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| 1 // Copyright 2013 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 // This example program is based on Simple_VertexShader.c from: | |
| 6 | |
| 7 // | |
| 8 // Book: OpenGL(R) ES 2.0 Programming Guide | |
| 9 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | |
| 10 // ISBN-10: 0321502795 | |
| 11 // ISBN-13: 9780321502797 | |
| 12 // Publisher: Addison-Wesley Professional | |
| 13 // URLs: http://safari.informit.com/9780321563835 | |
| 14 // http://www.opengles-book.com | |
| 15 // | |
| 16 | |
| 17 #include "examples/sample_app/spinning_cube.h" | |
| 18 | |
| 19 #include <GLES2/gl2.h> | |
| 20 #include <GLES2/gl2ext.h> | |
| 21 #include <math.h> | |
| 22 #include <stdlib.h> | |
| 23 #include <string.h> | |
| 24 | |
| 25 #include "mojo/common/common_type_converters.h" | |
| 26 #include "mojo/public/cpp/environment/logging.h" | |
| 27 | |
| 28 namespace examples { | |
| 29 | |
| 30 namespace { | |
| 31 | |
| 32 const float kPi = 3.14159265359f; | |
| 33 const int kNumVertices = 24; | |
| 34 | |
| 35 int GenerateCube(GLuint *vbo_vertices, | |
| 36 GLuint *vbo_indices) { | |
| 37 const int num_indices = 36; | |
| 38 | |
| 39 const GLfloat cube_vertices[kNumVertices * 3] = { | |
| 40 // -Y side. | |
| 41 -0.5f, -0.5f, -0.5f, | |
| 42 -0.5f, -0.5f, 0.5f, | |
| 43 0.5f, -0.5f, 0.5f, | |
| 44 0.5f, -0.5f, -0.5f, | |
| 45 | |
| 46 // +Y side. | |
| 47 -0.5f, 0.5f, -0.5f, | |
| 48 -0.5f, 0.5f, 0.5f, | |
| 49 0.5f, 0.5f, 0.5f, | |
| 50 0.5f, 0.5f, -0.5f, | |
| 51 | |
| 52 // -Z side. | |
| 53 -0.5f, -0.5f, -0.5f, | |
| 54 -0.5f, 0.5f, -0.5f, | |
| 55 0.5f, 0.5f, -0.5f, | |
| 56 0.5f, -0.5f, -0.5f, | |
| 57 | |
| 58 // +Z side. | |
| 59 -0.5f, -0.5f, 0.5f, | |
| 60 -0.5f, 0.5f, 0.5f, | |
| 61 0.5f, 0.5f, 0.5f, | |
| 62 0.5f, -0.5f, 0.5f, | |
| 63 | |
| 64 // -X side. | |
| 65 -0.5f, -0.5f, -0.5f, | |
| 66 -0.5f, -0.5f, 0.5f, | |
| 67 -0.5f, 0.5f, 0.5f, | |
| 68 -0.5f, 0.5f, -0.5f, | |
| 69 | |
| 70 // +X side. | |
| 71 0.5f, -0.5f, -0.5f, | |
| 72 0.5f, -0.5f, 0.5f, | |
| 73 0.5f, 0.5f, 0.5f, | |
| 74 0.5f, 0.5f, -0.5f, | |
| 75 }; | |
| 76 | |
| 77 const GLfloat vertex_normals[kNumVertices * 3] = { | |
| 78 // -Y side. | |
| 79 0.0f, -1.0f, 0.0f, | |
| 80 0.0f, -1.0f, 0.0f, | |
| 81 0.0f, -1.0f, 0.0f, | |
| 82 0.0f, -1.0f, 0.0f, | |
| 83 | |
| 84 // +Y side. | |
| 85 0.0f, 1.0f, 0.0f, | |
| 86 0.0f, 1.0f, 0.0f, | |
| 87 0.0f, 1.0f, 0.0f, | |
| 88 0.0f, 1.0f, 0.0f, | |
| 89 | |
| 90 // -Z side. | |
| 91 0.0f, 0.0f, -1.0f, | |
| 92 0.0f, 0.0f, -1.0f, | |
| 93 0.0f, 0.0f, -1.0f, | |
| 94 0.0f, 0.0f, -1.0f, | |
| 95 | |
| 96 // +Z side. | |
| 97 0.0f, 0.0f, 1.0f, | |
| 98 0.0f, 0.0f, 1.0f, | |
| 99 0.0f, 0.0f, 1.0f, | |
| 100 0.0f, 0.0f, 1.0f, | |
| 101 | |
| 102 // -X side. | |
| 103 -1.0f, 0.0f, 0.0f, | |
| 104 -1.0f, 0.0f, 0.0f, | |
| 105 -1.0f, 0.0f, 0.0f, | |
| 106 -1.0f, 0.0f, 0.0f, | |
| 107 | |
| 108 // +X side. | |
| 109 1.0f, 0.0f, 0.0f, | |
| 110 1.0f, 0.0f, 0.0f, | |
| 111 1.0f, 0.0f, 0.0f, | |
| 112 1.0f, 0.0f, 0.0f, | |
| 113 }; | |
