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-rw-r--r--kmscube/cube-gles2.cpp264
1 files changed, 264 insertions, 0 deletions
diff --git a/kmscube/cube-gles2.cpp b/kmscube/cube-gles2.cpp
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+++ b/kmscube/cube-gles2.cpp
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+#include "esTransform.h"
+#include "cube-gles2.h"
+#include "cube.h"
+
+#include "test.h"
+
+using namespace std;
+
+GlScene::GlScene()
+{
+ GLuint vertex_shader, fragment_shader;
+ GLint ret;
+
+ static const GLfloat vVertices[] = {
+ // front
+ -1.0f, -1.0f, +1.0f, // point blue
+ +1.0f, -1.0f, +1.0f, // point magenta
+ -1.0f, +1.0f, +1.0f, // point cyan
+ +1.0f, +1.0f, +1.0f, // point white
+ // back
+ +1.0f, -1.0f, -1.0f, // point red
+ -1.0f, -1.0f, -1.0f, // point black
+ +1.0f, +1.0f, -1.0f, // point yellow
+ -1.0f, +1.0f, -1.0f, // point green
+ // right
+ +1.0f, -1.0f, +1.0f, // point magenta
+ +1.0f, -1.0f, -1.0f, // point red
+ +1.0f, +1.0f, +1.0f, // point white
+ +1.0f, +1.0f, -1.0f, // point yellow
+ // left
+ -1.0f, -1.0f, -1.0f, // point black
+ -1.0f, -1.0f, +1.0f, // point blue
+ -1.0f, +1.0f, -1.0f, // point green
+ -1.0f, +1.0f, +1.0f, // point cyan
+ // top
+ -1.0f, +1.0f, +1.0f, // point cyan
+ +1.0f, +1.0f, +1.0f, // point white
+ -1.0f, +1.0f, -1.0f, // point green
+ +1.0f, +1.0f, -1.0f, // point yellow
+ // bottom
+ -1.0f, -1.0f, -1.0f, // point black
+ +1.0f, -1.0f, -1.0f, // point red
+ -1.0f, -1.0f, +1.0f, // point blue
+ +1.0f, -1.0f, +1.0f // point magenta
+ };
+
+ static const GLfloat vColors[] = {
+ // front
+ 0.0f, 0.0f, 1.0f, // blue
+ 1.0f, 0.0f, 1.0f, // magenta
+ 0.0f, 1.0f, 1.0f, // cyan
+ 1.0f, 1.0f, 1.0f, // white
+ // back
+ 1.0f, 0.0f, 0.0f, // red
+ 0.0f, 0.0f, 0.0f, // black
+ 1.0f, 1.0f, 0.0f, // yellow
+ 0.0f, 1.0f, 0.0f, // green
+ // right
+ 1.0f, 0.0f, 1.0f, // magenta
+ 1.0f, 0.0f, 0.0f, // red
+ 1.0f, 1.0f, 1.0f, // white
+ 1.0f, 1.0f, 0.0f, // yellow
+ // left
+ 0.0f, 0.0f, 0.0f, // black
+ 0.0f, 0.0f, 1.0f, // blue
+ 0.0f, 1.0f, 0.0f, // green
+ 0.0f, 1.0f, 1.0f, // cyan
+ // top
+ 0.0f, 1.0f, 1.0f, // cyan
+ 1.0f, 1.0f, 1.0f, // white
+ 0.0f, 1.0f, 0.0f, // green
+ 1.0f, 1.0f, 0.0f, // yellow
+ // bottom
+ 0.0f, 0.0f, 0.0f, // black
+ 1.0f, 0.0f, 0.0f, // red
+ 0.0f, 0.0f, 1.0f, // blue
+ 1.0f, 0.0f, 1.0f // magenta
+ };
+
+ static const GLfloat vNormals[] = {
+ // front
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ // back
+ +0.0f, +0.0f, -1.0f, // backbard
+ +0.0f, +0.0f, -1.0f, // backbard
+ +0.0f, +0.0f, -1.0f, // backbard
+ +0.0f, +0.0f, -1.0f, // backbard
+ // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ // top
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ // bottom
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f // down
+ };
+
+ static const char *vertex_shader_source =
+ "uniform mat4 modelviewMatrix; \n"
+ "uniform mat4 modelviewprojectionMatrix;\n"
+ "uniform mat3 normalMatrix; \n"
+ " \n"
+ "attribute vec4 in_position; \n"
+ "attribute vec3 in_normal; \n"
+ "attribute vec4 in_color; \n"
+ "\n"
+ "vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n"
+ " \n"
+ "varying vec4 vVaryingColor; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = modelviewprojectionMatrix * in_position;\n"
+ " vec3 vEyeNormal = normalMatrix * in_normal;\n"
+ " vec4 vPosition4 = modelviewMatrix * in_position;\n"
+ " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n"
+ " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n"
+ " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n"
+ " vVaryingColor = vec4(diff * in_color.rgb, 1.0);\n"
+ "} \n";
+
+ static const char *fragment_shader_source =
+ "precision mediump float; \n"
+ " \n"
+ "varying vec4 vVaryingColor; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = vVaryingColor; \n"
