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Unified Diff: third_party/gles_book_examples/Chapter_8/Simple_VertexShader/Simple_VertexShader.c

Issue 543002: Renamed gles_book_examples to gles2_book to make it shorter and more correct.... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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Index: third_party/gles_book_examples/Chapter_8/Simple_VertexShader/Simple_VertexShader.c
===================================================================
--- third_party/gles_book_examples/Chapter_8/Simple_VertexShader/Simple_VertexShader.c (revision 35873)
+++ third_party/gles_book_examples/Chapter_8/Simple_VertexShader/Simple_VertexShader.c (working copy)
@@ -1,151 +0,0 @@
-//
-// Book: OpenGL(R) ES 2.0 Programming Guide
-// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
-// ISBN-10: 0321502795
-// ISBN-13: 9780321502797
-// Publisher: Addison-Wesley Professional
-// URLs: http://safari.informit.com/9780321563835
-// http://www.opengles-book.com
-//
-
-// Simple_VertexShader.c
-//
-// This is a simple example that draws a rotating cube in perspective
-// using a vertex shader to transform the object
-//
-
-#include "Simple_VertexShader.h"
-#include <stdlib.h>
-
-///
-// Initialize the shader and program object
-//
-int svsInit ( ESContext *esContext )
-{
- SVSUserData *userData = esContext->userData;
- GLbyte vShaderStr[] =
- "uniform mat4 u_mvpMatrix; \n"
- "attribute vec4 a_position; \n"
- "void main() \n"
- "{ \n"
- " gl_Position = u_mvpMatrix * a_position; \n"
- "} \n";
-
- // TODO(alokp): Shaders containing "precision" do not compile.
- GLbyte fShaderStr[] =
- "//precision mediump float; \n"
- "void main() \n"
- "{ \n"
- " gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); \n"
- "} \n";
-
- // Load the shaders and get a linked program object
- userData->programObject = esLoadProgram ( vShaderStr, fShaderStr );
-
- // Get the attribute locations
- userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" );
-
- // Get the uniform locations
- userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" );
-
- // Generate the vertex data
- userData->numIndices = esGenCube( 1.0, &userData->vertices,
- NULL, NULL, &userData->indices );
-
- // Starting rotation angle for the cube
- userData->angle = 45.0f;
-
- glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f );
- return TRUE;
-}
-
-///
-// Update MVP matrix based on time
-//
-void svsUpdate ( ESContext *esContext, float deltaTime )
-{
- SVSUserData *userData = (SVSUserData*) esContext->userData;
- ESMatrix perspective;
- ESMatrix modelview;
- float aspect;
-
- // Compute a rotation angle based on time to rotate the cube
- userData->angle += ( deltaTime * 40.0f );
- if( userData->angle >= 360.0f )
- userData->angle -= 360.0f;
-
- // Compute the window aspect ratio
- aspect = (GLfloat) esContext->width / (GLfloat) esContext->height;
-
- // Generate a perspective matrix with a 60 degree FOV
- esMatrixLoadIdentity( &perspective );
- esPerspective( &perspective, 60.0f, aspect, 1.0f, 20.0f );
-
- // Generate a model view matrix to rotate/translate the cube
- esMatrixLoadIdentity( &modelview );
-
- // Translate away from the viewer
- esTranslate( &modelview, 0.0, 0.0, -2.0 );
-
- // Rotate the cube
- esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 );
-
- // Compute the final MVP by multiplying the
- // modevleiw and perspective matrices together
- esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective );
-}
-
-///
-// Draw a triangle using the shader pair created in Init()
-//
-void svsDraw ( ESContext *esContext )
-{
- SVSUserData *userData = esContext->userData;
-
- // Set the viewport
- glViewport ( 0, 0, esContext->width, esContext->height );
-
-
- // Clear the color buffer
- glClear ( GL_COLOR_BUFFER_BIT );
-
- // Use the program object
- glUseProgram ( userData->programObject );
-
- // Load the vertex position
- glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT,
- GL_FALSE, 3 * sizeof(GLfloat), userData->vertices );
-
- glEnableVertexAttribArray ( userData->positionLoc );
-
-
- // Load the MVP matrix
- glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE, (GLfloat*) &userData->mvpMatrix.m[0][0] );
-
- // Draw the cube
- glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_INT, userData->indices );
-
- // TODO(alokp): glFlush should not be necessary with SwapBuffers.
- glFlush();
-}
-
-///
-// Cleanup
-//
-void svsShutDown ( ESContext *esContext )
-{
- SVSUserData *userData = esContext->userData;
-
- if ( userData->vertices != NULL )
- {
- free ( userData->vertices );
- }
-
- if ( userData->indices != NULL )
- {
- free ( userData->indices );
- }
-
- // Delete program object
- glDeleteProgram ( userData->programObject );
-}

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