| 114 | |
| 115 const GLushort cube_indices[] = { | |
| 116 // -Y side. | |
| 117 0, 2, 1, | |
| 118 0, 3, 2, | |
| 119 | |
| 120 // +Y side. | |
| 121 4, 5, 6, | |
| 122 4, 6, 7, | |
| 123 | |
| 124 // -Z side. | |
| 125 8, 9, 10, | |
| 126 8, 10, 11, | |
| 127 | |
| 128 // +Z side. | |
| 129 12, 15, 14, | |
| 130 12, 14, 13, | |
| 131 | |
| 132 // -X side. | |
| 133 16, 17, 18, | |
| 134 16, 18, 19, | |
| 135 | |
| 136 // +X side. | |
| 137 20, 23, 22, | |
| 138 20, 22, 21 | |
| 139 }; | |
| 140 | |
| 141 if (vbo_vertices) { | |
| 142 glGenBuffers(1, vbo_vertices); | |
| 143 glBindBuffer(GL_ARRAY_BUFFER, *vbo_vertices); | |
| 144 glBufferData(GL_ARRAY_BUFFER, | |
| 145 sizeof(cube_vertices) + sizeof(vertex_normals), | |
| 146 nullptr, | |
| 147 GL_STATIC_DRAW); | |
| 148 glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(cube_vertices), cube_vertices); | |
| 149 glBufferSubData(GL_ARRAY_BUFFER, sizeof(cube_vertices), | |
| 150 sizeof(vertex_normals), vertex_normals); | |
| 151 glBindBuffer(GL_ARRAY_BUFFER, 0); | |
| 152 } | |
| 153 | |
| 154 if (vbo_indices) { | |
| 155 glGenBuffers(1, vbo_indices); | |
| 156 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *vbo_indices); | |
| 157 glBufferData(GL_ELEMENT_ARRAY_BUFFER, | |
| 158 sizeof(cube_indices), | |
| 159 cube_indices, | |
| 160 GL_STATIC_DRAW); | |
| 161 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | |
| 162 } | |
| 163 | |
| 164 return num_indices; | |
| 165 } | |
| 166 | |
| 167 GLuint LoadShader(GLenum type, | |
| 168 const char* shader_source) { | |
| 169 GLuint shader = glCreateShader(type); | |
| 170 glShaderSource(shader, 1, &shader_source, NULL); | |
| 171 glCompileShader(shader); | |
| 172 | |
| 173 GLint compiled = 0; | |
| 174 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); | |
| 175 | |
| 176 if (!compiled) { | |
| 177 GLsizei expected_length = 0; | |
| 178 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &expected_length); | |
| 179 std::string log; | |
| 180 log.resize(expected_length); // Includes null terminator. | |
| 181 GLsizei actual_length = 0; | |
| 182 glGetShaderInfoLog(shader, expected_length, &actual_length, &log[0]); | |
| 183 log.resize(actual_length); // Excludes null terminator. | |
| 184 MOJO_LOG(FATAL) << "Compilation of shader failed: " << log; | |
| 185 glDeleteShader(shader); | |
| 186 return 0; | |
| 187 } | |
| 188 | |
| 189 return shader; | |
| 190 } | |
| 191 | |
| 192 GLuint LoadProgram(const char* vertex_shader_source, | |
| 193 const char* fragment_shader_source) { | |
| 194 GLuint vertex_shader = LoadShader(GL_VERTEX_SHADER, | |
| 195 vertex_shader_source); | |
| 196 if (!vertex_shader) | |
| 197 return 0; | |
| 198 | |
| 199 GLuint fragment_shader = LoadShader(GL_FRAGMENT_SHADER, | |
| 200 fragment_shader_source); | |
| 201 if (!fragment_shader) { | |
| 202 glDeleteShader(vertex_shader); | |
| 203 return 0; | |
| 204 } | |
| 205 | |
| 206 GLuint program_object = glCreateProgram(); | |
| 207 glAttachShader(program_object, vertex_shader); | |
| 208 glAttachShader(program_object, fragment_shader); | |
