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| 1 // | |
| 2 // Book: OpenGL(R) ES 2.0 Programming Guide | |
| 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | |
| 4 // ISBN-10: 0321502795 | |
| 5 // ISBN-13: 9780321502797 | |
| 6 // Publisher: Addison-Wesley Professional | |
| 7 // URLs: http://safari.informit.com/9780321563835 | |
| 8 // http://www.opengles-book.com | |
| 9 // | |
| 10 | |
| 11 // MultiTexture.c | |
| 12 // | |
| 13 // This is an example that draws a quad with a basemap and | |
| 14 // lightmap to demonstrate multitexturing. | |
| 15 // | |
| 16 #include <stdlib.h> | |
| 17 #include "esUtil.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 locations | |
| 29 GLint baseMapLoc; | |
| 30 GLint lightMapLoc; | |
| 31 | |
| 32 // Texture handle | |
| 33 GLuint baseMapTexId; | |
| 34 GLuint lightMapTexId; | |
| 35 | |
| 36 } UserData; | |
| 37 | |
| 38 | |
| 39 /// | |
| 40 // Load texture from disk | |
| 41 // | |
| 42 GLuint LoadTexture ( char *fileName ) | |
| 43 { | |
| 44 int width, | |
| 45 height; | |
| 46 char *buffer = esLoadTGA ( fileName, &width, &height ); | |
| 47 GLuint texId; | |
| 48 | |
| 49 if ( buffer == NULL ) | |
| 50 { | |
| 51 esLogMessage ( "Error loading (%s) image.\n", fileName ); | |
| 52 return 0; | |
| 53 } | |
| 54 | |
| 55 glGenTextures ( 1, &texId ); | |
| 56 glBindTexture ( GL_TEXTURE_2D, texId ); | |
| 57 | |
| 58 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNE
D_BYTE, buffer ); | |
| 59 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); | |
| 60 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); | |
| 61 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); | |
| 62 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); | |
| 63 | |
| 64 free ( buffer ); | |
| 65 | |
| 66 return texId; | |
| 67 } | |
| 68 | |
| 69 | |
| 70 | |
| 71 /// | |
| 72 // Initialize the shader and program object | |
| 73 // | |
| 74 int Init ( ESContext *esContext ) | |
| 75 { | |
| 76 UserData *userData = esContext->userData; | |
| 77 GLbyte vShaderStr[] = | |
| 78 "attribute vec4 a_position; \n" | |
| 79 "attribute vec2 a_texCoord; \n" | |
| 80 "varying vec2 v_texCoord; \n" | |
| 81 "void main() \n" | |
| 82 "{ \n" | |
| 83 " gl_Position = a_position; \n" | |
| 84 " v_texCoord = a_texCoord; \n" | |
| 85 "} \n"; | |
| 86 | |
| 87 GLbyte fShaderStr[] = | |
| 88 "precision mediump float; \n" | |
| 89 "varying vec2 v_texCoord; \n" | |
| 90 "uniform sampler2D s_baseMap; \n" | |
| 91 "uniform sampler2D s_lightMap; \n" | |
| 92 "void main() \n" | |
| 93 "{ \n" | |
| 94 " vec4 baseColor; \n" | |
| 95 " vec4 lightColor; \n" | |
| 96 " \n" | |
| 97 " baseColor = texture2D( s_baseMap, v_texCoord ); \n" | |
| 98 " lightColor = texture2D( s_lightMap, v_texCoord ); \n" | |
| 99 " gl_FragColor = baseColor * (lightColor + 0.25); \n" | |
| 100 "} \n"; | |
| 101 | |
| 102 // Load the shaders and get a linked program object | |
| 103 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | |
| 104 | |
| 105 // Get the attribute locations | |
| 106 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); | |
| 107 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); | |
| 108 | |
| 109 // Get the sampler location | |
| 110 userData->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_bas
eMap" ); | |
| 111 userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_li
ghtMap" ); | |
| 112 | |
| 113 // Load the textures | |
| 114 userData->baseMapTexId = LoadTexture ( "basemap.tga" ); | |
