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00017 #include "tango-gl/quad.h"
00018 #include "tango-gl/util.h"
00019
00020 namespace tango_gl {
00021
00022 static const char kVertexShader[] =
00023 "attribute vec4 vertex;\n"
00024 "attribute vec2 inputTextureCoordinate;\n"
00025 "varying vec2 textureCoordinate;\n"
00026 "uniform mat4 mvp;\n"
00027 "void main() {\n"
00028 " gl_Position = mvp*vertex;\n"
00029 " textureCoordinate = inputTextureCoordinate.xy;\n"
00030 "}\n";
00031
00032 static const char kFragmentShader[] =
00033 "varying vec2 textureCoordinate;\n"
00034 "uniform sampler2D inputTexture;\n"
00035 "void main() {\n"
00036 " gl_FragColor = texture2D(inputTexture, textureCoordinate);\n"
00037 "}\n";
00038
00039 static const float vertices[] = {-0.5f, -0.5f, 0.5f, -0.5f,
00040 -0.5f, 0.5f, 0.5f, 0.5f};
00041
00042 static const GLfloat texture_coords[] = {0.0f, 1.0f, 1.0f, 1.0f,
00043 0.0f, 0.0f, 1.0f, 0.0f, };
00044
00045 Quad::Quad() {
00046 shader_program_ = util::CreateProgram(kVertexShader, kFragmentShader);
00047 if (!shader_program_) {
00048 LOGE("Could not create program.");
00049 }
00050 uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp");
00051 attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex");
00052 texture_coords_ =
00053 glGetAttribLocation(shader_program_, "inputTextureCoordinate");
00054 texture_handle = glGetUniformLocation(shader_program_, "inputTexture");
00055 glGenBuffers(1, &vertex_buffer_);
00056 }
00057
00058 Quad::~Quad() { glDeleteShader(shader_program_); }
00059
00060 void Quat::SetTextureId(GLuint texture_id) { texture_id_ = texture_id; }
00061
00062 void Quad::Render(const glm::mat4& projection_mat,
00063 const glm::mat4& view_mat) const {
00064 glEnable(GL_CULL_FACE);
00065 glEnable(GL_BLEND);
00066 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
00067 glUseProgram(shader_program_);
00068
00069 glBindTexture(GL_TEXTURE_2D, texture_id_);
00070 glUniform1i(texture_handle, 0);
00071
00072
00073 glm::mat4 model_mat = GetTransformationMatrix();
00074 glm::mat4 mvp_mat = projection_mat * view_mat * model_mat;
00075 glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
00076
00077
00078 glEnableVertexAttribArray(attrib_vertices_);
00079 glVertexAttribPointer(attrib_vertices_, 2, GL_FLOAT, GL_FALSE, 0, vertices);
00080 glBindBuffer(GL_ARRAY_BUFFER, 0);
00081
00082 glEnableVertexAttribArray(texture_coords_);
00083 glVertexAttribPointer(texture_coords_, 2, GL_FLOAT, GL_FALSE, 0,
00084 texture_coords);
00085
00086 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
00087 glUseProgram(0);
00088 glBindTexture(GL_TEXTURE_2D, 0);
00089 }
00090
00091 }