1*f0687c8aSRaman Tenneti #include "esTransform.h"
2*f0687c8aSRaman Tenneti #include "cube-gles2.h"
3*f0687c8aSRaman Tenneti #include "cube.h"
4*f0687c8aSRaman Tenneti
5*f0687c8aSRaman Tenneti #include <kms++util/kms++util.h>
6*f0687c8aSRaman Tenneti
7*f0687c8aSRaman Tenneti using namespace std;
8*f0687c8aSRaman Tenneti
GlScene()9*f0687c8aSRaman Tenneti GlScene::GlScene()
10*f0687c8aSRaman Tenneti {
11*f0687c8aSRaman Tenneti GLuint vertex_shader, fragment_shader;
12*f0687c8aSRaman Tenneti GLint ret;
13*f0687c8aSRaman Tenneti
14*f0687c8aSRaman Tenneti static const GLfloat vVertices[] = {
15*f0687c8aSRaman Tenneti // front
16*f0687c8aSRaman Tenneti -1.0f, -1.0f, +1.0f, // point blue
17*f0687c8aSRaman Tenneti +1.0f, -1.0f, +1.0f, // point magenta
18*f0687c8aSRaman Tenneti -1.0f, +1.0f, +1.0f, // point cyan
19*f0687c8aSRaman Tenneti +1.0f, +1.0f, +1.0f, // point white
20*f0687c8aSRaman Tenneti // back
21*f0687c8aSRaman Tenneti +1.0f, -1.0f, -1.0f, // point red
22*f0687c8aSRaman Tenneti -1.0f, -1.0f, -1.0f, // point black
23*f0687c8aSRaman Tenneti +1.0f, +1.0f, -1.0f, // point yellow
24*f0687c8aSRaman Tenneti -1.0f, +1.0f, -1.0f, // point green
25*f0687c8aSRaman Tenneti // right
26*f0687c8aSRaman Tenneti +1.0f, -1.0f, +1.0f, // point magenta
27*f0687c8aSRaman Tenneti +1.0f, -1.0f, -1.0f, // point red
28*f0687c8aSRaman Tenneti +1.0f, +1.0f, +1.0f, // point white
29*f0687c8aSRaman Tenneti +1.0f, +1.0f, -1.0f, // point yellow
30*f0687c8aSRaman Tenneti // left
31*f0687c8aSRaman Tenneti -1.0f, -1.0f, -1.0f, // point black
32*f0687c8aSRaman Tenneti -1.0f, -1.0f, +1.0f, // point blue
33*f0687c8aSRaman Tenneti -1.0f, +1.0f, -1.0f, // point green
34*f0687c8aSRaman Tenneti -1.0f, +1.0f, +1.0f, // point cyan
35*f0687c8aSRaman Tenneti // top
36*f0687c8aSRaman Tenneti -1.0f, +1.0f, +1.0f, // point cyan
37*f0687c8aSRaman Tenneti +1.0f, +1.0f, +1.0f, // point white
38*f0687c8aSRaman Tenneti -1.0f, +1.0f, -1.0f, // point green
39*f0687c8aSRaman Tenneti +1.0f, +1.0f, -1.0f, // point yellow
40*f0687c8aSRaman Tenneti // bottom
41*f0687c8aSRaman Tenneti -1.0f, -1.0f, -1.0f, // point black
42*f0687c8aSRaman Tenneti +1.0f, -1.0f, -1.0f, // point red
43*f0687c8aSRaman Tenneti -1.0f, -1.0f, +1.0f, // point blue
44*f0687c8aSRaman Tenneti +1.0f, -1.0f, +1.0f // point magenta
45*f0687c8aSRaman Tenneti };
46*f0687c8aSRaman Tenneti
47*f0687c8aSRaman Tenneti static const GLfloat vColors[] = {
48*f0687c8aSRaman Tenneti // front
49*f0687c8aSRaman Tenneti 0.0f, 0.0f, 1.0f, // blue
50*f0687c8aSRaman Tenneti 1.0f, 0.0f, 1.0f, // magenta
51*f0687c8aSRaman Tenneti 0.0f, 1.0f, 1.0f, // cyan
52*f0687c8aSRaman Tenneti 1.0f, 1.0f, 1.0f, // white
53*f0687c8aSRaman Tenneti // back
54*f0687c8aSRaman Tenneti 1.0f, 0.0f, 0.0f, // red
55*f0687c8aSRaman Tenneti 0.0f, 0.0f, 0.0f, // black
56*f0687c8aSRaman Tenneti 1.0f, 1.0f, 0.0f, // yellow
57*f0687c8aSRaman Tenneti 0.0f, 1.0f, 0.0f, // green
58*f0687c8aSRaman Tenneti // right
