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1 // | 1 // |
2 // Book: OpenGL(R) ES 2.0 Programming Guide | 2 // Book: OpenGL(R) ES 2.0 Programming Guide |
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
4 // ISBN-10: 0321502795 | 4 // ISBN-10: 0321502795 |
5 // ISBN-13: 9780321502797 | 5 // ISBN-13: 9780321502797 |
6 // Publisher: Addison-Wesley Professional | 6 // Publisher: Addison-Wesley Professional |
7 // URLs: http://safari.informit.com/9780321563835 | 7 // URLs: http://safari.informit.com/9780321563835 |
8 // http://www.opengles-book.com | 8 // http://www.opengles-book.com |
9 // | 9 // |
10 | 10 |
11 // MipMap2D.c | 11 // MipMap2D.c |
12 // | 12 // |
13 // This is a simple example that demonstrates generating a mipmap chain | 13 // This is a simple example that demonstrates generating a mipmap chain |
14 // and rendering with it | 14 // and rendering with it |
15 // | 15 // |
16 #include <stdlib.h> | 16 #include <stdlib.h> |
17 #include "esUtil.h" | 17 #include "MipMap2D.h" |
18 | |
19 typedef struct | |
20 { | |
21 // Handle to a program object | |
22 GLuint programObject; | |
23 | |
24 // Attribute locations | |
25 GLint positionLoc; | |
26 GLint texCoordLoc; | |
27 | |
28 // Sampler location | |
29 GLint samplerLoc; | |
30 | |
31 // Offset location | |
32 GLint offsetLoc; | |
33 | |
34 // Texture handle | |
35 GLuint textureId; | |
36 | |
37 } UserData; | |
38 | |
39 | 18 |
40 /// | 19 /// |
41 // From an RGB8 source image, generate the next level mipmap | 20 // From an RGB8 source image, generate the next level mipmap |
42 // | 21 // |
43 GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight,
int *dstWidth, int *dstHeight ) | 22 static GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int src
Height, int *dstWidth, int *dstHeight ) |
44 { | 23 { |
45 int x, | 24 int x, |
46 y; | 25 y; |
47 int texelSize = 3; | 26 int texelSize = 3; |
48 | 27 |
49 *dstWidth = srcWidth / 2; | 28 *dstWidth = srcWidth / 2; |
50 if ( *dstWidth <= 0 ) | 29 if ( *dstWidth <= 0 ) |
51 *dstWidth = 1; | 30 *dstWidth = 1; |
52 | 31 |
53 *dstHeight = srcHeight / 2; | 32 *dstHeight = srcHeight / 2; |
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98 (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b ); | 77 (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b ); |
99 } | 78 } |
100 } | 79 } |
101 | 80 |
102 return GL_TRUE; | 81 return GL_TRUE; |
103 } | 82 } |
104 | 83 |
105 /// | 84 /// |
106 // Generate an RGB8 checkerboard image | 85 // Generate an RGB8 checkerboard image |
107 // | 86 // |
108 GLubyte* GenCheckImage( int width, int height, int checkSize ) | 87 static GLubyte* GenCheckImage( int width, int height, int checkSize ) |
109 { | 88 { |
110 int x, | 89 int x, |
111 y; | 90 y; |
112 GLubyte *pixels = malloc( width * height * 3 ); | 91 GLubyte *pixels = malloc( width * height * 3 ); |
113 | 92 |
114 if ( pixels == NULL ) | 93 if ( pixels == NULL ) |
115 return NULL; | 94 return NULL; |
116 | 95 |
117 for ( y = 0; y < height; y++ ) | 96 for ( y = 0; y < height; y++ ) |
118 for ( x = 0; x < width; x++ ) | 97 for ( x = 0; x < width; x++ ) |
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135 pixels[(y * height + x) * 3 + 1] = 0; | 114 pixels[(y * height + x) * 3 + 1] = 0; |
136 pixels[(y * height + x) * 3 + 2] = bColor; | 115 pixels[(y * height + x) * 3 + 2] = bColor; |
137 } | 116 } |
138 | 117 |
139 return pixels; | 118 return pixels; |
140 } | 119 } |
141 | 120 |
142 /// | 121 /// |
143 // Create a mipmapped 2D texture image | 122 // Create a mipmapped 2D texture image |
144 // | 123 // |
145 GLuint CreateMipMappedTexture2D( ) | 124 static GLuint CreateMipMappedTexture2D( ) |
146 { | 125 { |
147 // Texture object handle | 126 // Texture object handle |
148 GLuint textureId; | 127 GLuint textureId; |
149 int width = 256, | 128 int width = 256, |
150 height = 256; | 129 height = 256; |
151 int level; | 130 int level; |
152 GLubyte *pixels; | 131 GLubyte *pixels; |
153 GLubyte *prevImage; | 132 GLubyte *prevImage; |
154 GLubyte *newImage; | 133 GLubyte *newImage; |
155 | 134 |
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203 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); | 182 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
204 | 183 |
205 return textureId; | 184 return textureId; |
206 | 185 |
207 } | 186 } |
208 | 187 |
209 | 188 |
210 /// | 189 /// |
211 // Initialize the shader and program object | 190 // Initialize the shader and program object |
