1 /***************************************************************************
2 *
3 * Copyright (C) 2018 Advanced Driver Information Technology Joint Venture GmbH
4 *
5 *
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
9 *
10 * http://www.apache.org/licenses/LICENSE-2.0
11 *
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
17 *
18 ****************************************************************************/
19 #include "ShaderTexture.h"
20
21 const static char* vertexShaderCode =
22 "attribute mediump vec4 a_vertex; \
23 uniform mediump mat4 u_modelMatrix; \
24 attribute mediump vec2 a_texCoord; \
25 varying mediump vec2 v_texCoord; \
26 void main(void) \
27 { \
28 gl_Position = u_projectionMatrix * u_modelMatrix * a_vertex; \
29 v_texCoord = a_texCoord; \
30 }";
31
32 const static char* fragmentShaderCode =
33 "varying mediump vec2 v_texCoord; \
34 uniform sampler2D s_texture; \
35 void main (void) \
36 { \
37 gl_FragColor = texture2D(s_texture, v_texCoord); \
38 }";
39
ShaderTexture(float * projectionMatrix)40 ShaderTexture::ShaderTexture(float* projectionMatrix)
41 : ShaderBase(vertexShaderCode, fragmentShaderCode, projectionMatrix)
42 {
43 glUseProgram(shaderProgramId);
44 m_uniformModelMatrix = glGetUniformLocation(shaderProgramId, "u_modelMatrix");
45 m_uniformSampler = glGetUniformLocation(shaderProgramId, "s_texture");
46 attributeTexCoord = glGetAttribLocation(shaderProgramId, "a_texCoord");
47 }
48
~ShaderTexture()49 ShaderTexture::~ShaderTexture()
50 {
51 }
52
use(vec3f * position,GLuint textureID)53 void ShaderTexture::use(vec3f* position, GLuint textureID)
54 {
55 ShaderBase::use(position, nullptr);
56
57 float translation[16];
58 translation[0] = 1.0f;
59 translation[1] = 0.0f;
60 translation[2] = 0.0f;
61 translation[3] = 0.0f;
62
63 translation[4] = 0.0f;
64 translation[5] = 1.0f;
65 translation[6] = 0.0f;
66 translation[7] = 0.0f;
67
68 translation[8] = 0.0f;
69 translation[9] = 0.0f;
70 translation[10] = 1.0f;
71 translation[11] = 0.0f;
72
73 translation[12] = position->x;
74 translation[13] = position->y;
75 translation[14] = position->z;
76 translation[15] = 1.0f;
77
78 glUseProgram(shaderProgramId);
79 glUniformMatrix4fv(m_uniformModelMatrix, 1, GL_FALSE, translation);
80
81 // Code for using textures
82 // select active texture unit
83 glActiveTexture(GL_TEXTURE0);
84 glBindTexture(GL_TEXTURE_2D, textureID);
85 // Set the sampler texture unit to 0: GL_TEXTURE0
86 glUniform1i(m_uniformSampler, 0);
87 }
88
getAttributeTexCoord()89 GLint ShaderTexture::getAttributeTexCoord() {
90 return attributeTexCoord;
91 }
92
setTexCoords(vec2f * m_texCoords)93 void ShaderTexture::setTexCoords(vec2f * m_texCoords){
94 glEnableVertexAttribArray(attributeTexCoord);
95 glVertexAttribPointer(attributeTexCoord, 2, GL_FLOAT, GL_FALSE, 0, m_texCoords);
96 }
97