upload android base code part4
This commit is contained in:
parent
b9e30e05b1
commit
78ea2404cd
23455 changed files with 5250148 additions and 0 deletions
|
@ -0,0 +1,65 @@
|
|||
/*
|
||||
* Copyright (C) 2013 The Android Open Source Project
|
||||
*
|
||||
* 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 "PerspectiveMeshNode.h"
|
||||
|
||||
#include "PerspectiveProgram.h"
|
||||
|
||||
PerspectiveMeshNode::PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId) :
|
||||
TexturedMeshNode(mesh, textureId) {
|
||||
}
|
||||
|
||||
void PerspectiveMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
|
||||
PerspectiveProgram& prog = (PerspectiveProgram&) program;
|
||||
|
||||
int textureUniformHandle = glGetUniformLocation(prog.mProgramId, "u_Texture");
|
||||
int positionHandle = glGetAttribLocation(prog.mProgramId, "a_Position");
|
||||
int normalHandle = glGetAttribLocation(prog.mProgramId, "a_Normal");
|
||||
int texCoordHandle = glGetAttribLocation(prog.mProgramId, "a_TexCoordinate");
|
||||
|
||||
// Set the texture.
|
||||
glActiveTexture (GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, mTextureId);
|
||||
glUniform1i(textureUniformHandle, 0);
|
||||
|
||||
glEnableVertexAttribArray(positionHandle);
|
||||
glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
|
||||
glEnableVertexAttribArray(normalHandle);
|
||||
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, false, 0, mMesh->mNormals);
|
||||
glEnableVertexAttribArray(texCoordHandle);
|
||||
glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
|
||||
|
||||
// This multiplies the view matrix by the model matrix, and stores the result in the MVP
|
||||
// matrix (which currently contains model * view).
|
||||
prog.mMVMatrix.multiply(view, model);
|
||||
|
||||
// Pass in the modelview matrix.
|
||||
glUniformMatrix4fv(prog.mMVMatrixHandle, 1, false, prog.mMVMatrix.mData);
|
||||
|
||||
// This multiplies the modelview matrix by the projection matrix, and stores the result in
|
||||
// the MVP matrix (which now contains model * view * projection).
|
||||
prog.mMVPMatrix.multiply(projection, prog.mMVMatrix);
|
||||
|
||||
// Pass in the combined matrix.
|
||||
glUniformMatrix4fv(prog.mMVPMatrixHandle, 1, false, prog.mMVPMatrix.mData);
|
||||
|
||||
// Pass in the light position in eye space.
|
||||
glUniform3f(prog.mLightPosHandle, prog.mLightPosInEyeSpace[0], prog.mLightPosInEyeSpace[1],
|
||||
prog.mLightPosInEyeSpace[2]);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
|
||||
}
|
||||
|
||||
void PerspectiveMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue