/* * Copyright 2014 Google Inc. All Rights Reserved. * * 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 "tango-gl/quad.h" #include "tango-gl/util.h" namespace tango_gl { static const char kVertexShader[] = "attribute vec4 vertex;\n" "attribute vec2 inputTextureCoordinate;\n" "varying vec2 textureCoordinate;\n" "uniform mat4 mvp;\n" "void main() {\n" " gl_Position = mvp*vertex;\n" " textureCoordinate = inputTextureCoordinate.xy;\n" "}\n"; static const char kFragmentShader[] = "varying vec2 textureCoordinate;\n" "uniform sampler2D inputTexture;\n" "void main() {\n" " gl_FragColor = texture2D(inputTexture, textureCoordinate);\n" "}\n"; static const float vertices[] = {-0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f}; static const GLfloat texture_coords[] = {0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; Quad::Quad() { shader_program_ = util::CreateProgram(kVertexShader, kFragmentShader); if (!shader_program_) { LOGE("Could not create program."); } uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp"); attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex"); texture_coords_ = glGetAttribLocation(shader_program_, "inputTextureCoordinate"); texture_handle = glGetUniformLocation(shader_program_, "inputTexture"); glGenBuffers(1, &vertex_buffer_); } Quad::~Quad() { glDeleteShader(shader_program_); } void Quad::SetTextureId(GLuint texture_id) { texture_id_ = texture_id; } void Quad::Render(const glm::mat4& projection_mat, const glm::mat4& view_mat) const { glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(shader_program_); glBindTexture(GL_TEXTURE_2D, texture_id_); glUniform1i(texture_handle, 0); // Calculate MVP matrix and pass it to shader. glm::mat4 model_mat = GetTransformationMatrix(); glm::mat4 mvp_mat = projection_mat * view_mat * model_mat; glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat)); // Vertice binding glEnableVertexAttribArray(attrib_vertices_); glVertexAttribPointer(attrib_vertices_, 2, GL_FLOAT, GL_FALSE, 0, vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); glEnableVertexAttribArray(texture_coords_); glVertexAttribPointer(texture_coords_, 2, GL_FLOAT, GL_FALSE, 0, texture_coords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glUseProgram(0); glBindTexture(GL_TEXTURE_2D, 0); } } // namespace tango_gl