/* * Copyright (c) 2017 Rob Clark * * 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 #include #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; }