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1 /*
2  * Copyright (C) 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
5  * in compliance with the License. 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 distributed under the License
10  * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
11  * or implied. See the License for the specific language governing permissions and limitations under
12  * the License.
13  */
14 
15 #include "TexturedMeshNode.h"
16 
TexturedMeshNode(const Mesh * mesh,const GLuint textureId)17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) :
18         MeshNode(mesh), mTextureId(textureId) {
19 }
20 
before(Program & program,Matrix & model,Matrix & view,Matrix & projection)21 void TexturedMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
22     int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture");
23     int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position");
24     int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate");
25 
26     // Set the texture.
27     glActiveTexture(GL_TEXTURE0);
28     glBindTexture(GL_TEXTURE_2D, mTextureId);
29     glUniform1i(textureUniformHandle, 0);
30 
31     glEnableVertexAttribArray(positionHandle);
32     glVertexAttribPointer(positionHandle, 3, GL_FLOAT, false, 0, mMesh->mVertices);
33     glEnableVertexAttribArray(texCoordHandle);
34     glVertexAttribPointer(texCoordHandle, 2, GL_FLOAT, false, 0, mMesh->mTexCoords);
35 
36     glDrawArrays(GL_TRIANGLES, 0, mMesh->mNumVertices);
37 }
38 
after(Program & program,Matrix & model,Matrix & view,Matrix & projection)39 void TexturedMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) {
40 }
41