212 // | 191 // |
213 int Init ( ESContext *esContext ) | 192 int mmInit ( ESContext *esContext ) |
214 { | 193 { |
215 UserData *userData = esContext->userData; | 194 MMUserData *userData = esContext->userData; |
216 GLbyte vShaderStr[] = | 195 GLbyte vShaderStr[] = |
217 "uniform float u_offset; \n" | 196 "uniform float u_offset; \n" |
218 "attribute vec4 a_position; \n" | 197 "attribute vec4 a_position; \n" |
219 "attribute vec2 a_texCoord; \n" | 198 "attribute vec2 a_texCoord; \n" |
220 "varying vec2 v_texCoord; \n" | 199 "varying vec2 v_texCoord; \n" |
221 "void main() \n" | 200 "void main() \n" |
222 "{ \n" | 201 "{ \n" |
223 " gl_Position = a_position; \n" | 202 " gl_Position = a_position; \n" |
224 " gl_Position.x += u_offset;\n" | 203 " gl_Position.x += u_offset;\n" |
225 " v_texCoord = a_texCoord; \n" | 204 " v_texCoord = a_texCoord; \n" |
226 "} \n"; | 205 "} \n"; |
227 | 206 |
| 207 // TODO(alokp): Shaders containing "precision" do not compile. |
228 GLbyte fShaderStr[] = | 208 GLbyte fShaderStr[] = |
229 "precision mediump float; \n" | 209 "//precision mediump float; \n" |
230 "varying vec2 v_texCoord; \n" | 210 "varying vec2 v_texCoord; \n" |
231 "uniform sampler2D s_texture; \n" | 211 "uniform sampler2D s_texture; \n" |
232 "void main() \n" | 212 "void main() \n" |
233 "{ \n" | 213 "{ \n" |
234 " gl_FragColor = texture2D( s_texture, v_texCoord );\n" | 214 " gl_FragColor = texture2D( s_texture, v_texCoord );\n" |
235 "} \n"; | 215 "} \n"; |
236 | 216 |
| 217 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, 1.5f, // Position 0 |
| 218 0.0f, 0.0f, // TexCoord 0 |
| 219 -0.5f, -0.5f, 0.0f, 0.75f, // Position 1 |
| 220 0.0f, 1.0f, // TexCoord 1 |
| 221 0.5f, -0.5f, 0.0f, 0.75f, // Position 2 |
| 222 1.0f, 1.0f, // TexCoord 2 |
| 223 0.5f, 0.5f, 0.0f, 1.5f, // Position 3 |
| 224 1.0f, 0.0f // TexCoord 3 |
| 225 }; |
| 226 GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; |
| 227 |
237 // Load the shaders and get a linked program object | 228 // Load the shaders and get a linked program object |
238 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | 229 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
| 230 if (userData->programObject == 0) return FALSE; |
239 | 231 |
240 // Get the attribute locations | 232 // Get the attribute locations |
241 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); | 233 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); |
242 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); | 234 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); |
243 | 235 |
244 // Get the sampler location | 236 // Get the sampler location |
245 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); | 237 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); |
246 | 238 |
247 // Get the offset location | 239 // Get the offset location |
248 userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offse
t" ); | 240 userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offse
t" ); |
249 | 241 |
250 // Load the texture | 242 // Load the texture |
251 userData->textureId = CreateMipMappedTexture2D (); | 243 userData->textureId = CreateMipMappedTexture2D (); |
252 | 244 |
| 245 // Load vertex data |
| 246 glGenBuffers ( 2, userData->vboIds ); |
| 247 glBindBuffer ( GL_ARRAY_BUFFER, userData->vboIds[0] ); |
| 248 glBufferData ( GL_ARRAY_BUFFER, sizeof(vVertices), |
| 249 vVertices, GL_STATIC_DRAW); |
| 250 glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER, userData->vboIds[1] ); |
| 251 glBufferData ( GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), |
| 252 indices, GL_STATIC_DRAW ); |
| 253 |
253 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | 254 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); |
254 return TRUE; | 255 return TRUE; |
255 } | 256 } |
256 | 257 |
257 /// | 258 /// |
258 // Draw a triangle using the shader pair created in Init() | 259 // Draw a triangle using the shader pair created in Init() |
259 // | 260 // |
260 void Draw ( ESContext *esContext ) | 261 #define VTX_POS_SIZE 4 |
| 262 #define VTX_TEX_SIZE 2 |
| 263 #define VTX_STRIDE (6 * sizeof(GLfloat)) |
| 264 void mmDraw ( ESContext *esContext ) |
261 { | 265 { |
262 UserData *userData = esContext->userData; | 266 MMUserData *userData = esContext->userData; |
263 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, 1.5f, // Position 0 | 267 GLuint offset = 0; |
264 0.0f, 0.0f, // TexCoord 0 | |
265 -0.5f, -0.5f, 0.0f, 0.75f, // Position 1 | |
