mobile/example/basic/main.go

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// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// An android app that draws a green triangle on a red background.
package main
import (
"bytes"
"encoding/binary"
"log"
"code.google.com/p/go.mobile/app"
"code.google.com/p/go.mobile/app/debug"
"code.google.com/p/go.mobile/event"
"code.google.com/p/go.mobile/geom"
"code.google.com/p/go.mobile/gl"
"code.google.com/p/go.mobile/gl/glutil"
)
var (
program gl.Program
position gl.Attrib
offset gl.Uniform
color gl.Uniform
buf gl.Buffer
green float32
touchLoc geom.Point
)
func main() {
log.Printf("basic example starting")
app.Run(app.Callbacks{
Draw: draw,
Touch: touch,
})
}
// TODO(crawshaw): Need an easier way to do GL-dependent initialization.
func initGL() {
var err error
program, err = glutil.CreateProgram(vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
buf = gl.GenBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, buf)
gl.BufferData(gl.ARRAY_BUFFER, gl.STATIC_DRAW, triangleData)
position = gl.GetAttribLocation(program, "position")
color = gl.GetUniformLocation(program, "color")
offset = gl.GetUniformLocation(program, "offset")
touchLoc = geom.Point{geom.Width / 2, geom.Height / 2}
}
func touch(t event.Touch) {
touchLoc = t.Loc
}
func draw() {
if program.Value == 0 {
initGL()
log.Printf("example/basic rendering initialized")
}
gl.ClearColor(1, 0, 0, 1)
gl.Clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT)
gl.UseProgram(program)
green += 0.01
if green > 1 {
green = 0
}
gl.Uniform4f(color, 0, green, 0, 1)
gl.Uniform2f(offset, float32(touchLoc.X/geom.Width), float32(touchLoc.Y/geom.Height))
gl.BindBuffer(gl.ARRAY_BUFFER, buf)
gl.EnableVertexAttribArray(position)
gl.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
gl.DrawArrays(gl.TRIANGLES, 0, vertexCount)
gl.DisableVertexAttribArray(position)
debug.DrawFPS()
}
var triangleData []byte
func init() {
buf := new(bytes.Buffer)
if err := binary.Write(buf, binary.LittleEndian, triangleCoords); err != nil {
log.Fatal(err)
}
triangleData = buf.Bytes()
}
const coordsPerVertex = 3
var triangleCoords = []float32{
0, 0.4, 0, // top left
0, 0, 0, // bottom left
0.4, 0, 0, // bottom right
}
var vertexCount = len(triangleCoords) / coordsPerVertex
const vertexShader = `#version 100
uniform vec2 offset;
attribute vec4 position;
void main() {
// offset comes in with x/y values between 0 and 1.
// position bounds are -1 to 1.
vec4 offset4 = vec4(2.0*offset.x-1.0, 1.0-2.0*offset.y, 0, 0);
gl_Position = position + offset4;
}`
const fragmentShader = `#version 100
precision mediump float;
uniform vec4 color;
void main() {
gl_FragColor = color;
}`