Files
android_development/ndk/platforms/android-17/samples/Teapot/jni/TeapotRenderer.cpp
Hak Matsuda 5d1c91fb75 cleaned code, added pinch gesture detector, better opengl context handling, fixed issues
Change-Id: I26a28374ae74391204586b4584d03cf0c58772c2
2013-10-28 11:41:58 +08:00

297 lines
8.5 KiB
C++

/*
* Copyright 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.
*/
//--------------------------------------------------------------------------------
// TeapotRenderer.cpp
// Render a teapot
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
#include "TeapotRenderer.h"
//--------------------------------------------------------------------------------
// Teapot model data
//--------------------------------------------------------------------------------
#include "teapot.inl"
//--------------------------------------------------------------------------------
// Ctor
//--------------------------------------------------------------------------------
TeapotRenderer::TeapotRenderer()
{
}
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
TeapotRenderer::~TeapotRenderer() {
unload();
}
void TeapotRenderer::init()
{
//Settings
glFrontFace (GL_CCW);
//Load shader
loadShaders( &_shaderParam, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
//Create Index buffer
_iNumIndices = sizeof(teapotIndices) / sizeof(teapotIndices[0]);
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof( teapotIndices ) , teapotIndices,
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//Create VBO
_iNumVertices = sizeof(teapotPositions) / sizeof(teapotPositions[0]) / 3;
int32_t iStride = sizeof(TEAPOT_VERTEX);
int32_t iIndex = 0;
TEAPOT_VERTEX* p = new TEAPOT_VERTEX[_iNumVertices];
for( int32_t i = 0; i < _iNumVertices; ++i )
{
p[i].fPos[0] = teapotPositions[iIndex];
p[i].fPos[1] = teapotPositions[iIndex+1];
p[i].fPos[2] = teapotPositions[iIndex+2];
p[i].fNormal[0] = teapotNormals[iIndex];
p[i].fNormal[1] = teapotNormals[iIndex+1];
p[i].fNormal[2] = teapotNormals[iIndex+2];
iIndex += 3;
}
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, iStride * _iNumVertices,
p, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
delete[] p;
updateViewport();
_mModel = mat4::translation(0, 0, -15.f);
mat4 mat = mat4::rotationX(M_PI / 3);
_mModel = mat * _mModel;
}
void TeapotRenderer::updateViewport()
{
//Init Projection matrices
int32_t viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
float fAspect = (float)viewport[2] / (float)viewport[3];
const float CAM_NEAR = 5.f;
const float CAM_FAR = 10000.f;
bool bRotate = false;
_mProjection = mat4::perspective(fAspect, 1.f,
CAM_NEAR, CAM_FAR);
}
void TeapotRenderer::unload()
{
if (_vbo)
{
glDeleteBuffers(1, &_vbo);
_vbo = 0;
}
if (_ibo)
{
glDeleteBuffers(1, &_ibo);
_ibo = 0;
}
if (_shaderParam._program )
{
glDeleteProgram(_shaderParam._program);
_shaderParam._program = 0;
}
}
void TeapotRenderer::update(float fTime)
{
const float CAM_X = 0.f;
const float CAM_Y = 0.f;
const float CAM_Z = 700.f;
_mView = mat4::lookAt(vec3(CAM_X, CAM_Y, CAM_Z),
vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f));
if( _camera )
{
_camera->update();
_mView = _camera->getTransformMatrix() * _mView * _camera->getRotationMatrix() * _mModel;
}
else
{
_mView = _mView * _mModel;
}
}
void TeapotRenderer::render()
{
//
// Feed Projection and Model View matrices to the shaders
mat4 mVP = _mProjection * _mView;
// Bind the VBO
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
int32_t iStride = sizeof(TEAPOT_VERTEX);
// Pass the vertex data
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 0 ));
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 3 * sizeof(GLfloat) ));
glEnableVertexAttribArray(ATTRIB_NORMAL);
// Bind the IB
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glUseProgram(_shaderParam._program);
TEAPOT_MATERIALS material = {
{1.0f, 0.5f, 0.5f},
{1.0f, 1.0f, 1.0f, 10.f},
{0.1f, 0.1f, 0.1f},
};
//Update uniforms
glUniform4f(_shaderParam._uiMaterialDiffuse,
material.diffuse_color[0],
material.diffuse_color[1],
material.diffuse_color[2],
1.f);
glUniform4f(_shaderParam._uiMaterialSpecular,
material.specular_color[0],
material.specular_color[1],
material.specular_color[2],
material.specular_color[3]);
//
//using glUniform3fv here was troublesome
//
glUniform3f(_shaderParam._uiMaterialAmbient,
material.ambient_color[0],
material.ambient_color[1],
material.ambient_color[2]);
glUniformMatrix4fv(_shaderParam._uiMatrixP, 1, GL_FALSE,
mVP.ptr());
glUniformMatrix4fv(_shaderParam._uiMatrixView, 1, GL_FALSE,
_mView.ptr());
glUniform3f(_shaderParam._uiLight0, 100.f, -200.f, -600.f);
glDrawElements(GL_TRIANGLES, _iNumIndices, GL_UNSIGNED_SHORT,
BUFFER_OFFSET(0));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
bool TeapotRenderer::loadShaders(SHADER_PARAMS* params, const char* strVsh, const char* strFsh)
{
GLuint program;
GLuint vertShader, fragShader;
char *vertShaderPathname, *fragShaderPathname;
// Create shader program
program = glCreateProgram();
LOGI("Created Shader %d", program);
// Create and compile vertex shader
if (!shader::compileShader(&vertShader, GL_VERTEX_SHADER, strVsh)) {
LOGI("Failed to compile vertex shader");
glDeleteProgram(program);
return false;
}
// Create and compile fragment shader
if (!shader::compileShader(&fragShader, GL_FRAGMENT_SHADER, strFsh)) {
LOGI("Failed to compile fragment shader");
glDeleteProgram(program);
return false;
}
// Attach vertex shader to program
glAttachShader(program, vertShader);
// Attach fragment shader to program
glAttachShader(program, fragShader);
// Bind attribute locations
// this needs to be done prior to linking
glBindAttribLocation(program, ATTRIB_VERTEX, "myVertex");
glBindAttribLocation(program, ATTRIB_NORMAL, "myNormal");
glBindAttribLocation(program, ATTRIB_UV, "myUV");
// Link program
if (!shader::linkProgram(program)) {
LOGI("Failed to link program: %d", program);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (program) {
glDeleteProgram(program);
}
return false;
}
// Get uniform locations
params->_uiMatrixP = glGetUniformLocation(program, "uPMatrix");
params->_uiMatrixView = glGetUniformLocation(program, "uMVMatrix");
params->_uiLight0 = glGetUniformLocation(program, "vLight0");
params->_uiMaterialDiffuse = glGetUniformLocation(program,
"vMaterialDiffuse");
params->_uiMaterialAmbient = glGetUniformLocation(program,
"vMaterialAmbient");
params->_uiMaterialSpecular = glGetUniformLocation(program,
"vMaterialSpecular");
// Release vertex and fragment shaders
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);
params->_program = program;
return true;
}
bool TeapotRenderer::bind(tapCamera* camera)
{
_camera = camera;
return true;
}