59*f0687c8aSRaman Tenneti 1.0f, 0.0f, 1.0f, // magenta
60*f0687c8aSRaman Tenneti 1.0f, 0.0f, 0.0f, // red
61*f0687c8aSRaman Tenneti 1.0f, 1.0f, 1.0f, // white
62*f0687c8aSRaman Tenneti 1.0f, 1.0f, 0.0f, // yellow
63*f0687c8aSRaman Tenneti // left
64*f0687c8aSRaman Tenneti 0.0f, 0.0f, 0.0f, // black
65*f0687c8aSRaman Tenneti 0.0f, 0.0f, 1.0f, // blue
66*f0687c8aSRaman Tenneti 0.0f, 1.0f, 0.0f, // green
67*f0687c8aSRaman Tenneti 0.0f, 1.0f, 1.0f, // cyan
68*f0687c8aSRaman Tenneti // top
69*f0687c8aSRaman Tenneti 0.0f, 1.0f, 1.0f, // cyan
70*f0687c8aSRaman Tenneti 1.0f, 1.0f, 1.0f, // white
71*f0687c8aSRaman Tenneti 0.0f, 1.0f, 0.0f, // green
72*f0687c8aSRaman Tenneti 1.0f, 1.0f, 0.0f, // yellow
73*f0687c8aSRaman Tenneti // bottom
74*f0687c8aSRaman Tenneti 0.0f, 0.0f, 0.0f, // black
75*f0687c8aSRaman Tenneti 1.0f, 0.0f, 0.0f, // red
76*f0687c8aSRaman Tenneti 0.0f, 0.0f, 1.0f, // blue
77*f0687c8aSRaman Tenneti 1.0f, 0.0f, 1.0f // magenta
78*f0687c8aSRaman Tenneti };
79*f0687c8aSRaman Tenneti
80*f0687c8aSRaman Tenneti static const GLfloat vNormals[] = {
81*f0687c8aSRaman Tenneti // front
82*f0687c8aSRaman Tenneti +0.0f, +0.0f, +1.0f, // forward
83*f0687c8aSRaman Tenneti +0.0f, +0.0f, +1.0f, // forward
84*f0687c8aSRaman Tenneti +0.0f, +0.0f, +1.0f, // forward
85*f0687c8aSRaman Tenneti +0.0f, +0.0f, +1.0f, // forward
86*f0687c8aSRaman Tenneti // back
87*f0687c8aSRaman Tenneti +0.0f, +0.0f, -1.0f, // backbard
88*f0687c8aSRaman Tenneti +0.0f, +0.0f, -1.0f, // backbard
89*f0687c8aSRaman Tenneti +0.0f, +0.0f, -1.0f, // backbard
90*f0687c8aSRaman Tenneti +0.0f, +0.0f, -1.0f, // backbard
91*f0687c8aSRaman Tenneti // right
92*f0687c8aSRaman Tenneti +1.0f, +0.0f, +0.0f, // right
93*f0687c8aSRaman Tenneti +1.0f, +0.0f, +0.0f, // right
94*f0687c8aSRaman Tenneti +1.0f, +0.0f, +0.0f, // right
95*f0687c8aSRaman Tenneti +1.0f, +0.0f, +0.0f, // right
96*f0687c8aSRaman Tenneti // left
97*f0687c8aSRaman Tenneti -1.0f, +0.0f, +0.0f, // left
98*f0687c8aSRaman Tenneti -1.0f, +0.0f, +0.0f, // left
99*f0687c8aSRaman Tenneti -1.0f, +0.0f, +0.0f, // left
100*f0687c8aSRaman Tenneti -1.0f, +0.0f, +0.0f, // left
101*f0687c8aSRaman Tenneti // top
102*f0687c8aSRaman Tenneti +0.0f, +1.0f, +0.0f, // up
103*f0687c8aSRaman Tenneti +0.0f, +1.0f, +0.0f, // up
104*f0687c8aSRaman Tenneti +0.0f, +1.0f, +0.0f, // up
105*f0687c8aSRaman Tenneti +0.0f, +1.0f, +0.0f, // up
106*f0687c8aSRaman Tenneti // bottom
107*f0687c8aSRaman Tenneti +0.0f, -1.0f, +0.0f, // down
108*f0687c8aSRaman Tenneti +0.0f, -1.0f, +0.0f, // down
109*f0687c8aSRaman Tenneti +0.0f, -1.0f, +0.0f, // down
110*f0687c8aSRaman Tenneti +0.0f, -1.0f, +0.0f // down
111*f0687c8aSRaman Tenneti };
112*f0687c8aSRaman Tenneti
113*f0687c8aSRaman Tenneti static const char* vertex_shader_source =
114*f0687c8aSRaman Tenneti "uniform mat4 modelviewMatrix; \n"
115*f0687c8aSRaman Tenneti "uniform mat4 modelviewprojectionMatrix;\n"
116*f0687c8aSRaman Tenneti "uniform mat3 normalMatrix; \n"
117*f0687c8aSRaman Tenneti " \n"
