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1 /*
2  * Copyright (c) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "rectangle.h"
17 #include "log.h"
18 
19 namespace {
20     float g_vertices[] = {
21         0.5f,  0.5f,  0.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f,  -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f,
22         -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.5f, 0.5f,  0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f,
23     };
24 
25     unsigned int g_indices[] = {0, 1, 3, 1, 2, 3};
26 
27     char g_shadervsTransform[] = "#version 300 es\n"
28                                "layout(location = 0) in vec3 aPos;\n"
29                                "layout(location = 1) in vec3 aColor;\n"
30                                "uniform mat4 transform;\n"
31                                "out vec3 ourColor;\n"
32                                "void main()\n"
33                                "{\n"
34                                "gl_Position = transform * vec4(aPos, 1.0);\n"
35                                "ourColor = aColor;\n"
36                                "}\n";
37 
38     char g_shaderfsTransform[] = "#version 300 es\n"
39                                "precision mediump float;\n"
40                                "out vec4 fragColor;\n"
41                                "in vec3 ourColor;\n"
42                                "void main()\n"
43                                "{\n"
44                                "fragColor =vec4(ourColor, 1.0);\n"
45                                "}\n";
46 } // namespace
47 
Init()48 int32_t Rectangle::Init()
49 {
50     ourShader = new Shader(false, g_shadervsTransform, g_shaderfsTransform);
51     return 0;
52 }
53 
54 // 绘图转换
Update()55 void Rectangle::Update()
56 {
57     glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
58     glClear(GL_COLOR_BUFFER_BIT);
59 
60     ourShader->use();
61 
62     glGenVertexArrays(1, &vao);
63     glGenBuffers(1, &vbo);
64     glGenBuffers(1, &ebo);
65 
66     glBindVertexArray(vao);
67     glBindBuffer(GL_ARRAY_BUFFER, vbo);
68     glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertices), g_vertices, GL_STATIC_DRAW);
69 
70     glVertexAttribPointer(0, kThree, GL_FLOAT, GL_FALSE, kEight * sizeof(float), (void *)0);
71     glEnableVertexAttribArray(0);
72 
73     glVertexAttribPointer(1, kThree, GL_FLOAT, GL_FALSE, kEight * sizeof(float), (void *)(kThree * sizeof(float)));
74     glEnableVertexAttribArray(1);
75 
76     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
77     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_indices), g_indices, GL_STATIC_DRAW);
78 
79     // 先旋转再位移
80     Matrix4x4 trans = Matrix4x4::Identity();
81     trans.MakeTranslation(Vector3(0.5f, -0.5f, 0.0f));
82 
83     Matrix4x4 rotate = Matrix4x4::Identity();
84     rotate.MakeRoate(stride, Vector3(0.0f, 0.0f, 1.0f));
85 
86     // 先旋转再位移
87     Matrix4x4 transform = Matrix4x4::Identity();
88     Matrix4x4::Multiply(trans, rotate, transform);
89 
90     ourShader->use();
91     ourShader->SetMatrix4x4("transform", transform);
92 
93     glBindVertexArray(vao);
94     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
95     glDrawElements(GL_TRIANGLES, kSix, GL_UNSIGNED_INT, 0);
96 
97     // 画第二个图
98     trans = Matrix4x4::Identity();
99     trans.MakeTranslation(Vector3(-0.5f, 0.5f, 0.0f));
100     float scaleValue = sin(stride);
101     Matrix4x4 scale = Matrix4x4::Identity();
102     scale.MakeScale(Vector3(scaleValue, scaleValue, scaleValue));
103 
104     transform = Matrix4x4::Identity();
105     Matrix4x4::Multiply(trans, scale, transform);
106 
107     ourShader->SetMatrix4x4("transform", transform);
108     glDrawElements(GL_TRIANGLES, kSix, GL_UNSIGNED_INT, 0);
109 }
110 
Quit(void)111 int32_t Rectangle::Quit(void)
112 {
113     glDeleteVertexArrays(1, &vao);
114     glDeleteBuffers(1, &vbo);
115     glDeleteBuffers(1, &ebo);
116     glDeleteProgram(ourShader->ID);
117 
118     delete ourShader;
119     ourShader = nullptr;
120 
121     LOGE("MagicCube Quit success.");
122     return 0;
123 }
124 
Animate()125 void Rectangle::Animate() { stride = stride + 0.05; } // K0.05