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