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Diffstat (limited to 'chromium/third_party/angle/samples/angle/simple_vertex_shader/SimpleVertexShader.cpp')
-rw-r--r-- | chromium/third_party/angle/samples/angle/simple_vertex_shader/SimpleVertexShader.cpp | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/chromium/third_party/angle/samples/angle/simple_vertex_shader/SimpleVertexShader.cpp b/chromium/third_party/angle/samples/angle/simple_vertex_shader/SimpleVertexShader.cpp new file mode 100644 index 00000000000..3962a66ce07 --- /dev/null +++ b/chromium/third_party/angle/samples/angle/simple_vertex_shader/SimpleVertexShader.cpp @@ -0,0 +1,150 @@ +// +// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Based on Simple_VertexShader.c from +// Book: OpenGL(R) ES 2.0 Programming Guide +// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner +// ISBN-10: 0321502795 +// ISBN-13: 9780321502797 +// Publisher: Addison-Wesley Professional +// URLs: http://safari.informit.com/9780321563835 +// http://www.opengles-book.com + +#include "SampleApplication.h" +#include "shader_utils.h" +#include "texture_utils.h" +#include "geometry_utils.h" +#include "Vector.h" +#include "Matrix.h" + +class SimpleVertexShaderSample : public SampleApplication +{ + public: + SimpleVertexShaderSample::SimpleVertexShaderSample() + : SampleApplication("SimpleVertexShader", 1280, 720) + { + } + + virtual bool initialize() + { + const std::string vs = SHADER_SOURCE + ( + uniform mat4 u_mvpMatrix; + attribute vec4 a_position; + attribute vec2 a_texcoord; + varying vec2 v_texcoord; + void main() + { + gl_Position = u_mvpMatrix * a_position; + v_texcoord = a_texcoord; + } + ); + + const std::string fs = SHADER_SOURCE + ( + precision mediump float; + varying vec2 v_texcoord; + void main() + { + gl_FragColor = vec4(v_texcoord.x, v_texcoord.y, 1.0, 1.0); + } + ); + + mProgram = CompileProgram(vs, fs); + if (!mProgram) + { + return false; + } + + // Get the attribute locations + mPositionLoc = glGetAttribLocation(mProgram, "a_position"); + mTexcoordLoc = glGetAttribLocation(mProgram, "a_texcoord"); + + // Get the uniform locations + mMVPMatrixLoc = glGetUniformLocation(mProgram, "u_mvpMatrix"); + + // Generate the geometry data + GenerateCubeGeometry(0.5f, &mCube); + + // Set an initial rotation + mRotation = 45.0f; + + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glCullFace(GL_BACK); + glEnable(GL_CULL_FACE); + + return true; + } + + virtual void destroy() + { + glDeleteProgram(mProgram); + } + + virtual void step(float dt, double totalTime) + { + mRotation = fmod(mRotation + (dt * 40.0f), 360.0f); + + Matrix4 perspectiveMatrix = Matrix4::perspective(60.0f, float(getWindow()->getWidth()) / getWindow()->getHeight(), + 1.0f, 20.0f); + + Matrix4 modelMatrix = Matrix4::translate(Vector3(0.0f, 0.0f, -2.0f)) * + Matrix4::rotate(mRotation, Vector3(1.0f, 0.0f, 1.0f)); + + Matrix4 viewMatrix = Matrix4::identity(); + + Matrix4 mvpMatrix = perspectiveMatrix * viewMatrix * modelMatrix; + + // Load the matrices + glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data); + } + + virtual void draw() + { + // Set the viewport + glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); + + // Clear the color buffer + glClear(GL_COLOR_BUFFER_BIT); + + // Use the program object + glUseProgram(mProgram); + + // Load the vertex position + glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mCube.positions.data()); + glEnableVertexAttribArray(mPositionLoc); + + // Load the texcoord data + glVertexAttribPointer(mTexcoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mCube.texcoords.data()); + glEnableVertexAttribArray(mTexcoordLoc); + + // Draw the cube + glDrawElements(GL_TRIANGLES, mCube.indices.size(), GL_UNSIGNED_SHORT, mCube.indices.data()); + } + + private: + // Handle to a program object + GLuint mProgram; + + // Attribute locations + GLint mPositionLoc; + GLint mTexcoordLoc; + + // Uniform locations + GLuint mMVPMatrixLoc; + + // Current rotation + float mRotation; + + // Geometry data + CubeGeometry mCube; +}; + +int main(int argc, char **argv) +{ + SimpleVertexShaderSample app; + return app.run(); +} |