blob: e945d3609fffdef69a60a83bcf6332c83ebaf9ed [file] [log] [blame]
// 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 app that draws a green triangle on a red background.
package main
import (
"encoding/binary"
"log"
"golang.org/x/mobile/app"
"golang.org/x/mobile/app/debug"
"golang.org/x/mobile/event"
"golang.org/x/mobile/f32"
"golang.org/x/mobile/geom"
"golang.org/x/mobile/gl"
"golang.org/x/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() {
app.Run(app.Callbacks{
Start: start,
Stop: stop,
Draw: draw,
Touch: touch,
})
}
func start() {
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}
// TODO(crawshaw): the debug package needs to put GL state init here
}
func stop() {
gl.DeleteProgram(program)
gl.DeleteBuffer(buf)
}
func touch(t event.Touch) {
touchLoc = t.Loc
}
func draw() {
gl.ClearColor(1, 0, 0, 1)
gl.Clear(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 = f32.Bytes(binary.LittleEndian,
0.0, 0.4, 0.0, // top left
0.0, 0.0, 0.0, // bottom left
0.4, 0.0, 0.0, // bottom right
)
const (
coordsPerVertex = 3
vertexCount = 3
)
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;
}`