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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 // MipMap2D.c | |
12 // | |
13 // This is a simple example that demonstrates generating a mipmap chain | |
14 // and rendering with it | |
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 location | |
29 GLint samplerLoc; | |
30 | |
31 // Offset location | |
32 GLint offsetLoc; | |
33 | |
34 // Texture handle | |
35 GLuint textureId; | |
36 | |
37 } UserData; | |
38 | |
39 | |
40 /// | |
41 // From an RGB8 source image, generate the next level mipmap | |
42 // | |
43 GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight,
int *dstWidth, int *dstHeight ) | |
44 { | |
45 int x, | |
46 y; | |
47 int texelSize = 3; | |
48 | |
49 *dstWidth = srcWidth / 2; | |
50 if ( *dstWidth <= 0 ) | |
51 *dstWidth = 1; | |
52 | |
53 *dstHeight = srcHeight / 2; | |
54 if ( *dstHeight <= 0 ) | |
55 *dstHeight = 1; | |
56 | |
57 *dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) ); | |
58 if ( *dst == NULL ) | |
59 return GL_FALSE; | |
60 | |
61 for ( y = 0; y < *dstHeight; y++ ) | |
62 { | |
63 for( x = 0; x < *dstWidth; x++ ) | |
64 { | |
65 int srcIndex[4]; | |
66 float r = 0.0f, | |
67 g = 0.0f, | |
68 b = 0.0f; | |
69 int sample; | |
70 | |
71 // Compute the offsets for 2x2 grid of pixels in previous | |
72 // image to perform box filter | |
73 srcIndex[0] = | |
74 (((y * 2) * srcWidth) + (x * 2)) * texelSize; | |
75 srcIndex[1] = | |
76 (((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize; | |
77 srcIndex[2] = | |
78 ((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize; | |
79 srcIndex[3] = | |
80 ((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize; | |
81 | |
82 // Sum all pixels | |
83 for ( sample = 0; sample < 4; sample++ ) | |
84 { | |
85 r += src[srcIndex[sample]]; | |
86 g += src[srcIndex[sample] + 1]; | |
87 b += src[srcIndex[sample] + 2]; | |
88 } | |
89 | |
90 // Average results | |
91 r /= 4.0; | |
92 g /= 4.0; | |
93 b /= 4.0; | |
94 | |
95 // Store resulting pixels | |
96 (*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r ); | |
97 (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g ); | |
98 (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b ); | |
99 } | |
100 } | |
101 | |
102 return GL_TRUE; | |
103 } | |
104 | |
105 /// | |
106 // Generate an RGB8 checkerboard image | |
107 // | |
108 GLubyte* GenCheckImage( int width, int height, int checkSize ) | |
109 { | |
110 int x, | |
111 y; | |
112 GLubyte *pixels = malloc( width * height * 3 ); | |
113 | |
114 if ( pixels == NULL ) | |
115 return NULL; | |
116 | |
117 for ( y = 0; y < height; y++ ) | |
118 for ( x = 0; x < width; x++ ) | |
119 { | |
120 GLubyte rColor = 0; | |
121 GLubyte bColor = 0; | |
122 | |
123 if ( ( x / checkSize ) % 2 == 0 ) | |
124 { | |
125 rColor = 255 * ( ( y / checkSize ) % 2 ); | |
126 bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); | |
127 } | |
128 else | |
129 { | |
130 bColor = 255 * ( ( y / checkSize ) % 2 ); | |
131 rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); | |
132 } | |
133 | |
134 pixels[(y * height + x) * 3] = rColor; | |
135 pixels[(y * height + x) * 3 + 1] = 0; | |
136 pixels[(y * height + x) * 3 + 2] = bColor; | |
137 } | |
138 | |
139 return pixels; | |
140 } | |
141 | |
142 /// | |
143 // Create a mipmapped 2D texture image | |
144 // | |
145 GLuint CreateMipMappedTexture2D( ) | |
146 { | |
147 // Texture object handle | |
148 GLuint textureId; | |
149 int width = 256, | |
150 height = 256; | |
151 int level; | |
152 GLubyte *pixels; | |
153 GLubyte *prevImage; | |
154 GLubyte *newImage; | |
155 | |
156 pixels = GenCheckImage( width, height, 8 ); | |
157 if ( pixels == NULL ) | |
158 return 0; | |
159 | |
160 // Generate a texture object | |
161 glGenTextures ( 1, &textureId ); | |
162 | |
163 // Bind the texture object | |
164 glBindTexture ( GL_TEXTURE_2D, textureId ); | |
165 | |
166 // Load mipmap level 0 | |
167 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, | |
168 0, GL_RGB, GL_UNSIGNED_BYTE, pixels ); | |
169 | |
170 level = 1; | |
171 prevImage = &pixels[0]; | |
172 | |
173 while ( width > 1 && height > 1 ) | |
174 { | |
175 int newWidth, | |
176 newHeight; | |
177 | |
178 // Generate the next mipmap level | |
179 GenMipMap2D( prevImage, &newImage, width, height, | |
180 &newWidth, &newHeight ); | |
181 | |
182 // Load the mipmap level | |
183 glTexImage2D( GL_TEXTURE_2D, level, GL_RGB, | |
184 newWidth, newHeight, 0, GL_RGB, | |
