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