blob: 13789fe5a22669e46e3eb2df38e5fce1551860aa [file] [log] [blame]
//
// Copyright 2021 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Based on CubeMapActivity.java from The Android Open Source Project ApiDemos
// https://android.googlesource.com/platform/development/+/refs/heads/master/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java
// Hue to RGB conversion in GLSL based on
// https://github.com/tobspr/GLSL-Color-Spaces
#include "SampleApplication.h"
#include "common/debug.h"
#include "torus.h"
#include "util/Matrix.h"
#include "util/shader_utils.h"
#include <iostream>
const float kDegreesPerSecond = 90.0f;
const GLushort kHuesSize = (kSize + 1) * (kSize + 1);
class BufferStorageSample : public SampleApplication
{
public:
BufferStorageSample(int argc, char **argv)
: SampleApplication("GLES3.1 Buffer Storage", argc, argv, 3, 1)
{}
bool initialize() override
{
if (!IsGLExtensionEnabled("GL_EXT_buffer_storage"))
{
std::cout << "GL_EXT_buffer_storage not available." << std::endl;
return false;
}
constexpr char kVS[] = R"(#version 300 es
uniform mat4 mv;
uniform mat4 mvp;
in vec4 position;
in vec3 normal;
in float hue;
out vec3 normal_view;
out vec4 color;
vec4 hue_to_rgba(float hue)
{
hue = mod(hue, 1.0);
float r = abs(hue * 6.0 - 3.0) - 1.0;
float g = 2.0 - abs(hue * 6.0 - 2.0);
float b = 2.0 - abs(hue * 6.0 - 4.0);
return vec4(r, g, b, 1.0);
}
void main()
{
normal_view = vec3(mv * vec4(normal, 0.0));
color = hue_to_rgba(hue);
gl_Position = mvp * position;
})";
constexpr char kFS[] = R"(#version 300 es
precision mediump float;
in vec3 normal_view;
in vec4 color;
out vec4 frag_color;
void main()
{
frag_color = color * dot(vec3(0.0, 0.0, 1.0), normalize(normal_view));
})";
mProgram = CompileProgram(kVS, kFS);
if (!mProgram)
{
return false;
}
mPositionLoc = glGetAttribLocation(mProgram, "position");
mNormalLoc = glGetAttribLocation(mProgram, "normal");
mHueLoc = glGetAttribLocation(mProgram, "hue");
mMVPMatrixLoc = glGetUniformLocation(mProgram, "mvp");
mMVMatrixLoc = glGetUniformLocation(mProgram, "mv");
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
generateTorus();
float ratio = static_cast<float>(getWindow()->getWidth()) /
static_cast<float>(getWindow()->getHeight());
mPerspectiveMatrix = Matrix4::frustum(-ratio, ratio, -1, 1, 1.0f, 20.0f);
mTranslationMatrix = Matrix4::translate(angle::Vector3(0, 0, -5));
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
glUseProgram(mProgram);
glEnableVertexAttribArray(mPositionLoc);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), nullptr);
glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat),
reinterpret_cast<const void *>(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(mNormalLoc);
glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer);
glVertexAttribPointer(mHueLoc, 1, GL_FLOAT, false, sizeof(GLfloat), nullptr);
glEnableVertexAttribArray(mHueLoc);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
return true;
}
void destroy() override
{
glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer);
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(mPositionLoc);
glDisableVertexAttribArray(mNormalLoc);
glDisableVertexAttribArray(mHueLoc);
glDeleteBuffers(1, &mHueBuffer);
glDeleteBuffers(1, &mVertexBuffer);
glDeleteBuffers(1, &mIndexBuffer);
glDeleteProgram(mProgram);
}
void step(float dt, double totalTime) override
{
mAngle += kDegreesPerSecond * dt;
