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cube-smooth.c
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cube-smooth.c
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/*
* Copyright (c) 2017 Rob Clark <[email protected]>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sub license,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#include <stdio.h>
#include <stdlib.h>
#include "common.h"
#include "esUtil.h"
static struct {
struct egl egl;
GLfloat aspect;
GLuint program;
GLint modelviewmatrix, modelviewprojectionmatrix, normalmatrix;
GLuint vbo;
GLuint positionsoffset, colorsoffset, normalsoffset;
} gl;
static const GLfloat vVertices[] = {
// front
-1.0f, -1.0f, +1.0f,
+1.0f, -1.0f, +1.0f,
-1.0f, +1.0f, +1.0f,
+1.0f, +1.0f, +1.0f,
// back
+1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
+1.0f, +1.0f, -1.0f,
-1.0f, +1.0f, -1.0f,
// right
+1.0f, -1.0f, +1.0f,
+1.0f, -1.0f, -1.0f,
+1.0f, +1.0f, +1.0f,
+1.0f, +1.0f, -1.0f,
// left
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, +1.0f,
-1.0f, +1.0f, -1.0f,
-1.0f, +1.0f, +1.0f,
// top
-1.0f, +1.0f, +1.0f,
+1.0f, +1.0f, +1.0f,
-1.0f, +1.0f, -1.0f,
+1.0f, +1.0f, -1.0f,
// bottom
-1.0f, -1.0f, -1.0f,
+1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, +1.0f,
+1.0f, -1.0f, +1.0f,
};
static const GLfloat vColors[] = {
// front
0.0f, 0.0f, 1.0f, // blue
1.0f, 0.0f, 1.0f, // magenta
0.0f, 1.0f, 1.0f, // cyan
1.0f, 1.0f, 1.0f, // white
// back
1.0f, 0.0f, 0.0f, // red
0.0f, 0.0f, 0.0f, // black
1.0f, 1.0f, 0.0f, // yellow
0.0f, 1.0f, 0.0f, // green
// right
1.0f, 0.0f, 1.0f, // magenta
1.0f, 0.0f, 0.0f, // red
1.0f, 1.0f, 1.0f, // white
1.0f, 1.0f, 0.0f, // yellow
// left
0.0f, 0.0f, 0.0f, // black
0.0f, 0.0f, 1.0f, // blue
0.0f, 1.0f, 0.0f, // green
0.0f, 1.0f, 1.0f, // cyan
// top
0.0f, 1.0f, 1.0f, // cyan
1.0f, 1.0f, 1.0f, // white
0.0f, 1.0f, 0.0f, // green
1.0f, 1.0f, 0.0f, // yellow
// bottom
0.0f, 0.0f, 0.0f, // black
1.0f, 0.0f, 0.0f, // red
0.0f, 0.0f, 1.0f, // blue
1.0f, 0.0f, 1.0f // magenta
};
static const GLfloat vNormals[] = {
// front
+0.0f, +0.0f, +1.0f, // forward
+0.0f, +0.0f, +1.0f, // forward
+0.0f, +0.0f, +1.0f, // forward
+0.0f, +0.0f, +1.0f, // forward
// back
+0.0f, +0.0f, -1.0f, // backward
+0.0f, +0.0f, -1.0f, // backward
+0.0f, +0.0f, -1.0f, // backward
+0.0f, +0.0f, -1.0f, // backward
// right
+1.0f, +0.0f, +0.0f, // right
+1.0f, +0.0f, +0.0f, // right
+1.0f, +0.0f, +0.0f, // right
+1.0f, +0.0f, +0.0f, // right
// left
-1.0f, +0.0f, +0.0f, // left
-1.0f, +0.0f, +0.0f, // left
-1.0f, +0.0f, +0.0f, // left
-1.0f, +0.0f, +0.0f, // left
// top
+0.0f, +1.0f, +0.0f, // up
+0.0f, +1.0f, +0.0f, // up
+0.0f, +1.0f, +0.0f, // up
+0.0f, +1.0f, +0.0f, // up
// bottom
+0.0f, -1.0f, +0.0f, // down
+0.0f, -1.0f, +0.0f, // down
+0.0f, -1.0f, +0.0f, // down
+0.0f, -1.0f, +0.0f // down
};
static const char *vertex_shader_source =
"uniform mat4 modelviewMatrix; \n"
"uniform mat4 modelviewprojectionMatrix;\n"
"uniform mat3 normalMatrix; \n"
" \n"
"attribute vec4 in_position; \n"
"attribute vec3 in_normal; \n"
"attribute vec4 in_color; \n"
"\n"
"vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n"
" \n"
"varying vec4 vVaryingColor; \n"
" \n"
"void main() \n"
"{ \n"
" gl_Position = modelviewprojectionMatrix * in_position;\n"
" vec3 vEyeNormal = normalMatrix * in_normal;\n"