118*f0687c8aSRaman Tenneti "attribute vec4 in_position; \n"
119*f0687c8aSRaman Tenneti "attribute vec3 in_normal; \n"
120*f0687c8aSRaman Tenneti "attribute vec4 in_color; \n"
121*f0687c8aSRaman Tenneti "\n"
122*f0687c8aSRaman Tenneti "vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n"
123*f0687c8aSRaman Tenneti " \n"
124*f0687c8aSRaman Tenneti "varying vec4 vVaryingColor; \n"
125*f0687c8aSRaman Tenneti " \n"
126*f0687c8aSRaman Tenneti "void main() \n"
127*f0687c8aSRaman Tenneti "{ \n"
128*f0687c8aSRaman Tenneti " gl_Position = modelviewprojectionMatrix * in_position;\n"
129*f0687c8aSRaman Tenneti " vec3 vEyeNormal = normalMatrix * in_normal;\n"
130*f0687c8aSRaman Tenneti " vec4 vPosition4 = modelviewMatrix * in_position;\n"
131*f0687c8aSRaman Tenneti " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n"
132*f0687c8aSRaman Tenneti " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n"
133*f0687c8aSRaman Tenneti " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n"
134*f0687c8aSRaman Tenneti " vVaryingColor = vec4(diff * in_color.rgb, 1.0);\n"
135*f0687c8aSRaman Tenneti "} \n";
136*f0687c8aSRaman Tenneti
137*f0687c8aSRaman Tenneti static const char* fragment_shader_source =
138*f0687c8aSRaman Tenneti "precision mediump float; \n"
139*f0687c8aSRaman Tenneti " \n"
140*f0687c8aSRaman Tenneti "varying vec4 vVaryingColor; \n"
141*f0687c8aSRaman Tenneti " \n"
142*f0687c8aSRaman Tenneti "void main() \n"
143*f0687c8aSRaman Tenneti "{ \n"
144*f0687c8aSRaman Tenneti " gl_FragColor = vVaryingColor; \n"
145*f0687c8aSRaman Tenneti "} \n";
146*f0687c8aSRaman Tenneti
147*f0687c8aSRaman Tenneti if (s_verbose) {
148*f0687c8aSRaman Tenneti printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
149*f0687c8aSRaman Tenneti printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
150*f0687c8aSRaman Tenneti printf("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
151*f0687c8aSRaman Tenneti printf("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
152*f0687c8aSRaman Tenneti }
153*f0687c8aSRaman Tenneti
154*f0687c8aSRaman Tenneti vertex_shader = glCreateShader(GL_VERTEX_SHADER);
155*f0687c8aSRaman Tenneti
156*f0687c8aSRaman Tenneti glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
157*f0687c8aSRaman Tenneti glCompileShader(vertex_shader);
158*f0687c8aSRaman Tenneti
159*f0687c8aSRaman Tenneti glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &ret);
160*f0687c8aSRaman Tenneti FAIL_IF(!ret, "vertex shader compilation failed!");
161*f0687c8aSRaman Tenneti
162*f0687c8aSRaman Tenneti fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
163*f0687c8aSRaman Tenneti
164*f0687c8aSRaman Tenneti glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
165*f0687c8aSRaman Tenneti glCompileShader(fragment_shader);
166*f0687c8aSRaman Tenneti
167*f0687c8aSRaman Tenneti glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &ret);
168*f0687c8aSRaman Tenneti FAIL_IF(!ret, "fragment shader compilation failed!");
