| // |
| // Book: OpenGL(R) ES 2.0 Programming Guide |
| // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
| // ISBN-10: 0321502795 |
| // ISBN-13: 9780321502797 |
| // Publisher: Addison-Wesley Professional |
| // URLs: http://safari.informit.com/9780321563835 |
| // http://www.opengles-book.com |
| // |
| |
| // Simple_VertexShader.c |
| // |
| // This is a simple example that draws a rotating cube in perspective |
| // using a vertex shader to transform the object |
| // |
| |
| #include "Simple_VertexShader.h" |
| #include <stdlib.h> |
| |
| /// |
| // Initialize the shader and program object |
| // |
| int svsInit ( ESContext *esContext ) |
| { |
| SVSUserData *userData = esContext->userData; |
| int numVertices = 24; |
| GLfloat *vertices = NULL; |
| GLushort *indices = NULL; |
| |
| GLbyte vShaderStr[] = |
| "uniform mat4 u_mvpMatrix; \n" |
| "attribute vec4 a_position; \n" |
| "void main() \n" |
| "{ \n" |
| " gl_Position = u_mvpMatrix * a_position; \n" |
| "} \n"; |
| |
| // TODO(alokp): Shaders containing "precision" do not compile. |
| GLbyte fShaderStr[] = |
| "//precision mediump float; \n" |
| "void main() \n" |
| "{ \n" |
| " gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); \n" |
| "} \n"; |
| |
| // Load the shaders and get a linked program object |
| userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
| if ( userData->programObject == 0 ) return FALSE; |
| |
| // Get the attribute locations |
| userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); |
| |
| // Get the uniform locations |
| userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" ); |
| |
| // Generate the vertex data |
| userData->numIndices = esGenCube( 1.0, &vertices, NULL, NULL, &indices ); |
| glGenBuffers ( 2, userData->vboIds ); |
| glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] ); |
| glBufferData ( GL_ARRAY_BUFFER, 3 * numVertices * sizeof(GLfloat), |
| vertices, GL_STATIC_DRAW ); |
| glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] ); |
| glBufferData ( GL_ELEMENT_ARRAY_BUFFER, userData->numIndices * sizeof(GL_UNSIGNED_SHORT), |
| indices, GL_STATIC_DRAW ); |
| if ( vertices != NULL ) free ( vertices ); |
| if ( indices != NULL ) free ( indices ); |
| |
| // Starting rotation angle for the cube |
| userData->angle = 45.0f; |
| |
| glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
| return TRUE; |
| } |
| |
| /// |
| // Update MVP matrix based on time |
| // |
| void svsUpdate ( ESContext *esContext, float deltaTime ) |
| { |
| SVSUserData *userData = (SVSUserData*) esContext->userData; |
| ESMatrix perspective; |
| ESMatrix modelview; |
| float aspect; |
| |
| // Compute a rotation angle based on time to rotate the cube |
| userData->angle += ( deltaTime * 40.0f ); |
| if( userData->angle >= 360.0f ) |
| userData->angle -= 360.0f; |
| |
| // Compute the window aspect ratio |
| aspect = (GLfloat) esContext->width / (GLfloat) esContext->height; |
| |
| // Generate a perspective matrix with a 60 degree FOV |
| esMatrixLoadIdentity( &perspective ); |
| esPerspective( &perspective, 60.0f, aspect, 1.0f, 20.0f ); |
| |
| // Generate a model view matrix to rotate/translate the cube |
| esMatrixLoadIdentity( &modelview ); |
| |
| // Translate away from the viewer |
| esTranslate( &modelview, 0.0, 0.0, -2.0 ); |
| |
| // Rotate the cube |
| esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 ); |
| |
| // Compute the final MVP by multiplying the |
| // modevleiw and perspective matrices together |
| esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective ); |
| } |
| |
| /// |
| // Draw a triangle using the shader pair created in Init() |
| // |
| void svsDraw ( ESContext *esContext ) |
| { |
| SVSUserData *userData = esContext->userData; |
| |
| // Set the viewport |
| glViewport ( 0, 0, esContext->width, esContext->height ); |
| |
| // Clear the color buffer |
| glClear ( GL_COLOR_BUFFER_BIT ); |
| |
| // Use the program object |
| glUseProgram ( userData->programObject ); |
| |
| // Load the vertex position |
| glEnableVertexAttribArray ( userData->positionLoc ); |
| glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, |
| GL_FALSE, 3 * sizeof(GLfloat), 0 ); |
| |
| // Load the MVP matrix |
| glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE, (GLfloat*) &userData->mvpMatrix.m[0][0] ); |
| |
| // Draw the cube |
| glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_SHORT, 0 ); |
| } |
| |
| /// |
| // Cleanup |
| // |
| void svsShutDown ( ESContext *esContext ) |
| { |
| SVSUserData *userData = esContext->userData; |
| |
| // Delete program object |
| glDeleteBuffers ( 2, userData->vboIds ); |
| |
| // Delete program object |
| glDeleteProgram ( userData->programObject ); |
| } |