if (mLastFullSecond != static_cast<uint32_t>(totalTime))
{
mLastFullSecond = static_cast<uint32_t>(totalTime);
regenerateTorus();
}
updateHues(totalTime);
}
void draw() override
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Matrix4 modelMatrix = mTranslationMatrix * Matrix4::rotate(mAngle, mYUnitVec) *
Matrix4::rotate(mAngle * 0.25f, mXUnitVec);
Matrix4 mvpMatrix = mPerspectiveMatrix * modelMatrix;
glUniformMatrix4fv(mMVMatrixLoc, 1, GL_FALSE, modelMatrix.data);
glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat), nullptr);
glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, false, 6 * sizeof(GLfloat),
reinterpret_cast<const void *>(3 * sizeof(GLfloat)));
glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer);
glVertexAttribPointer(mHueLoc, 1, GL_FLOAT, false, sizeof(GLfloat), nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
glVertexAttribPointer(mHueLoc, 1, GL_FLOAT, false, sizeof(GLfloat), nullptr);
glDrawElements(GL_TRIANGLES, mIndexCount, GL_UNSIGNED_SHORT, 0);
ASSERT(static_cast<GLenum>(GL_NO_ERROR) == glGetError());
}
void updateHues(double time)
{
for (uint32_t i = 0; i < kHuesSize; i++)
{
mHueMapPtr[i] = static_cast<GLfloat>(i) / static_cast<GLfloat>(kHuesSize) +
static_cast<GLfloat>(time);
}
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glClientWaitSync(sync, 0, 0);
glDeleteSync(sync);
}
void generateTorus()
{
GenerateTorus(&mVertexBuffer, &mIndexBuffer, &mIndexCount);
std::vector<GLfloat> hues(kHuesSize, 0.0f);
glGenBuffers(1, &mHueBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, kHuesSize * sizeof(GLfloat), hues.data(),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
mHueMapPtr = static_cast<float *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, kHuesSize * sizeof(GLfloat),
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT));
ASSERT(mHueMapPtr != nullptr);
ASSERT(static_cast<GLenum>(GL_NO_ERROR) == glGetError());
}
void regenerateTorus()
{
glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer);
glDisableVertexAttribArray(mHueLoc);
glUnmapBuffer(GL_ARRAY_BUFFER);
glDeleteBuffers(1, &mHueBuffer);
std::vector<GLfloat> hues(kHuesSize, 0.0f);
glGenBuffers(1, &mHueBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mHueBuffer);
glBufferStorageEXT(GL_ARRAY_BUFFER, kHuesSize * sizeof(GLfloat), hues.data(),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT);
mHueMapPtr = static_cast<float *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, kHuesSize * sizeof(GLfloat),
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_PERSISTENT_BIT_EXT | GL_MAP_COHERENT_BIT_EXT));
ASSERT(mHueMapPtr != nullptr);
ASSERT(static_cast<GLenum>(GL_NO_ERROR) == glGetError());
glEnableVertexAttribArray(mHueLoc);
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glClientWaitSync(sync, 0, 0);
glDeleteSync(sync);
}
private:
GLuint mProgram = 0;
GLint mPositionLoc = 0;
GLint mNormalLoc = 0;
GLint mHueLoc = 0;
GLuint mMVPMatrixLoc = 0;
GLuint mMVMatrixLoc = 0;
GLuint mVertexBuffer = 0;
GLuint mHueBuffer = 0;
GLuint mIndexBuffer = 0;
GLsizei mIndexCount = 0;
Matrix4 mPerspectiveMatrix;
Matrix4 mTranslationMatrix;
const angle::Vector3 mYUnitVec{0.0f, 1.0f, 0.0f};
const angle::Vector3 mXUnitVec{1.0f, 0.0f, 0.0f};
float *mHueMapPtr = nullptr;
float mAngle = 0;
uint32_t mLastFullSecond = 0;
};
int main(int argc, char **argv)
{
BufferStorageSample app(argc, argv);
return app.run();
}