overte/android/app/src/main/cpp/renderer.cpp
2017-11-29 09:11:52 -08:00

120 lines
3.3 KiB
C++

#include "renderer.h"
#include <mutex>
#include <glm/gtc/matrix_transform.hpp>
#include <QtCore/QDebug>
#include <gl/Config.h>
#include <gl/GLShaders.h>
static const char *kSimepleVertexShader = R"glsl(#version 300 es
#extension GL_OVR_multiview2 : enable
layout(num_views=2) in;
layout(location = 0) in vec4 a_Position;
out vec4 v_Color;
void main() {
v_Color = vec4(a_Position.xyz, 1.0);
gl_Position = vec4(a_Position.xyz, 1.0);
}
)glsl";
static const char *kPassthroughFragmentShader = R"glsl(#version 300 es
precision mediump float;
in vec4 v_Color;
out vec4 FragColor;
void main() { FragColor = v_Color; }
)glsl";
int LoadGLShader(int type, const char *shadercode) {
GLuint result = 0;
std::string shaderError;
static const std::string SHADER_DEFINES;
if (!gl::compileShader(type, shadercode, SHADER_DEFINES, result, shaderError)) {
qWarning() << "QQQ" << __FUNCTION__ << "Shader compile failure" << shaderError.c_str();
}
return result;
}
static void CheckGLError(const char* label) {
int gl_error = glGetError();
if (gl_error != GL_NO_ERROR) {
qWarning("GL error @ %s: %d", label, gl_error);
// Crash immediately to make OpenGL errors obvious.
abort();
}
}
// Contains vertex, normal and other data.
namespace triangle {
static std::array<float, 9> TRIANGLE_VERTS {{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
}};
}
void NativeRenderer::InitializeGl() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
const uint32_t vertShader = LoadGLShader(GL_VERTEX_SHADER, kSimepleVertexShader);
const uint32_t fragShader = LoadGLShader(GL_FRAGMENT_SHADER, kPassthroughFragmentShader);
std::string error;
_program = gl::compileProgram({ vertShader, fragShader }, error);
CheckGLError("build program");
glGenBuffers(1, &_geometryBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _geometryBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 9, triangle::TRIANGLE_VERTS.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CheckGLError("upload vertices");
glGenVertexArrays(1, &_vao);
glBindBuffer(GL_ARRAY_BUFFER, _geometryBuffer);
glBindVertexArray(_vao);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
CheckGLError("build vao ");
}
void NativeRenderer::DrawFrame() {
auto now = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now() - start);
glm::vec3 v;
v.r = (float) (now.count() % 1000) / 1000.0f;
v.g = 1.0f - v.r;
v.b = 1.0f;
glClearColor(v.r, v.g, v.b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(_program);
glBindVertexArray(_vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void NativeRenderer::OnTriggerEvent() {
qDebug() << "QQQ" << __FUNCTION__;
}
void NativeRenderer::OnPause() {
qDebug() << "QQQ" << __FUNCTION__;
}
void NativeRenderer::OnResume() {
qDebug() << "QQQ" << __FUNCTION__;
}