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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 "ShaderGradient.h"
20 
21 const static char* vertexShaderCode =
22 		    "attribute mediump vec4 a_vertex; \
23 		     attribute mediump vec4 a_color;  \
24 		     varying mediump vec4 v_color;    \
25              void main(void)                  \
26              {                                \
27                  gl_Position = a_vertex;      \
28 		         v_color = a_color;           \
29              }";
30 
31 const static char* fragmentShaderCode =
32 		    "varying mediump vec4 v_color;   \
33              void main (void)                \
34 		     {                               \
35 		         gl_FragColor = v_color;     \
36 		     }";
37 
ShaderGradient()38 ShaderGradient::ShaderGradient()
39 : ShaderBase(vertexShaderCode, fragmentShaderCode, nullptr)
40 {
41     glUseProgram(shaderProgramId);
42     attributeColor = glGetAttribLocation(shaderProgramId, "a_color");
43 }
44 
~ShaderGradient()45 ShaderGradient::~ShaderGradient()
46 {
47 }
48 
use(vec3f * position,vec4f * color)49 void ShaderGradient::use(vec3f* position, vec4f* color)
50 {
51 	glUseProgram(shaderProgramId);
52 	glEnableVertexAttribArray(attributeColor);
53     glVertexAttribPointer(attributeColor, 4, GL_FLOAT, GL_FALSE, 0, &color->r);
54 }
55