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// 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