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author | alokp@chromium.org <alokp@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-01-13 17:20:44 +0000 |
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committer | alokp@chromium.org <alokp@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-01-13 17:20:44 +0000 |
commit | bd0dae9836979fb4d33574e34ecde51b911e87c6 (patch) | |
tree | 24a6d98dd5e1b98265224d64650057ed9491282d /third_party/gles2_book/Chapter_8 | |
parent | 8e65f11ba2e6ba7ebbc81e23aef288969b0f5ebd (diff) | |
download | chromium_src-bd0dae9836979fb4d33574e34ecde51b911e87c6.zip chromium_src-bd0dae9836979fb4d33574e34ecde51b911e87c6.tar.gz chromium_src-bd0dae9836979fb4d33574e34ecde51b911e87c6.tar.bz2 |
Added simple vertex shader demo. I had to make the following modifications to third-party code:
- Changed client-side vertex array to VBO
- Used GL_UNSIGNED_SHORT instead of GL_UNSIGNED_INT in glDrawElements because GL_UNSIGNED_INT is not supported for by OpenGL ES 2.0 for indices
BUG=26099
TEST=Run simple_vertex_shader executable, you should see a rotating cube.
Review URL: http://codereview.chromium.org/543015
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@36127 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'third_party/gles2_book/Chapter_8')
-rw-r--r-- | third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.c | 41 | ||||
-rw-r--r-- | third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.h | 7 |
2 files changed, 25 insertions, 23 deletions
diff --git a/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.c b/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.c index ad6f188..8b9c217 100644 --- a/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.c +++ b/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.c @@ -23,6 +23,10 @@ int svsInit ( ESContext *esContext ) { SVSUserData *userData = esContext->userData; + int numVertices = 24; + GLfloat *vertices = NULL; + GLushort *indices = NULL; + GLbyte vShaderStr[] = "uniform mat4 u_mvpMatrix; \n" "attribute vec4 a_position; \n" @@ -41,6 +45,7 @@ int svsInit ( ESContext *esContext ) // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); + if ( userData->programObject == 0 ) return FALSE; // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); @@ -49,9 +54,17 @@ int svsInit ( ESContext *esContext ) userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" ); // Generate the vertex data - userData->numIndices = esGenCube( 1.0, &userData->vertices, - NULL, NULL, &userData->indices ); - + userData->numIndices = esGenCube( 1.0, &vertices, NULL, NULL, &indices ); + glGenBuffers ( 2, userData->vboIds ); + glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] ); + glBufferData ( GL_ARRAY_BUFFER, 3 * numVertices * sizeof(GLfloat), + vertices, GL_STATIC_DRAW ); + glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] ); + glBufferData ( GL_ELEMENT_ARRAY_BUFFER, userData->numIndices * sizeof(GL_UNSIGNED_SHORT), + indices, GL_STATIC_DRAW ); + if ( vertices != NULL ) free ( vertices ); + if ( indices != NULL ) free ( indices ); + // Starting rotation angle for the cube userData->angle = 45.0f; @@ -105,7 +118,6 @@ void svsDraw ( ESContext *esContext ) // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); - // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); @@ -113,17 +125,15 @@ void svsDraw ( ESContext *esContext ) glUseProgram ( userData->programObject ); // Load the vertex position - glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, - GL_FALSE, 3 * sizeof(GLfloat), userData->vertices ); - glEnableVertexAttribArray ( userData->positionLoc ); - - + glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, + GL_FALSE, 3 * sizeof(GLfloat), 0 ); + // Load the MVP matrix glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE, (GLfloat*) &userData->mvpMatrix.m[0][0] ); // Draw the cube - glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_INT, userData->indices ); + glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_SHORT, 0 ); // TODO(alokp): glFlush should not be necessary with SwapBuffers. glFlush(); @@ -136,15 +146,8 @@ void svsShutDown ( ESContext *esContext ) { SVSUserData *userData = esContext->userData; - if ( userData->vertices != NULL ) - { - free ( userData->vertices ); - } - - if ( userData->indices != NULL ) - { - free ( userData->indices ); - } + // Delete program object + glDeleteBuffers ( 2, userData->vboIds ); // Delete program object glDeleteProgram ( userData->programObject ); diff --git a/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.h b/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.h index e3c8832..b581185 100644 --- a/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.h +++ b/third_party/gles2_book/Chapter_8/Simple_VertexShader/Simple_VertexShader.h @@ -28,10 +28,9 @@ typedef struct // Uniform locations GLint mvpLoc; - // Vertex daata - GLfloat *vertices; - GLuint *indices; - int numIndices; + // Vertex data + int numIndices; + GLuint vboIds[2]; // Rotation angle GLfloat angle; |