diff --git a/examples/egl/testegl.c b/examples/egl/testegl.c index db0fc4db83..c0e8b7a044 100644 --- a/examples/egl/testegl.c +++ b/examples/egl/testegl.c @@ -178,60 +178,6 @@ gst_gl_matrix_translate (GstGLMatrix * matrix, GLfloat tx, GLfloat ty, (matrix->m[0][3] * tx + matrix->m[1][3] * ty + matrix->m[2][3] * tz); } -static void -gst_gl_matrix_rotate (GstGLMatrix * matrix, GLfloat angle, GLfloat x, GLfloat y, - GLfloat z) -{ - GLfloat sinAngle, cosAngle; - GLfloat mag = sqrtf (x * x + y * y + z * z); - - sinAngle = sinf (angle * M_PI / 180.0f); - cosAngle = cosf (angle * M_PI / 180.0f); - - if (mag > 0.0f) { - GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs; - GLfloat oneMinusCos; - GstGLMatrix rotMat; - - x /= mag; - y /= mag; - z /= mag; - - xx = x * x; - yy = y * y; - zz = z * z; - xy = x * y; - yz = y * z; - zx = z * x; - xs = x * sinAngle; - ys = y * sinAngle; - zs = z * sinAngle; - oneMinusCos = 1.0f - cosAngle; - - rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle; - rotMat.m[0][1] = (oneMinusCos * xy) - zs; - rotMat.m[0][2] = (oneMinusCos * zx) + ys; - rotMat.m[0][3] = 0.0f; - - rotMat.m[1][0] = (oneMinusCos * xy) + zs; - rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle; - rotMat.m[1][2] = (oneMinusCos * yz) - xs; - rotMat.m[1][3] = 0.0f; - - rotMat.m[2][0] = (oneMinusCos * zx) - ys; - rotMat.m[2][1] = (oneMinusCos * yz) + xs; - rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle; - rotMat.m[2][3] = 0.0f; - - rotMat.m[3][0] = 0.0f; - rotMat.m[3][1] = 0.0f; - rotMat.m[3][2] = 0.0f; - rotMat.m[3][3] = 1.0f; - - gst_gl_matrix_multiply (matrix, &rotMat, matrix); - } -} - static void gst_gl_matrix_frustum (GstGLMatrix * matrix, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearZ, GLfloat farZ) @@ -281,11 +227,34 @@ gst_gl_matrix_perspective (GstGLMatrix * matrix, GLfloat fovy, GLfloat aspect, static const gchar *cube_v_src = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" - "uniform mat4 u_matrix; \n" + "uniform float u_rotx; \n" + "uniform float u_roty; \n" + "uniform float u_rotz; \n" + "uniform mat4 u_modelview; \n" + "uniform mat4 u_projection; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" - " gl_Position = u_matrix * a_position; \n" + " float PI = 3.14159265; \n" + " float xrot = u_rotx*2.0*PI/360.0; \n" + " float yrot = u_roty*2.0*PI/360.0; \n" + " float zrot = u_rotz*2.0*PI/360.0; \n" + " mat4 matX = mat4 ( \n" + " 1.0, 0.0, 0.0, 0.0, \n" + " 0.0, cos(xrot), sin(xrot), 0.0, \n" + " 0.0, -sin(xrot), cos(xrot), 0.0, \n" + " 0.0, 0.0, 0.0, 1.0 ); \n" + " mat4 matY = mat4 ( \n" + " cos(yrot), 0.0, -sin(yrot), 0.0, \n" + " 0.0, 1.0, 0.0, 0.0, \n" + " sin(yrot), 0.0, cos(yrot), 0.0, \n" + " 0.0, 0.0, 0.0, 1.0 ); \n" + " mat4 matZ = mat4 ( \n" + " cos(zrot), sin(zrot), 0.0, 0.0, \n" + " -sin(zrot), cos(zrot), 0.0, 0.0, \n" + " 0.0, 0.0, 1.0, 0.0, \n" + " 0.0, 0.0, 0.0, 1.0 ); \n" + " gl_Position = u_projection * u_modelview * matZ * matY * matX * a_position;\n" " v_texCoord = a_texCoord; \n" "} \n"; @@ -323,8 +292,12 @@ typedef struct GLint fshader; GLint program; - GLint u_modelviewprojectionmatrix; + GLint u_modelviewmatrix; + GLint u_projectionmatrix; GLint s_texture; + GLint u_rotx; + GLint u_roty; + GLint u_rotz; GstGLMatrix modelview; GstGLMatrix projection; @@ -558,8 +531,15 @@ init_model_proj (APP_STATE_T * state) glUseProgram (state->program); - state->u_modelviewprojectionmatrix = - glGetUniformLocation (state->program, "u_matrix"); + state->u_rotx = glGetUniformLocation (state->program, "u_rotx"); + state->u_roty = glGetUniformLocation (state->program, "u_roty"); + state->u_rotz = glGetUniformLocation (state->program, "u_rotz"); + + state->u_modelviewmatrix = + glGetUniformLocation (state->program, "u_modelview"); + + state->u_projectionmatrix = + glGetUniformLocation (state->program, "u_projection"); state->s_texture = glGetUniformLocation (state->program, "s_texture"); @@ -670,9 +650,6 @@ inc_and_wrap_angle (GLfloat angle, GLfloat angle_inc) static void redraw_scene (APP_STATE_T * state) { - GstGLMatrix modelview; - GstGLMatrix modelviewprojection; - glBindFramebuffer (GL_FRAMEBUFFER, 0); glEnable (GL_CULL_FACE); @@ -694,16 +671,15 @@ redraw_scene (APP_STATE_T * state) glBindTexture (GL_TEXTURE_2D, state->tex); glUniform1i (state->s_texture, 0); - memcpy (&modelview, &state->modelview, sizeof (GstGLMatrix)); - gst_gl_matrix_rotate (&modelview, state->rot_angle_x, 1.0f, 0.0f, 0.0f); - gst_gl_matrix_rotate (&modelview, state->rot_angle_y, 0.0f, 1.0f, 0.0f); - gst_gl_matrix_rotate (&modelview, state->rot_angle_z, 0.0f, 0.0f, 1.0f); + glUniform1f (state->u_rotx, state->rot_angle_x); + glUniform1f (state->u_roty, state->rot_angle_y); + glUniform1f (state->u_rotz, state->rot_angle_z); - gst_gl_matrix_load_identity (&modelviewprojection); - gst_gl_matrix_multiply (&modelviewprojection, &modelview, &state->projection); + glUniformMatrix4fv (state->u_modelviewmatrix, 1, GL_FALSE, + &state->modelview.m[0][0]); - glUniformMatrix4fv (state->u_modelviewprojectionmatrix, 1, GL_FALSE, - &modelviewprojection.m[0][0]); + glUniformMatrix4fv (state->u_projectionmatrix, 1, GL_FALSE, + &state->projection.m[0][0]); /* draw first 4 vertices */ glDrawArrays (GL_TRIANGLE_STRIP, 0, 4);