| 115 userData->lightMapTexId = LoadTexture ( "lightmap.tga" ); | |
| 116 | |
| 117 if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 ) | |
| 118 return FALSE; | |
| 119 | |
| 120 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | |
| 121 return TRUE; | |
| 122 } | |
| 123 | |
| 124 /// | |
| 125 // Draw a triangle using the shader pair created in Init() | |
| 126 // | |
| 127 void Draw ( ESContext *esContext ) | |
| 128 { | |
| 129 UserData *userData = esContext->userData; | |
| 130 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 | |
| 131 0.0f, 0.0f, // TexCoord 0 | |
| 132 -0.5f, -0.5f, 0.0f, // Position 1 | |
| 133 0.0f, 1.0f, // TexCoord 1 | |
| 134 0.5f, -0.5f, 0.0f, // Position 2 | |
| 135 1.0f, 1.0f, // TexCoord 2 | |
| 136 0.5f, 0.5f, 0.0f, // Position 3 | |
| 137 1.0f, 0.0f // TexCoord 3 | |
| 138 }; | |
| 139 GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; | |
| 140 | |
| 141 // Set the viewport | |
| 142 glViewport ( 0, 0, esContext->width, esContext->height ); | |
| 143 | |
| 144 // Clear the color buffer | |
| 145 glClear ( GL_COLOR_BUFFER_BIT ); | |
| 146 | |
| 147 // Use the program object | |
| 148 glUseProgram ( userData->programObject ); | |
| 149 | |
| 150 // Load the vertex position | |
| 151 glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, | |
| 152 GL_FALSE, 5 * sizeof(GLfloat), vVertices ); | |
| 153 // Load the texture coordinate | |
| 154 glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, | |
| 155 GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); | |
| 156 | |
| 157 glEnableVertexAttribArray ( userData->positionLoc ); | |
| 158 glEnableVertexAttribArray ( userData->texCoordLoc ); | |
| 159 | |
| 160 // Bind the base map | |
| 161 glActiveTexture ( GL_TEXTURE0 ); | |
| 162 glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId ); | |
| 163 | |
| 164 // Set the base map sampler to texture unit to 0 | |
| 165 glUniform1i ( userData->baseMapLoc, 0 ); | |
| 166 | |
| 167 // Bind the light map | |
| 168 glActiveTexture ( GL_TEXTURE1 ); | |
| 169 glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId ); | |
| 170 | |
| 171 // Set the light map sampler to texture unit 1 | |
| 172 glUniform1i ( userData->lightMapLoc, 1 ); | |
| 173 | |
| 174 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | |
| 175 | |
| 176 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
| 177 } | |
| 178 | |
| 179 /// | |
| 180 // Cleanup | |
| 181 // | |
| 182 void ShutDown ( ESContext *esContext ) | |
| 183 { | |
| 184 UserData *userData = esContext->userData; | |
| 185 | |
| 186 // Delete texture object | |
| 187 glDeleteTextures ( 1, &userData->baseMapTexId ); | |
| 188 glDeleteTextures ( 1, &userData->lightMapTexId ); | |
| 189 | |
| 190 // Delete program object | |
| 191 glDeleteProgram ( userData->programObject ); | |
| 192 } | |
| 193 | |
| 194 | |
| 195 int main ( int argc, char *argv[] ) | |
| 196 { | |
| 197 ESContext esContext; | |
| 198 UserData userData; | |
| 199 | |
| 200 esInitContext ( &esContext ); | |
| 201 esContext.userData = &userData; | |
| 202 | |
| 203 esCreateWindow ( &esContext, "MultiTexture", 320, 240, ES_WINDOW_RGB ); | |
| 204 | |
| 205 if ( !Init ( &esContext ) ) | |
| 206 return 0; | |
| 207 | |
| 208 esRegisterDrawFunc ( &esContext, Draw ); | |
| 209 | |
| 210 esMainLoop ( &esContext ); | |
| 211 | |
| 212 ShutDown ( &esContext ); | |
| 213 } | |
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