// // Copyright 2021 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Based on CubeMapActivity.java from The Android Open Source Project ApiDemos // https://android.googlesource.com/platform/development/+/refs/heads/master/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java // Hue to RGB conversion in GLSL based on // https://github.com/tobspr/GLSL-Color-Spaces #include "SampleApplication.h" #include "common/debug.h" #include "torus.h" #include "util/Matrix.h" #include "util/shader_utils.h" #include const float kDegreesPerSecond = 90.0f; const GLushort kHuesSize = (kSize + 1) * (kSize + 1); class BufferStorageSample : public SampleApplication { public: BufferStorageSample(int argc, char **argv) : SampleApplication("GLES3.1 Buffer Storage", argc, argv, 3, 1) {} bool initialize() override { if (!IsGLExtensionEnabled("GL_EXT_buffer_storage")) { std::cout << "GL_EXT_buffer_storage not available." << std::endl; return false; } constexpr char kVS[] = R"(#version 300 es uniform mat4 mv; uniform mat4 mvp; in vec4 position; in vec3 normal; in float hue; out vec3 normal_view; out vec4 color; vec4 hue_to_rgba(float hue) { hue = mod(hue, 1.0); float r = abs(hue * 6.0 - 3.0) - 1.0; float g = 2.0 - abs(hue * 6.0 - 2.0); float b = 2.0 - abs(hue * 6.0 - 4.0); return vec4(r, g, b, 1.0); } void main() { normal_view = vec3(mv * vec4(normal, 0.0)); color = hue_to_rgba(hue); gl_Position = mvp * position; })"; constexpr char kFS[] = R"(#version 300 es precision mediump float; in vec3 normal_view; in vec4 color; out vec4 frag_color; void main() { frag_color = color * dot(vec3(0.0, 0.0, 1.0), normalize(normal_view)); })"; mProgram = CompileProgram(kVS, kFS); if (!mProgram) { return false; } mPositionLoc = glGetAttribLocation(mProgram, "position"); mNormalLoc = glGetAttribLocation(mProgram, "normal"); mHueLoc = glGetAttribLocation(mProgram, "hue"); mMVPMatrixLoc = glGetUniformLocation(mProgram, "mvp"); mMVMatrixLoc = glGetUniformLocation(mProgram, "mv"); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_DEPTH_TEST); generateTorus(); float ratio = static_cast(getWindow()->getWidth()) / static_cast(getWindow()->getHeight()); mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f); mTranslationMatrix = Matrix4::translate(angle::Vector3(0, 0, -5)); glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); glUseProgram(mProgram); glEnableVertexAttribArray(mPositionLoc); glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), nullptr); glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), reinterpret_cast(3 * sizeof(GLfloat))); glEnableVertexAttribArray(mNormalLoc); glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer); glVertexAttribPointer(mHueLoc, 1, GL_FLOAT, false, sizeof(GLfloat), nullptr); glEnableVertexAttribArray(mHueLoc); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); return true; } void destroy() override { glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisableVertexAttribArray(mPositionLoc); glDisableVertexAttribArray(mNormalLoc); glDisableVertexAttribArray(mHueLoc); glDeleteBuffers(1, &mHueBuffer); glDeleteBuffers(1, &mVertexBuffer); glDeleteBuffers(1, &mIndexBuffer); glDeleteProgram(mProgram); } void step(float dt, double totalTime) override { mAngle += kDegreesPerSecond * dt; if (mLastFullSecond != static_cast(totalTime)) { mLastFullSecond = static_cast(totalTime); regenerateTorus(); } updateHues(totalTime); } void draw() override { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Matrix4 modelMatrix = mTranslationMatrix * Matrix4::rotate(mAngle, mYUnitVec) * Matrix4::rotate(mAngle * 0.25f, mXUnitVec); Matrix4 mvpMatrix = mPerspectiveMatrix * modelMatrix; glUniformMatrix4fv(mMVMatrixLoc, 1, GL_FALSE, modelMatrix.data); glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data); glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer); glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), nullptr); glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), reinterpret_cast(3 * sizeof(GLfloat))); glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer); glVertexAttribPointer(mHueLoc, 1, GL_FLOAT, false, sizeof(GLfloat), nullptr); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer); glVertexAttribPointer(mHueLoc, 1, GL_FLOAT, false, sizeof(GLfloat), nullptr); glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0); ASSERT(static_cast(GL_NO_ERROR) == glGetError()); } void updateHues(double time) { for (uint32_t i = 0; i < kHuesSize; i++) { mHueMapPtr[i] = static_cast(i) / static_cast(kHuesSize) + static_cast(time); } GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glClientWaitSync(sync, 0, 0); glDeleteSync(sync); } void generateTorus() { GenerateTorus(&mVertexBuffer, &mIndexBuffer, &mIndexCount); std::vector hues(kHuesSize, 0.0f); glGenBuffers(1, &mHueBuffer); glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer); glBufferStorageEXT(GL_ARRAY_BUFFER, kHuesSize * sizeof(GLfloat), hues.data(), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT); mHueMapPtr = static_cast( glMapBufferRange(GL_ARRAY_BUFFER, 0, kHuesSize * sizeof(GLfloat), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT)); ASSERT(mHueMapPtr != nullptr); ASSERT(static_cast(GL_NO_ERROR) == glGetError()); } void regenerateTorus() { glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer); glDisableVertexAttribArray(mHueLoc); glUnmapBuffer(GL_ARRAY_BUFFER); glDeleteBuffers(1, &mHueBuffer); std::vector hues(kHuesSize, 0.0f); glGenBuffers(1, &mHueBuffer); glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer); glBufferStorageEXT(GL_ARRAY_BUFFER, kHuesSize * sizeof(GLfloat), hues.data(), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT); mHueMapPtr = static_cast( glMapBufferRange(GL_ARRAY_BUFFER, 0, kHuesSize * sizeof(GLfloat), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT)); ASSERT(mHueMapPtr != nullptr); ASSERT(static_cast(GL_NO_ERROR) == glGetError()); glEnableVertexAttribArray(mHueLoc); GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glClientWaitSync(sync, 0, 0); glDeleteSync(sync); } private: GLuint mProgram = 0; GLint mPositionLoc = 0; GLint mNormalLoc = 0; GLint mHueLoc = 0; GLuint mMVPMatrixLoc = 0; GLuint mMVMatrixLoc = 0; GLuint mVertexBuffer = 0; GLuint mHueBuffer = 0; GLuint mIndexBuffer = 0; GLsizei mIndexCount = 0; Matrix4 mPerspectiveMatrix; Matrix4 mTranslationMatrix; const angle::Vector3 mYUnitVec{0.0f, 1.0f, 0.0f}; const angle::Vector3 mXUnitVec{1.0f, 0.0f, 0.0f}; float *mHueMapPtr = nullptr; float mAngle = 0; uint32_t mLastFullSecond = 0; }; int main(int argc, char **argv) { BufferStorageSample app(argc, argv); return app.run(); }