| 209 glLinkProgram(program_object); | |
| 210 glDeleteShader(vertex_shader); | |
| 211 glDeleteShader(fragment_shader); | |
| 212 | |
| 213 GLint linked = 0; | |
| 214 glGetProgramiv(program_object, GL_LINK_STATUS, &linked); | |
| 215 if (!linked) { | |
| 216 GLsizei expected_length = 0; | |
| 217 glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &expected_length); | |
| 218 std::string log; | |
| 219 log.resize(expected_length); // Includes null terminator. | |
| 220 GLsizei actual_length = 0; | |
| 221 glGetProgramInfoLog(program_object, expected_length, &actual_length, | |
| 222 &log[0]); | |
| 223 log.resize(actual_length); // Excludes null terminator. | |
| 224 MOJO_LOG(FATAL) << "Linking program failed: " << log; | |
| 225 glDeleteProgram(program_object); | |
| 226 return 0; | |
| 227 } | |
| 228 | |
| 229 return program_object; | |
| 230 } | |
| 231 | |
| 232 class ESMatrix { | |
| 233 public: | |
| 234 GLfloat m[4][4]; | |
| 235 | |
| 236 ESMatrix() { | |
| 237 LoadZero(); | |
| 238 } | |
| 239 | |
| 240 void LoadZero() { | |
| 241 memset(this, 0x0, sizeof(ESMatrix)); | |
| 242 } | |
| 243 | |
| 244 void LoadIdentity() { | |
| 245 LoadZero(); | |
| 246 m[0][0] = 1.0f; | |
| 247 m[1][1] = 1.0f; | |
| 248 m[2][2] = 1.0f; | |
| 249 m[3][3] = 1.0f; | |
| 250 } | |
| 251 | |
| 252 void Multiply(ESMatrix* a, ESMatrix* b) { | |
| 253 ESMatrix result; | |
| 254 for (int i = 0; i < 4; ++i) { | |
| 255 result.m[i][0] = (a->m[i][0] * b->m[0][0]) + | |
| 256 (a->m[i][1] * b->m[1][0]) + | |
| 257 (a->m[i][2] * b->m[2][0]) + | |
| 258 (a->m[i][3] * b->m[3][0]); | |
| 259 | |
| 260 result.m[i][1] = (a->m[i][0] * b->m[0][1]) + | |
| 261 (a->m[i][1] * b->m[1][1]) + | |
| 262 (a->m[i][2] * b->m[2][1]) + | |
| 263 (a->m[i][3] * b->m[3][1]); | |
| 264 | |
| 265 result.m[i][2] = (a->m[i][0] * b->m[0][2]) + | |
| 266 (a->m[i][1] * b->m[1][2]) + | |
| 267 (a->m[i][2] * b->m[2][2]) + | |
| 268 (a->m[i][3] * b->m[3][2]); | |
| 269 | |
| 270 result.m[i][3] = (a->m[i][0] * b->m[0][3]) + | |
| 271 (a->m[i][1] * b->m[1][3]) + | |
| 272 (a->m[i][2] * b->m[2][3]) + | |
| 273 (a->m[i][3] * b->m[3][3]); | |
| 274 } | |
| 275 *this = result; | |
| 276 } | |
| 277 | |
| 278 void Frustum(float left, | |
| 279 float right, | |
| 280 float bottom, | |
| 281 float top, | |
| 282 float near_z, | |
| 283 float far_z) { | |
| 284 float delta_x = right - left; | |
| 285 float delta_y = top - bottom; | |
| 286 float delta_z = far_z - near_z; | |
| 287 | |
| 288 if ((near_z <= 0.0f) || | |
| 289 (far_z <= 0.0f) || | |
| 290 (delta_z <= 0.0f) || | |
| 291 (delta_y <= 0.0f) || | |
| 292 (delta_y <= 0.0f)) | |
| 293 return; | |
| 294 | |
| 295 ESMatrix frust; | |
| 296 frust.m[0][0] = 2.0f * near_z / delta_x; | |
| 297 frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f; | |
| 298 | |
| 299 frust.m[1][1] = 2.0f * near_z / delta_y; | |
| 300 frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f; | |
| 301 | |
| 302 frust.m[2][0] = (right + left) / delta_x; | |
| 303 frust.m[2][1] = (top + bottom) / delta_y; | |
