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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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