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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 // Simple_Texture2D.c | |
| 12 // | |
| 13 // This is a simple example that draws a quad with a 2D | |
| 14 // texture image. The purpose of this example is to demonstrate | |
| 15 // the basics of 2D texturing | |
| 16 // | |
| 17 #include <stdlib.h> | |
| 18 #include "esUtil.h" | |
| 19 | |
| 20 typedef struct | |
| 21 { | |
| 22 // Handle to a program object | |
| 23 GLuint programObject; | |
| 24 | |
| 25 // Attribute locations | |
| 26 GLint positionLoc; | |
| 27 GLint texCoordLoc; | |
| 28 | |
| 29 // Sampler location | |
| 30 GLint samplerLoc; | |
| 31 | |
| 32 // Texture handle | |
| 33 GLuint textureId; | |
| 34 | |
| 35 } UserData; | |
| 36 | |
| 37 /// | |
| 38 // Create a simple 2x2 texture image with four different colors | |
| 39 // | |
| 40 GLuint CreateSimpleTexture2D( ) | |
| 41 { | |
| 42 // Texture object handle | |
| 43 GLuint textureId; | |
| 44 | |
| 45 // 2x2 Image, 3 bytes per pixel (R, G, B) | |
| 46 GLubyte pixels[4 * 3] = | |
| 47 { | |
| 48 255, 0, 0, // Red | |
| 49 0, 255, 0, // Green | |
| 50 0, 0, 255, // Blue | |
| 51 255, 255, 0 // Yellow | |
| 52 }; | |
| 53 | |
| 54 // Use tightly packed data | |
| 55 glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 ); | |
| 56 | |
| 57 // Generate a texture object | |
| 58 glGenTextures ( 1, &textureId ); | |
| 59 | |
| 60 // Bind the texture object | |
| 61 glBindTexture ( GL_TEXTURE_2D, textureId ); | |
| 62 | |
| 63 // Load the texture | |
| 64 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, p
ixels ); | |
| 65 | |
| 66 // Set the filtering mode | |
| 67 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); | |
| 68 glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); | |
| 69 | |
| 70 return textureId; | |
| 71 | |
| 72 } | |
| 73 | |
| 74 | |
| 75 /// | |
| 76 // Initialize the shader and program object | |
| 77 // | |
| 78 int Init ( ESContext *esContext ) | |
| 79 { | |
| 80 UserData *userData = esContext->userData; | |
| 81 GLbyte vShaderStr[] = | |
| 82 "attribute vec4 a_position; \n" | |
| 83 "attribute vec2 a_texCoord; \n" | |
| 84 "varying vec2 v_texCoord; \n" | |
| 85 "void main() \n" | |
| 86 "{ \n" | |
| 87 " gl_Position = a_position; \n" | |
| 88 " v_texCoord = a_texCoord; \n" | |
| 89 "} \n"; | |
| 90 | |
| 91 GLbyte fShaderStr[] = | |
| 92 "precision mediump float; \n" | |
| 93 "varying vec2 v_texCoord; \n" | |
| 94 "uniform sampler2D s_texture; \n" | |
| 95 "void main() \n" | |
| 96 "{ \n" | |
| 97 " gl_FragColor = texture2D( s_texture, v_texCoord );\n" | |
| 98 "} \n"; | |
| 99 | |
| 100 // Load the shaders and get a linked program object | |
| 101 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | |
| 102 | |
| 103 // Get the attribute locations | |
| 104 userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_pos
ition" ); | |
| 105 userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_tex
Coord" ); | |
| 106 | |
| 107 // Get the sampler location | |
| 108 userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_tex
ture" ); | |
| 109 | |
| 110 // Load the texture | |
| 111 userData->textureId = CreateSimpleTexture2D (); | |
| 112 | |
| 113 glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); | |
| 114 return TRUE; | |
| 115 } | |
| 116 | |
| 117 /// | |
| 118 // Draw a triangle using the shader pair created in Init() | |
| 119 // | |
| 120 void Draw ( ESContext *esContext ) | |
| 121 { | |
| 122 UserData *userData = esContext->userData; | |
| 123 GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 | |
| 124 0.0f, 0.0f, // TexCoord 0 | |
| 125 -0.5f, -0.5f, 0.0f, // Position 1 | |
| 126 0.0f, 1.0f, // TexCoord 1 | |
| 127 0.5f, -0.5f, 0.0f, // Position 2 | |
| 128 1.0f, 1.0f, // TexCoord 2 | |
| 129 0.5f, 0.5f, 0.0f, // Position 3 | |
| 130 1.0f, 0.0f // TexCoord 3 | |
| 131 }; | |
| 132 GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; | |
| 133 | |
| 134 // Set the viewport | |
| 135 glViewport ( 0, 0, esContext->width, esContext->height ); | |
| 136 | |
| 137 // Clear the color buffer | |
| 138 glClear ( GL_COLOR_BUFFER_BIT ); | |
| 139 | |
| 140 // Use the program object | |
| 141 glUseProgram ( userData->programObject ); | |
| 142 | |
| 143 // Load the vertex position | |
| 144 glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, | |
| 145 GL_FALSE, 5 * sizeof(GLfloat), vVertices ); | |
| 146 // Load the texture coordinate | |
| 147 glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, | |
| 148 GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); | |
| 149 | |
| 150 glEnableVertexAttribArray ( userData->positionLoc ); | |
| 151 glEnableVertexAttribArray ( userData->texCoordLoc ); | |
| 152 | |
| 153 // Bind the texture | |
| 154 glActiveTexture ( GL_TEXTURE0 ); | |
| 155 glBindTexture ( GL_TEXTURE_2D, userData->textureId ); | |
| 156 | |
| 157 // Set the sampler texture unit to 0 | |
| 158 glUniform1i ( userData->samplerLoc, 0 ); | |
| 159 | |
| 160 glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); | |
| 161 | |
| 162 eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); | |
| 163 } | |
| 164 | |
| 165 /// | |
| 166 // Cleanup | |
| 167 // | |
| 168 void ShutDown ( ESContext *esContext ) | |
| 169 { | |
| 170 UserData *userData = esContext->userData; | |
| 171 | |
| 172 // Delete texture object | |
| 173 glDeleteTextures ( 1, &userData->textureId ); | |
| 174 | |
| 175 // Delete program object | |
| 176 glDeleteProgram ( userData->programObject ); | |
| 177 } | |
| 178 | |
| 179 | |
| 180 int main ( int argc, char *argv[] ) | |
| 181 { | |
| 182 ESContext esContext; | |
| 183 UserData userData; | |
| 184 | |
| 185 esInitContext ( &esContext ); | |
| 186 esContext.userData = &userData; | |
| 187 | |
| 188 esCreateWindow ( &esContext, "Simple Texture 2D", 320, 240, ES_WINDOW_RGB ); | |
| 189 | |
| 190 if ( !Init ( &esContext ) ) | |
| 191 return 0; | |
| 192 | |
| 193 esRegisterDrawFunc ( &esContext, Draw ); | |
| 194 | |
| 195 esMainLoop ( &esContext ); | |
| 196 | |
| 197 ShutDown ( &esContext ); | |
| 198 } | |
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