| 304 frust.m[2][2] = -(near_z + far_z) / delta_z; | |
| 305 frust.m[2][3] = -1.0f; | |
| 306 | |
| 307 frust.m[3][2] = -2.0f * near_z * far_z / delta_z; | |
| 308 frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f; | |
| 309 | |
| 310 Multiply(&frust, this); | |
| 311 } | |
| 312 | |
| 313 void Perspective(float fov_y, float aspect, float near_z, float far_z) { | |
| 314 GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z; | |
| 315 GLfloat frustum_w = frustum_h * aspect; | |
| 316 Frustum(-frustum_w, frustum_w, -frustum_h, frustum_h, near_z, far_z); | |
| 317 } | |
| 318 | |
| 319 void Translate(GLfloat tx, GLfloat ty, GLfloat tz) { | |
| 320 m[3][0] += m[0][0] * tx + m[1][0] * ty + m[2][0] * tz; | |
| 321 m[3][1] += m[0][1] * tx + m[1][1] * ty + m[2][1] * tz; | |
| 322 m[3][2] += m[0][2] * tx + m[1][2] * ty + m[2][2] * tz; | |
| 323 m[3][3] += m[0][3] * tx + m[1][3] * ty + m[2][3] * tz; | |
| 324 } | |
| 325 | |
| 326 void Rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { | |
| 327 GLfloat mag = sqrtf(x * x + y * y + z * z); | |
| 328 | |
| 329 GLfloat sin_angle = sinf(angle * kPi / 180.0f); | |
| 330 GLfloat cos_angle = cosf(angle * kPi / 180.0f); | |
| 331 if (mag > 0.0f) { | |
| 332 GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs; | |
| 333 GLfloat one_minus_cos; | |
| 334 ESMatrix rotation; | |
| 335 | |
| 336 x /= mag; | |
| 337 y /= mag; | |
| 338 z /= mag; | |
| 339 | |
| 340 xx = x * x; | |
| 341 yy = y * y; | |
| 342 zz = z * z; | |
| 343 xy = x * y; | |
| 344 yz = y * z; | |
| 345 zx = z * x; | |
| 346 xs = x * sin_angle; | |
| 347 ys = y * sin_angle; | |
| 348 zs = z * sin_angle; | |
| 349 one_minus_cos = 1.0f - cos_angle; | |
| 350 | |
| 351 rotation.m[0][0] = (one_minus_cos * xx) + cos_angle; | |
| 352 rotation.m[0][1] = (one_minus_cos * xy) - zs; | |
| 353 rotation.m[0][2] = (one_minus_cos * zx) + ys; | |
| 354 rotation.m[0][3] = 0.0F; | |
| 355 | |
| 356 rotation.m[1][0] = (one_minus_cos * xy) + zs; | |
| 357 rotation.m[1][1] = (one_minus_cos * yy) + cos_angle; | |
| 358 rotation.m[1][2] = (one_minus_cos * yz) - xs; | |
| 359 rotation.m[1][3] = 0.0F; | |
| 360 | |
| 361 rotation.m[2][0] = (one_minus_cos * zx) - ys; | |
| 362 rotation.m[2][1] = (one_minus_cos * yz) + xs; | |
| 363 rotation.m[2][2] = (one_minus_cos * zz) + cos_angle; | |
| 364 rotation.m[2][3] = 0.0F; | |
| 365 | |
| 366 rotation.m[3][0] = 0.0F; | |
| 367 rotation.m[3][1] = 0.0F; | |
| 368 rotation.m[3][2] = 0.0F; | |
| 369 rotation.m[3][3] = 1.0F; | |
| 370 | |
| 371 Multiply(&rotation, this); | |
| 372 } | |
| 373 } | |
| 374 }; | |
| 375 | |
| 376 float RotationForTimeDelta(float delta_time) { | |
| 377 return delta_time * 40.0f; | |
| 378 } | |
| 379 | |
| 380 float RotationForDragDistance(float drag_distance) { | |
| 381 return drag_distance / 5; // Arbitrary damping. | |
| 382 } | |
| 383 | |
| 384 } // namespace | |
| 385 | |
| 386 class SpinningCube::GLState { | |
| 387 public: | |
| 388 GLState(); | |
| 389 | |
| 390 void OnGLContextLost(); | |
| 391 | |
