Bind the texture to this unit. |
| glBindTexture(GL_TEXTURE_2D, mTextureId); |
| |
| // Tell the texture uniform sampler to use this texture in the shader by binding to texture |
| // unit 0. |
| glUniform1i(textureUniformHandle, 0); |
| |
| glEnableVertexAttribArray(positionHandle); |
| glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices); |
| glEnableVertexAttribArray(normalHandle); |
| glVertexAttribPointer(normalHandle, 3, GL_FLOAT, false, 0, mMesh->mNormals); |
| 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 PerspectiveMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { |
| } |