+ "} \n";
+
+
+ if (s_verbose) {
+ printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
+ printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
+ printf("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
+ printf("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
+ }
+
+ vertex_shader = glCreateShader(GL_VERTEX_SHADER);
+
+ glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
+ glCompileShader(vertex_shader);
+
+ glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &ret);
+ FAIL_IF(!ret, "vertex shader compilation failed!");
+
+ fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
+ glCompileShader(fragment_shader);
+
+ glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &ret);
+ FAIL_IF(!ret, "fragment shader compilation failed!");
+
+ GLuint program = glCreateProgram();
+
+ glAttachShader(program, vertex_shader);
+ glAttachShader(program, fragment_shader);
+
+ glBindAttribLocation(program, 0, "in_position");
+ glBindAttribLocation(program, 1, "in_normal");
+ glBindAttribLocation(program, 2, "in_color");
+
+ glLinkProgram(program);
+
+ glGetProgramiv(program, GL_LINK_STATUS, &ret);
+ FAIL_IF(!ret, "program linking failed!");
+
+ glUseProgram(program);
+
+ m_modelviewmatrix = glGetUniformLocation(program, "modelviewMatrix");
+ m_modelviewprojectionmatrix = glGetUniformLocation(program, "modelviewprojectionMatrix");
+ m_normalmatrix = glGetUniformLocation(program, "normalMatrix");
+
+ glEnable(GL_CULL_FACE);
+
+ GLintptr positionsoffset = 0;
+ GLintptr colorsoffset = sizeof(vVertices);
+ GLintptr normalsoffset = sizeof(vVertices) + sizeof(vColors);
+ GLuint vbo;
+
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vColors) + sizeof(vNormals), 0, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, positionsoffset, sizeof(vVertices), &vVertices[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, colorsoffset, sizeof(vColors), &vColors[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, normalsoffset, sizeof(vNormals), &vNormals[0]);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)positionsoffset);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)normalsoffset);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)colorsoffset);
+ glEnableVertexAttribArray(2);
+}
+
+void GlScene::set_viewport(uint32_t width, uint32_t height)
+{
+ m_width = width;
+ m_height = height;
+}
+
+void GlScene::draw(uint32_t framenum)
+{
+ glViewport(0, 0, m_width, m_height);
+
+ glClearColor(0.5, 0.5, 0.5, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ ESMatrix modelview;
+
+ esMatrixLoadIdentity(&modelview);
+ esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
+ esRotate(&modelview, 45.0f + (0.75f * framenum), 1.0f, 0.0f, 0.0f);
+ esRotate(&modelview, 45.0f - (0.5f * framenum), 0.0f, 1.0f, 0.0f);
+ esRotate(&modelview, 10.0f + (0.45f * framenum), 0.0f, 0.0f, 1.0f);
+
+ GLfloat aspect = (float)m_height / m_width;
+
+ ESMatrix projection;
+ esMatrixLoadIdentity(&projection);
+ esFrustum(&projection, -2.8f, +2.8f, -2.8f * aspect, +2.8f * aspect, 6.0f, 10.0f);
+
+ ESMatrix modelviewprojection;
+ esMatrixLoadIdentity(&modelviewprojection);
+ esMatrixMultiply(&modelviewprojection, &modelview, &projection);
+
+ float normal[9];
+ normal[0] = modelview.m[0][0];
+ normal[1] = modelview.m[0][1];
+ normal[2] = modelview.m[0][2];
+ normal[3] = modelview.m[1][0];
+ normal[4] = modelview.m[1][1];
+ normal[5] = modelview.m[1][2];
+ normal[6] = modelview.m[2][0];
+ normal[7] = modelview.m[2][1];
+ normal[8] = modelview.m[2][2];
+
+ glUniformMatrix4fv(m_modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]);
+ glUniformMatrix4fv(m_modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]);
+ glUniformMatrix3fv(m_normalmatrix, 1, GL_FALSE, normal);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
+}