From f902b289c2a3956176fc328afb31ea4fc91f8984 Mon Sep 17 00:00:00 2001 From: Tomi Valkeinen Date: Sat, 16 Apr 2016 22:16:44 +0300 Subject: kmscube: split into parts --- kmscube/cube-gles2.cpp | 264 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 264 insertions(+) create mode 100644 kmscube/cube-gles2.cpp (limited to 'kmscube/cube-gles2.cpp') diff --git a/kmscube/cube-gles2.cpp b/kmscube/cube-gles2.cpp new file mode 100644 index 0000000..68b3831 --- /dev/null +++ b/kmscube/cube-gles2.cpp @@ -0,0 +1,264 @@ +#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); +} -- cgit v1.2.3