| 392 GLfloat angle_; // Survives losing the GL context. | |
| 393 | |
| 394 GLuint program_object_; | |
| 395 GLint position_location_; | |
| 396 GLint normal_location_; | |
| 397 GLint mvp_location_; | |
| 398 GLuint vbo_vertices_; | |
| 399 GLuint vbo_indices_; | |
| 400 int num_indices_; | |
| 401 ESMatrix mvp_matrix_; | |
| 402 }; | |
| 403 | |
| 404 SpinningCube::GLState::GLState() | |
| 405 : angle_(0) { | |
| 406 OnGLContextLost(); | |
| 407 } | |
| 408 | |
| 409 void SpinningCube::GLState::OnGLContextLost() { | |
| 410 program_object_ = 0; | |
| 411 position_location_ = 0; | |
| 412 normal_location_ = 0; | |
| 413 mvp_location_ = 0; | |
| 414 vbo_vertices_ = 0; | |
| 415 vbo_indices_ = 0; | |
| 416 num_indices_ = 0; | |
| 417 } | |
| 418 | |
| 419 SpinningCube::SpinningCube() | |
| 420 : initialized_(false), | |
| 421 width_(0), | |
| 422 height_(0), | |
| 423 state_(new GLState()), | |
| 424 fling_multiplier_(1.0f), | |
| 425 direction_(1), | |
| 426 color_() { | |
| 427 state_->angle_ = 45.0f; | |
| 428 set_color(0.0, 1.0, 0.0); | |
| 429 } | |
| 430 | |
| 431 SpinningCube::~SpinningCube() { | |
| 432 if (!initialized_) | |
| 433 return; | |
| 434 if (state_->vbo_vertices_) | |
| 435 glDeleteBuffers(1, &state_->vbo_vertices_); | |
| 436 if (state_->vbo_indices_) | |
| 437 glDeleteBuffers(1, &state_->vbo_indices_); | |
| 438 if (state_->program_object_) | |
| 439 glDeleteProgram(state_->program_object_); | |
| 440 } | |
| 441 | |
| 442 void SpinningCube::Init(uint32_t width, uint32_t height) { | |
| 443 width_ = width; | |
| 444 height_ = height; | |
| 445 | |
| 446 const char vertex_shader_source[] = | |
| 447 "uniform mat4 u_mvpMatrix; \n" | |
| 448 "attribute vec4 a_position; \n" | |
| 449 "attribute vec4 a_normal; \n" | |
| 450 "varying vec4 v_color; \n" | |
| 451 "void main() \n" | |
| 452 "{ \n" | |
| 453 " gl_Position = u_mvpMatrix * a_position; \n" | |
| 454 " vec4 rotated_normal = u_mvpMatrix * a_normal; \n" | |
| 455 " vec4 light_direction = normalize(vec4(0.0, 1.0, -1.0, 0.0)); \n" | |
| 456 " float directional_capture = \n" | |
| 457 " clamp(dot(rotated_normal, light_direction), 0.0, 1.0); \n" | |
| 458 " float light_intensity = 0.6 * directional_capture + 0.4; \n" | |
| 459 " vec3 base_color = a_position.xyz + 0.5; \n" | |
| 460 " v_color = vec4(base_color * light_intensity, 1.0); \n" | |
| 461 "} \n"; | |
| 462 | |
| 463 const char fragment_shader_source[] = | |
| 464 "precision mediump float; \n" | |
| 465 "varying vec4 v_color; \n" | |
| 466 "void main() \n" | |
| 467 "{ \n" | |
| 468 " gl_FragColor = v_color; \n" | |
| 469 "} \n"; | |
| 470 | |
| 471 state_->program_object_ = LoadProgram( | |
| 472 vertex_shader_source, fragment_shader_source); | |
| 473 state_->position_location_ = glGetAttribLocation( | |
| 474 state_->program_object_, "a_position"); | |
| 475 state_->normal_location_ = glGetAttribLocation( | |
| 476 state_->program_object_, "a_normal"); | |
| 477 state_->mvp_location_ = glGetUniformLocation( | |
| 478 state_->program_object_, "u_mvpMatrix"); | |
| 479 state_->num_indices_ = GenerateCube( | |