169*f0687c8aSRaman Tenneti
170*f0687c8aSRaman Tenneti GLuint program = glCreateProgram();
171*f0687c8aSRaman Tenneti
172*f0687c8aSRaman Tenneti glAttachShader(program, vertex_shader);
173*f0687c8aSRaman Tenneti glAttachShader(program, fragment_shader);
174*f0687c8aSRaman Tenneti
175*f0687c8aSRaman Tenneti glBindAttribLocation(program, 0, "in_position");
176*f0687c8aSRaman Tenneti glBindAttribLocation(program, 1, "in_normal");
177*f0687c8aSRaman Tenneti glBindAttribLocation(program, 2, "in_color");
178*f0687c8aSRaman Tenneti
179*f0687c8aSRaman Tenneti glLinkProgram(program);
180*f0687c8aSRaman Tenneti
181*f0687c8aSRaman Tenneti glGetProgramiv(program, GL_LINK_STATUS, &ret);
182*f0687c8aSRaman Tenneti FAIL_IF(!ret, "program linking failed!");
183*f0687c8aSRaman Tenneti
184*f0687c8aSRaman Tenneti glUseProgram(program);
185*f0687c8aSRaman Tenneti
186*f0687c8aSRaman Tenneti m_modelviewmatrix = glGetUniformLocation(program, "modelviewMatrix");
187*f0687c8aSRaman Tenneti m_modelviewprojectionmatrix = glGetUniformLocation(program, "modelviewprojectionMatrix");
188*f0687c8aSRaman Tenneti m_normalmatrix = glGetUniformLocation(program, "normalMatrix");
189*f0687c8aSRaman Tenneti
190*f0687c8aSRaman Tenneti glEnable(GL_CULL_FACE);
191*f0687c8aSRaman Tenneti
192*f0687c8aSRaman Tenneti GLintptr positionsoffset = 0;
193*f0687c8aSRaman Tenneti GLintptr colorsoffset = sizeof(vVertices);
194*f0687c8aSRaman Tenneti GLintptr normalsoffset = sizeof(vVertices) + sizeof(vColors);
195*f0687c8aSRaman Tenneti GLuint vbo;
196*f0687c8aSRaman Tenneti
197*f0687c8aSRaman Tenneti glGenBuffers(1, &vbo);
198*f0687c8aSRaman Tenneti glBindBuffer(GL_ARRAY_BUFFER, vbo);
199*f0687c8aSRaman Tenneti glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vColors) + sizeof(vNormals), 0, GL_STATIC_DRAW);
200*f0687c8aSRaman Tenneti glBufferSubData(GL_ARRAY_BUFFER, positionsoffset, sizeof(vVertices), &vVertices[0]);
201*f0687c8aSRaman Tenneti glBufferSubData(GL_ARRAY_BUFFER, colorsoffset, sizeof(vColors), &vColors[0]);
202*f0687c8aSRaman Tenneti glBufferSubData(GL_ARRAY_BUFFER, normalsoffset, sizeof(vNormals), &vNormals[0]);
203*f0687c8aSRaman Tenneti glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)positionsoffset);
204*f0687c8aSRaman Tenneti glEnableVertexAttribArray(0);
205*f0687c8aSRaman Tenneti glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)normalsoffset);
206*f0687c8aSRaman Tenneti glEnableVertexAttribArray(1);
207*f0687c8aSRaman Tenneti glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)colorsoffset);
208*f0687c8aSRaman Tenneti glEnableVertexAttribArray(2);
209*f0687c8aSRaman Tenneti }
210*f0687c8aSRaman Tenneti
set_viewport(uint32_t width,uint32_t height)211*f0687c8aSRaman Tenneti void GlScene::set_viewport(uint32_t width, uint32_t height)
212*f0687c8aSRaman Tenneti {
213*f0687c8aSRaman Tenneti m_width = width;
214*f0687c8aSRaman Tenneti m_height = height;
215*f0687c8aSRaman Tenneti }
