1. Visualize interpolation
- Open the main.cpp file.
- Modify the vertex shader source code as follows:
static const GLchar vertexShaderSource[] = "#version 310 es\n" "layout (location = 0) in vec3 pos;\n" "out vec4 vColor;\n" "uniform mat4 model;\n" "void main()\n" "{\n" "gl_Position = model * vec4(pos, 1.0);\n" "vColor = vec4(clamp(pos, 0.0, 1.0), 1.0);\n" "}\n";
- Modify the fragment shader source code as follows:
static const GLchar fragmentShaderSource[] = "#version 310 es\n" "precision mediump float;\n" "in vec4 vColor;\n" "out vec4 color;\n" "void main()\n" "{\n" "color = vColor;\n" "}\n";
Info
You used the clamp function to convert any negative value of pos to a value between 0.0 and 1.0.
2. Create a rotation animation
- Delete the following global variable declarations:
bool movingRight = true; float movingOffset = 0.0f; float movingMaxOffset = 0.5f; float movingStep = 0.015f;
- Add the following global variable declarations in their place:
/* code */ float currentAngle = 0.0f; float angleStep = 1.0f; /* code */
- Delete the following lines of code from the Java_dev_anastasioscho_glestriangle_NativeLibrary_nOnDrawFrame function:
movingRight ? movingOffset += movingStep : movingOffset -= movingStep; if (abs(movingOffset) >= movingMaxOffset) { movingRight = !movingRight; } model = glm::translate(model, glm::vec3(movingOffset, 0.0f, 0.0f));
- Still in Java_dev_anastasioscho_glestriangle_NativeLibrary_nOnDrawFrame, make the following changes:
/* code */ glUseProgram(program); currentAngle += angleStep; if (currentAngle >= 360.0f) currentAngle -= 360.0f; glm::mat4 model = glm::mat4(1.0f); model = glm::rotate(model, glm::radians(movingOffset), glm::vec3(0.0f, 1.0f, 0.0f)); /* code */
Warning
Note that you need to change both the angle and the axis of the rotation!
3. Convert the triangle into a pyramid
- Declare one more global variable:
/* code */ GLuint program, triangleVAO, triangleVBO, triangleIBO; /* code */
- Modify the createTriangle function as follows:
void createTriangle() { GLuint indices[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1 }; GLfloat vertices[] = { 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }; glGenVertexArrays(1, &triangleVAO); glBindVertexArray(triangleVAO); glGenBuffers(1, &triangleIBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, triangleIBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glGenBuffers(1, &triangleVBO); glBindBuffer(GL_ARRAY_BUFFER, triangleVBO); glBufferData(GL_ARRAY_BUFFER, 15 * sizeof(GL_FLOAT), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindVertexArray(0); return; }
- Delete the following line of code from the Java_dev_anastasioscho_glestriangle_NativeLibrary_nOnDrawFrame function:
glDrawArrays(GL_TRIANGLES, 0, 3);
- Still in Java_dev_anastasioscho_glestriangle_NativeLibrary_nOnDrawFrame, make the following changes:
/* code */ model = glm::rotate(model, glm::radians(currentAngle), glm::vec3(0.0f, 1.0f, 0.0f)); model = glm::scale(model, glm::vec3(0.4f, 0.4f, 0.4f)); glUniformMatrix4fv(uniformModel, 1, GL_FALSE, glm::value_ptr(model)); glBindVertexArray(triangleVAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, triangleIBO); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindVertexArray(0); glUseProgram(0); /* code */
4. Enable depth
- Modify the Java_dev_anastasioscho_glestriangle_NativeLibrary_nOnSurfaceCreated function as follows:
/* code */ glClearColor(0.0, 1.0, 0.0, 1.0); glEnable(GL_DEPTH_TEST); createProgram(); /* code */
- Modify the Java_dev_anastasioscho_glestriangle_NativeLibrary_nOnDrawFrame function as follows:
/* code */ extern "C" JNIEXPORT void JNICALL Java_dev_anastasioscho_glestriangle_NativeLibrary_nOnDrawFrame(JNIEnv * env, jobject obj) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(program); /* code */
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