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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.
// +build darwin linux
// An app that draws a green triangle on a red background.
//
// Note: This demo is an early preview of Go 1.5. In order to build this
// program as an Android APK using the gomobile tool.
//
// See http://godoc.org/golang.org/x/mobile/cmd/gomobile to install gomobile.
//
// Get the basic example and use gomobile to build or install it on your device.
//
// $ go get -d golang.org/x/mobile/example/basic
// $ gomobile build golang.org/x/mobile/example/basic # will build an APK
//
// # plug your Android device to your computer or start an Android emulator.
// # if you have adb installed on your machine, use gomobile install to
// # build and deploy the APK to an Android target.
// $ gomobile install golang.org/x/mobile/example/basic
//
// Switch to your device or emulator to start the Basic application from
// the launcher.
// You can also run the application on your desktop by running the command
// below. (Note: It currently doesn't work on Windows.)
// $ go install golang.org/x/mobile/example/basic && basic
package main
import (
"encoding/binary"
"log"
"golang.org/x/mobile/app"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/event/touch"
"golang.org/x/mobile/exp/app/debug"
"golang.org/x/mobile/exp/f32"
"golang.org/x/mobile/exp/gl/glutil"
"golang.org/x/mobile/gl"
)
var (
program gl.Program
position gl.Attrib
offset gl.Uniform
color gl.Uniform
buf gl.Buffer
green float32
touchX float32
touchY float32
)
func main() {
app.Main(func(a app.App) {
visible, sz := false, size.Event{}
for e := range a.Events() {
switch e := app.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
visible = true
onStart()
case lifecycle.CrossOff:
visible = false
onStop()
}
case size.Event:
sz = e
touchX = float32(sz.WidthPx / 2)
touchY = float32(sz.HeightPx / 2)
case paint.Event:
onPaint(sz)
a.Publish()
if visible {
// Drive the animation by preparing to paint the next frame
// after this one is shown.
//
// TODO: is paint.Event the right thing to send? Should we
// have a dedicated publish.Event type? Should App.Publish
// take an optional event sender and send a publish.Event?
a.Send(paint.Event{})
}
case touch.Event:
touchX = e.X
touchY = e.Y
}
}
})
}
func onStart() {
var err error
program, err = glutil.CreateProgram(vertexShader, fragmentShader)
if err != nil {
log.Printf("error creating GL program: %v", err)
return
}
buf = gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, buf)
gl.BufferData(gl.ARRAY_BUFFER, triangleData, gl.STATIC_DRAW)
position = gl.GetAttribLocation(program, "position")
color = gl.GetUniformLocation(program, "color")
offset = gl.GetUniformLocation(program, "offset")
// TODO(crawshaw): the debug package needs to put GL state init here
// Can this be an app.RegisterFilter call now??
}
func onStop() {
gl.DeleteProgram(program)
gl.DeleteBuffer(buf)
}
func onPaint(sz size.Event) {
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, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx))
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(sz)
}
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;
}`