" vec4 vPosition4 = modelviewMatrix * in_position;\n"
" vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n"
" vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n"
" float diff = max(0.0, dot(vEyeNormal, vLightDir));\n"
" vVaryingColor = vec4(diff * in_color.rgb, 1.0);\n"
"} \n";
static const char *fragment_shader_source =
"precision mediump float; \n"
" \n"
"varying vec4 vVaryingColor; \n"
" \n"
"void main() \n"
"{ \n"
" gl_FragColor = vVaryingColor; \n"
"} \n";
static void draw_cube_smooth(unsigned i)
{
ESMatrix modelview;
/* clear the color buffer */
glClearColor(0.5, 0.5, 0.5, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
esMatrixLoadIdentity(&modelview);
esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
esRotate(&modelview, 45.0f + (0.25f * i), 1.0f, 0.0f, 0.0f);
esRotate(&modelview, 45.0f - (0.5f * i), 0.0f, 1.0f, 0.0f);
esRotate(&modelview, 10.0f + (0.15f * i), 0.0f, 0.0f, 1.0f);
ESMatrix projection;
esMatrixLoadIdentity(&projection);
esFrustum(&projection, -2.8f, +2.8f, -2.8f * gl.aspect, +2.8f * gl.aspect, 6.0f, 10.0f);
ESMatrix modelviewprojection;
esMatrixLoadIdentity(&modelviewprojection);
esMatrixMultiply(&modelviewprojection, &modelview, &projection);
float normal[9];
normal[0] = modelview.m[0][0];
normal[1] = modelview.m[0][1];
normal[2] = modelview.m[0][2];
normal[3] = modelview.m[1][0];
normal[4] = modelview.m[1][1];
normal[5] = modelview.m[1][2];
normal[6] = modelview.m[2][0];
normal[7] = modelview.m[2][1];
normal[8] = modelview.m[2][2];
glUniformMatrix4fv(gl.modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]);
glUniformMatrix4fv(gl.modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]);
glUniformMatrix3fv(gl.normalmatrix, 1, GL_FALSE, normal);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
}
const struct egl * init_cube_smooth(const struct gbm *gbm, int samples)
{
int ret;
ret = init_egl(&gl.egl, gbm, samples);
if (ret)
return NULL;
gl.aspect = (GLfloat)(gbm->height) / (GLfloat)(gbm->width);
ret = create_program(vertex_shader_source, fragment_shader_source);
if (ret < 0)
return NULL;
gl.program = ret;
glBindAttribLocation(gl.program, 0, "in_position");
glBindAttribLocation(gl.program, 1, "in_normal");
glBindAttribLocation(gl.program, 2, "in_color");
ret = link_program(gl.program);
if (ret)
return NULL;
glUseProgram(gl.program);
gl.modelviewmatrix = glGetUniformLocation(gl.program, "modelviewMatrix");
gl.modelviewprojectionmatrix = glGetUniformLocation(gl.program, "modelviewprojectionMatrix");
gl.normalmatrix = glGetUniformLocation(gl.program, "normalMatrix");
glViewport(0, 0, gbm->width, gbm->height);
glEnable(GL_CULL_FACE);
gl.positionsoffset = 0;
gl.colorsoffset = sizeof(vVertices);
gl.normalsoffset = sizeof(vVertices) + sizeof(vColors);
glGenBuffers(1, &gl.vbo);
glBindBuffer(GL_ARRAY_BUFFER, gl.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vColors) + sizeof(vNormals), 0, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, gl.positionsoffset, sizeof(vVertices), &vVertices[0]);
glBufferSubData(GL_ARRAY_BUFFER, gl.colorsoffset, sizeof(vColors), &vColors[0]);
glBufferSubData(GL_ARRAY_BUFFER, gl.normalsoffset, sizeof(vNormals), &vNormals[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset);
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.colorsoffset);
glEnableVertexAttribArray(2);
gl.egl.draw = draw_cube_smooth;
return &gl.egl;
}