185 GL_UNSIGNED_BYTE, newImage ); | |
186 | |
187 // Free the previous image | |
188 free ( prevImage ); | |
189 | |
190 // Set the previous image for the next iteration | |
191 prevImage = newImage; | |
192 level++; | |
193 | |
194 // Half the width and height | |
195 width = newWidth; | |
196 height = newHeight; | |
197 } | |
198 | |
199 free ( newImage ); | |
200 | |
201 // Set the filtering mode | |
202 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEA
REST ); | |
203 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); | |
204 | |
205 return textureId; | |
206 | |
207 } | |
208 | |
209 | |
210 /// | |
211 // Initialize the shader and program object | |
212 // | |
213 int Init ( ESContext *esContext ) | |
214 { | |
215 UserData *userData = esContext->userData; | |
216 GLbyte vShaderStr[] = | |
217 "uniform float u_offset; \n" | |
218 "attribute vec4 a_position; \n" | |
219 "attribute vec2 a_texCoord; \n" | |
220 "varying vec2 v_texCoord; \n" | |
221 "void main() \n" | |
222 "{ \n" | |
223 " gl_Position = a_position; \n" | |
224 " gl_Position.x += u_offset;\n" | |
225 " v_texCoord = a_texCoord; \n" | |
226 "} \n"; | |
227 | |
228 GLbyte fShaderStr[] = | |
229 "precision mediump float; \n" | |
230 "varying vec2 v_texCoord; \n" | |
231 "uniform sampler2D s_texture; \n" | |
232 "void main() \n" | |
233 "{ \n" | |
234 " gl_FragColor = texture2D( s_texture, v_texCoord );\n" | |
235 "} \n"; | |
236 | |
237 // Load the shaders and get a linked program object | |
238 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | |
239 | |
240 // Get the attribute locations | |
241 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); | |
242 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); | |
243 | |
244 // Get the sampler location | |
245 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); | |
246 | |
247 // Get the offset location | |
248 userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offse
t" ); | |
249 | |
250 // Load the texture | |
251 userData->textureId = CreateMipMappedTexture2D (); | |
252 | |
253 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | |
254 return TRUE; | |
255 } | |
256 | |
257 /// | |
258 // Draw a triangle using the shader pair created in Init() | |
259 // | |
260 void Draw ( ESContext *esContext ) | |
261 { | |
262 UserData *userData = esContext->userData; | |
263 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, 1.5f, // Position 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 | |
274 // Set the viewport | |
275 glViewport ( 0, 0, esContext->width, esContext->height ); | |
276 | |
277 // Clear the color buffer | |
278 glClear ( GL_COLOR_BUFFER_BIT ); | |
279 | |
280 // Use the program object | |
281 glUseProgram ( userData->programObject ); | |
282 | |
283 // Load the vertex position | |
284 glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT, | |
285 GL_FALSE, 6 * sizeof(GLfloat), vVertices ); | |
286 // Load the texture coordinate | |
287 glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, | |
288 GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] ); | |
289 | |
290 glEnableVertexAttribArray ( userData->positionLoc ); | |
291 glEnableVertexAttribArray ( userData->texCoordLoc ); | |
292 | |
293 // Bind the texture | |
294 glActiveTexture ( GL_TEXTURE0 ); | |
295 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); | |
296 | |
297 // Set the sampler texture unit to 0 | |
298 glUniform1i ( userData->samplerLoc, 0 ); | |
299 | |
300 // Draw quad with nearest sampling | |
301 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); | |
302 glUniform1f ( userData->offsetLoc, -0.6f ); | |
303 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | |
304 | |
305 // Draw quad with trilinear filtering | |
306 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINE
AR ); | |
307 glUniform1f ( userData->offsetLoc, 0.6f ); | |
308 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | |
309 | |
310 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
311 } | |
312 | |
313 /// | |
314 // Cleanup | |
315 // | |
316 void ShutDown ( ESContext *esContext ) | |
317 { | |
318 UserData *userData = esContext->userData; | |
319 | |
320 // Delete texture object | |
321 glDeleteTextures ( 1, &userData->textureId ); | |
322 | |
323 // Delete program object | |
324 glDeleteProgram ( userData->programObject ); | |
325 } | |
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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