216*f0687c8aSRaman Tenneti
draw(uint32_t framenum)217*f0687c8aSRaman Tenneti void GlScene::draw(uint32_t framenum)
218*f0687c8aSRaman Tenneti {
219*f0687c8aSRaman Tenneti glViewport(0, 0, m_width, m_height);
220*f0687c8aSRaman Tenneti
221*f0687c8aSRaman Tenneti glClearColor(0.5, 0.5, 0.5, 1.0);
222*f0687c8aSRaman Tenneti glClear(GL_COLOR_BUFFER_BIT);
223*f0687c8aSRaman Tenneti
224*f0687c8aSRaman Tenneti ESMatrix modelview;
225*f0687c8aSRaman Tenneti
226*f0687c8aSRaman Tenneti esMatrixLoadIdentity(&modelview);
227*f0687c8aSRaman Tenneti esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
228*f0687c8aSRaman Tenneti esRotate(&modelview, 45.0f + (0.75f * framenum), 1.0f, 0.0f, 0.0f);
229*f0687c8aSRaman Tenneti esRotate(&modelview, 45.0f - (0.5f * framenum), 0.0f, 1.0f, 0.0f);
230*f0687c8aSRaman Tenneti esRotate(&modelview, 10.0f + (0.45f * framenum), 0.0f, 0.0f, 1.0f);
231*f0687c8aSRaman Tenneti
232*f0687c8aSRaman Tenneti GLfloat aspect = (float)m_height / m_width;
233*f0687c8aSRaman Tenneti
234*f0687c8aSRaman Tenneti ESMatrix projection;
235*f0687c8aSRaman Tenneti esMatrixLoadIdentity(&projection);
236*f0687c8aSRaman Tenneti esFrustum(&projection, -2.8f, +2.8f, -2.8f * aspect, +2.8f * aspect, 6.0f, 10.0f);
237*f0687c8aSRaman Tenneti
238*f0687c8aSRaman Tenneti ESMatrix modelviewprojection;
239*f0687c8aSRaman Tenneti esMatrixLoadIdentity(&modelviewprojection);
240*f0687c8aSRaman Tenneti esMatrixMultiply(&modelviewprojection, &modelview, &projection);
241*f0687c8aSRaman Tenneti
242*f0687c8aSRaman Tenneti float normal[9];
243*f0687c8aSRaman Tenneti normal[0] = modelview.m[0][0];
244*f0687c8aSRaman Tenneti normal[1] = modelview.m[0][1];
245*f0687c8aSRaman Tenneti normal[2] = modelview.m[0][2];
246*f0687c8aSRaman Tenneti normal[3] = modelview.m[1][0];
247*f0687c8aSRaman Tenneti normal[4] = modelview.m[1][1];
248*f0687c8aSRaman Tenneti normal[5] = modelview.m[1][2];
249*f0687c8aSRaman Tenneti normal[6] = modelview.m[2][0];
250*f0687c8aSRaman Tenneti normal[7] = modelview.m[2][1];
251*f0687c8aSRaman Tenneti normal[8] = modelview.m[2][2];
252*f0687c8aSRaman Tenneti
253*f0687c8aSRaman Tenneti glUniformMatrix4fv(m_modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]);
254*f0687c8aSRaman Tenneti glUniformMatrix4fv(m_modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]);
255*f0687c8aSRaman Tenneti glUniformMatrix3fv(m_normalmatrix, 1, GL_FALSE, normal);
256*f0687c8aSRaman Tenneti
257*f0687c8aSRaman Tenneti glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
258*f0687c8aSRaman Tenneti glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
259*f0687c8aSRaman Tenneti glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
260*f0687c8aSRaman Tenneti glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
261*f0687c8aSRaman Tenneti glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
262*f0687c8aSRaman Tenneti glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
263*f0687c8aSRaman Tenneti }
264