| // Copyright (C) 2018 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. |
| |
| // This file provides implementation for the sample app HelloTriangle. |
| // The main executable source is HelloTriangle.cpp. |
| #include "HelloTriangle.h" |
| |
| #include "Standalone.h" |
| |
| #include <functional> |
| |
| #include <glm/gtc/matrix_transform.hpp> |
| #include <glm/gtc/type_ptr.hpp> |
| |
| namespace gfxstream { |
| |
| void HelloTriangle::initialize() { |
| constexpr char vshaderSrc[] = R"(#version 300 es |
| precision highp float; |
| |
| layout (location = 0) in vec2 pos; |
| layout (location = 1) in vec3 color; |
| |
| uniform mat4 transform; |
| |
| out vec3 color_varying; |
| |
| void main() { |
| gl_Position = transform * vec4(pos, 0.0, 1.0); |
| color_varying = (transform * vec4(color, 1.0)).xyz; |
| } |
| )"; |
| constexpr char fshaderSrc[] = R"(#version 300 es |
| precision highp float; |
| |
| in vec3 color_varying; |
| |
| out vec4 fragColor; |
| |
| void main() { |
| fragColor = vec4(color_varying, 1.0); |
| } |
| )"; |
| |
| GLint program = compileAndLinkShaderProgram(vshaderSrc, fshaderSrc); |
| |
| auto gl = getGlDispatch(); |
| |
| mTransformLoc = gl->glGetUniformLocation(program, "transform"); |
| |
| gl->glEnableVertexAttribArray(0); |
| gl->glEnableVertexAttribArray(1); |
| |
| const VertexAttributes vertexAttrs[] = { |
| { { -0.5f, -0.5f,}, { 0.2, 0.1, 0.9, }, }, |
| { { 0.5f, -0.5f,}, { 0.8, 0.3, 0.1,}, }, |
| { { 0.0f, 0.5f,}, { 0.1, 0.9, 0.6,}, }, |
| }; |
| |
| gl->glGenBuffers(1, &mBuffer); |
| gl->glBindBuffer(GL_ARRAY_BUFFER, mBuffer); |
| gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vertexAttrs), vertexAttrs, |
| GL_STATIC_DRAW); |
| |
| gl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), 0); |
| gl->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, |
| sizeof(VertexAttributes), |
| (GLvoid*)offsetof(VertexAttributes, color)); |
| |
| gl->glUseProgram(program); |
| |
| gl->glClearColor(0.2f, 0.2f, 0.3f, 0.0f); |
| } |
| |
| void HelloTriangle::draw() { |
| glm::mat4 rot = |
| glm::rotate(glm::mat4(), mTime, glm::vec3(0.0f, 0.0f, 1.0f)); |
| |
| auto gl = getGlDispatch(); |
| |
| gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| gl->glUniformMatrix4fv(mTransformLoc, 1, GL_FALSE, glm::value_ptr(rot)); |
| gl->glDrawArrays(GL_TRIANGLES, 0, 3); |
| |
| mTime += 0.05f; |
| } |
| |
| } // namespace gfxstream |