266 0.0f, 1.0f, // TexCoord 1 | |
267 0.5f, -0.5f, 0.0f, 0.75f, // Position 2 | |
268 1.0f, 1.0f, // TexCoord 2 | |
269 0.5f, 0.5f, 0.0f, 1.5f, // Position 3 | |
270 1.0f, 0.0f // TexCoord 3 | |
271 }; | |
272 GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; | |
273 | 268 |
274 // Set the viewport | 269 // Set the viewport |
275 glViewport ( 0, 0, esContext->width, esContext->height ); | 270 glViewport ( 0, 0, esContext->width, esContext->height ); |
276 | 271 |
277 // Clear the color buffer | 272 // Clear the color buffer |
278 glClear ( GL_COLOR_BUFFER_BIT ); | 273 glClear ( GL_COLOR_BUFFER_BIT ); |
279 | 274 |
280 // Use the program object | 275 // Use the program object |
281 glUseProgram ( userData->programObject ); | 276 glUseProgram ( userData->programObject ); |
282 | 277 |
283 // Load the vertex position | 278 // Load the vertex position |
284 glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT, | 279 glVertexAttribPointer ( userData->positionLoc, VTX_POS_SIZE, GL_FLOAT, |
285 GL_FALSE, 6 * sizeof(GLfloat), vVertices ); | 280 GL_FALSE, VTX_STRIDE, (GLvoid*) offset ); |
| 281 offset += VTX_POS_SIZE * sizeof(GLfloat); |
286 // Load the texture coordinate | 282 // Load the texture coordinate |
287 glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, | 283 glVertexAttribPointer ( userData->texCoordLoc, VTX_TEX_SIZE, GL_FLOAT, |
288 GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] ); | 284 GL_FALSE, VTX_STRIDE, (GLvoid*) offset ); |
289 | 285 |
290 glEnableVertexAttribArray ( userData->positionLoc ); | 286 glEnableVertexAttribArray ( userData->positionLoc ); |
291 glEnableVertexAttribArray ( userData->texCoordLoc ); | 287 glEnableVertexAttribArray ( userData->texCoordLoc ); |
292 | 288 |
293 // Bind the texture | 289 // Bind the texture |
294 glActiveTexture ( GL_TEXTURE0 ); | 290 glActiveTexture ( GL_TEXTURE0 ); |
295 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); | 291 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); |
296 | 292 |
297 // Set the sampler texture unit to 0 | 293 // Set the sampler texture unit to 0 |
298 glUniform1i ( userData->samplerLoc, 0 ); | 294 glUniform1i ( userData->samplerLoc, 0 ); |
299 | 295 |
300 // Draw quad with nearest sampling | 296 // Draw quad with nearest sampling |
301 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); | 297 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); |
302 glUniform1f ( userData->offsetLoc, -0.6f ); | 298 glUniform1f ( userData->offsetLoc, -0.6f ); |
303 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | 299 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0 ); |
304 | 300 |
305 // Draw quad with trilinear filtering | 301 // Draw quad with trilinear filtering |
306 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINE
AR ); | 302 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINE
AR ); |
307 glUniform1f ( userData->offsetLoc, 0.6f ); | 303 glUniform1f ( userData->offsetLoc, 0.6f ); |
308 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | 304 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0 ); |
309 | |
310 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
311 } | 305 } |
312 | 306 |
313 /// | 307 /// |
314 // Cleanup | 308 // Cleanup |
315 // | 309 // |
316 void ShutDown ( ESContext *esContext ) | 310 void mmShutDown ( ESContext *esContext ) |
317 { | 311 { |
318 UserData *userData = esContext->userData; | 312 MMUserData *userData = esContext->userData; |
319 | 313 |
320 // Delete texture object | 314 // Delete texture object |
321 glDeleteTextures ( 1, &userData->textureId ); | 315 glDeleteTextures ( 1, &userData->textureId ); |
322 | 316 |
| 317 // Delete VBOs |
| 318 glDeleteBuffers ( 2, userData->vboIds ); |
| 319 |
323 // Delete program object | 320 // Delete program object |
324 glDeleteProgram ( userData->programObject ); | 321 glDeleteProgram ( userData->programObject ); |
325 } | 322 } |
326 | |
327 | |
328 int main ( int argc, char *argv[] ) | |
329 { | |
330 ESContext esContext; | |
331 UserData userData; | |
332 | |
333 esInitContext ( &esContext ); | |
334 esContext.userData = &userData; | |
335 | |
336 esCreateWindow ( &esContext, "MipMap 2D", 320, 240, ES_WINDOW_RGB ); | |
337 | |
338 if ( !Init ( &esContext ) ) | |
339 return 0; | |
340 | |
341 esRegisterDrawFunc ( &esContext, Draw ); | |
342 | |
343 esMainLoop ( &esContext ); | |
344 | |
345 ShutDown ( &esContext ); | |
346 } | |
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