xref: /aosp_15_r20/external/libkmsxx/kmscube/cube-gles2.cpp (revision f0687c8a10b3e371dbe09214db6664e37c283cca)
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