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quad.cc
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quad.cc
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/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* 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.
*/
#include "tango-gl/quad.h"
#include "tango-gl/util.h"
namespace tango_gl {
static const char kVertexShader[] =
"attribute vec4 vertex;\n"
"attribute vec2 inputTextureCoordinate;\n"
"varying vec2 textureCoordinate;\n"
"uniform mat4 mvp;\n"
"void main() {\n"
" gl_Position = mvp*vertex;\n"
" textureCoordinate = inputTextureCoordinate.xy;\n"
"}\n";
static const char kFragmentShader[] =
"varying vec2 textureCoordinate;\n"
"uniform sampler2D inputTexture;\n"
"void main() {\n"
" gl_FragColor = texture2D(inputTexture, textureCoordinate);\n"
"}\n";
static const float vertices[] = {-0.5f, -0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f, 0.5f};
static const GLfloat texture_coords[] = {0.0f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f, 0.0f, };
Quad::Quad() {
shader_program_ = util::CreateProgram(kVertexShader, kFragmentShader);
if (!shader_program_) {
LOGE("Could not create program.");
}
uniform_mvp_mat_ = glGetUniformLocation(shader_program_, "mvp");
attrib_vertices_ = glGetAttribLocation(shader_program_, "vertex");
texture_coords_ =
glGetAttribLocation(shader_program_, "inputTextureCoordinate");
texture_handle = glGetUniformLocation(shader_program_, "inputTexture");
glGenBuffers(1, &vertex_buffer_);
}
Quad::~Quad() { glDeleteShader(shader_program_); }
void Quat::SetTextureId(GLuint texture_id) { texture_id_ = texture_id; }
void Quad::Render(const glm::mat4& projection_mat,
const glm::mat4& view_mat) const {
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(shader_program_);
glBindTexture(GL_TEXTURE_2D, texture_id_);
glUniform1i(texture_handle, 0);
// Calculate MVP matrix and pass it to shader.
glm::mat4 model_mat = GetTransformationMatrix();
glm::mat4 mvp_mat = projection_mat * view_mat * model_mat;
glUniformMatrix4fv(uniform_mvp_mat_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
// Vertice binding
glEnableVertexAttribArray(attrib_vertices_);
glVertexAttribPointer(attrib_vertices_, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(texture_coords_);
glVertexAttribPointer(texture_coords_, 2, GL_FLOAT, GL_FALSE, 0,
texture_coords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
} // namespace tango_gl