| 480 &state_->vbo_vertices_, &state_->vbo_indices_); | |
| 481 | |
| 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | |
| 483 glEnable(GL_DEPTH_TEST); | |
| 484 initialized_ = true; | |
| 485 } | |
| 486 | |
| 487 void SpinningCube::OnGLContextLost() { | |
| 488 initialized_ = false; | |
| 489 height_ = 0; | |
| 490 width_ = 0; | |
| 491 state_->OnGLContextLost(); | |
| 492 } | |
| 493 | |
| 494 void SpinningCube::SetFlingMultiplier(float drag_distance, | |
| 495 float drag_time) { | |
| 496 fling_multiplier_ = RotationForDragDistance(drag_distance) / | |
| 497 RotationForTimeDelta(drag_time); | |
| 498 | |
| 499 } | |
| 500 | |
| 501 void SpinningCube::UpdateForTimeDelta(float delta_time) { | |
| 502 state_->angle_ += RotationForTimeDelta(delta_time) * fling_multiplier_; | |
| 503 if (state_->angle_ >= 360.0f) | |
| 504 state_->angle_ -= 360.0f; | |
| 505 | |
| 506 // Arbitrary 50-step linear reduction in spin speed. | |
| 507 if (fling_multiplier_ > 1.0f) { | |
| 508 fling_multiplier_ = | |
| 509 std::max(1.0f, fling_multiplier_ - (fling_multiplier_ - 1.0f) / 50); | |
| 510 } | |
| 511 | |
| 512 Update(); | |
| 513 } | |
| 514 | |
| 515 void SpinningCube::UpdateForDragDistance(float distance) { | |
| 516 state_->angle_ += RotationForDragDistance(distance); | |
| 517 if (state_->angle_ >= 360.0f ) | |
| 518 state_->angle_ -= 360.0f; | |
| 519 | |
| 520 Update(); | |
| 521 } | |
| 522 | |
| 523 void SpinningCube::Draw() { | |
| 524 glViewport(0, 0, width_, height_); | |
| 525 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
| 526 glUseProgram(state_->program_object_); | |
| 527 glBindBuffer(GL_ARRAY_BUFFER, state_->vbo_vertices_); | |
| 528 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state_->vbo_indices_); | |
| 529 glVertexAttribPointer(state_->position_location_, 3, GL_FLOAT, GL_FALSE, | |
| 530 3 * sizeof(GLfloat), 0); | |
| 531 glVertexAttribPointer(state_->normal_location_, 3, GL_FLOAT, GL_FALSE, | |
| 532 3 * sizeof(GLfloat), | |
| 533 reinterpret_cast<void*>(3 * sizeof(GLfloat) * | |
| 534 kNumVertices)); | |
| 535 glEnableVertexAttribArray(state_->position_location_); | |
| 536 glEnableVertexAttribArray(state_->normal_location_); | |
| 537 glUniformMatrix4fv(state_->mvp_location_, 1, GL_FALSE, | |
| 538 static_cast<GLfloat*>(&state_->mvp_matrix_.m[0][0])); | |
| 539 glDrawElements(GL_TRIANGLES, state_->num_indices_, GL_UNSIGNED_SHORT, 0); | |
| 540 } | |
| 541 | |
| 542 void SpinningCube::Update() { | |
| 543 float aspect = static_cast<GLfloat>(width_) / static_cast<GLfloat>(height_); | |
| 544 | |
| 545 ESMatrix perspective; | |
| 546 perspective.LoadIdentity(); | |
| 547 perspective.Perspective(60.0f, aspect, 1.0f, 20.0f ); | |
| 548 | |
| 549 ESMatrix modelview; | |
| 550 modelview.LoadIdentity(); | |
| 551 modelview.Translate(0.0, 0.0, -2.0); | |
| 552 modelview.Rotate(state_->angle_ * direction_, 1.0, 0.0, 1.0); | |
| 553 | |
| 554 state_->mvp_matrix_.Multiply(&modelview, &perspective); | |
| 555 } | |
| 556 | |
| 557 } // namespace examples | |
| OLD | NEW |